scholarly journals Perancangan Buku Pop-Up Permainan Tradisional Anak sebagai Media Pelestarian Keaifan Lokal Lombok NTB

2022 ◽  
Vol 4 (3) ◽  
pp. 474-498
Author(s):  
Tsania Putri Mahisa ◽  
Insanul Qisti Barriyah ◽  
Septi Asri Finanda ◽  
Moh. Rusnoto Susanto

This writing aims to (1) describe children's games as ideas or inspiration for the creation of a work of Pop Up Books (2) describe the depiction of the form and process of making Visual Communication Design in the form of a three-dimensional Pop-up Book that elevates Lombok NTB's Traditional Children's Games in order to remain maintain and preserve the local wisdom of the archipelago through children's games. The methods used in the creation of this artwork include exploration and experimentation. In this case, the exploration was carried out by searching for libraries, pictures and all information related to the theme that I took, namely traditional games for children from Lombok, NTB. Then in terms of this exploration, do a sketch activity, which is then visualized in several uses of several bitmap-based applications such as Ibis applications on mobile phones and Coreldraw applications using laptops. The work is done by starting from making a sketch, then designing, printing, then cutting and pasting until finally it becomes a Pop-up book.     The results of the discussion and creation are as follows: 1. The theme of the work presented in: Final Project is Traditional Children's Games in Lombok NTB, with the title "Designing Pop-up Books for Traditional Children's Games as Preservation of Local Wisdom in Lombok NTB". 2. These Visual Communication Designs visualize a collaborative design of Ibis and Coreldraw applications and then the results are printed using an albartos paper machine and create a work called Pop-up Book. 3. The number of book pages created is 11 pages consisting of 1 opening page, 9 Pop-up game pages, and 1 closing page along with front and back covers, with a manufacturing period of 4 months in 2021 starting from July-October.  Keywords: Children's traditional games, Pop-up Books, Local wisdom.

Author(s):  
Jose Miguel Silva ◽  
João Matos Neves ◽  
Daniel Raposo Martins

The following article focuses on the development of a visual exploratory study in the form of a diagnostic, tested in a learning experience to support the development of the final project. A project developed in the field of visual communication design, degree of Visual Communication Design and Audiovisual Production of the School of Applied Arts, Castelo Branco Polytechnic Institute, Portugal. The visual diagnostic exploratory study, involving several phases of information gathering, was conducted by the students within the scope of the Curricular Unit of Research Design, of the curricular year of 2018/19. The introduction of the visual diagnostic exploratory study provided new solutions to the visual communication level of a product or service in the final degree project. From its application, it resulted in a greater solidity in the arguments of the solutions proposed by the students; however, there were observed gaps in the understanding of the perspective of the consumer in the phase of mapping the archetypes and creation of narratives in the customer journey.


2021 ◽  
Vol 2143 (1) ◽  
pp. 012026
Author(s):  
Fang Zhang ◽  
Mingjiong Li

Abstract With the development and popularization of computer simulation technology, its application in all walks of life has become more and more extensive, and it has also effectively promoted the development of all walks of life. This article analyzes the elements of flat visual communication design, and it decomposes the multi-level structure of user experience effects in flat visual communication design. In addition, the design of plane visual communication requires the aid of a three-dimensional reconstruction system, so this paper also studies the hardware design and software design of the three-dimensional image virtual reconstruction system.


2018 ◽  
Vol 5 (1) ◽  
Author(s):  
Jonata Witabora ◽  
Kadek Satria Adidharma ◽  
Meilani Meilani ◽  
Anastasia Ari Respati

Visual Communication Design is a growing discipline. It keeps on working and interacting with other discipline in order to respond the ever-changing era and it finally create a new form. Novelty has become something unavoidable. It has become part of the unstoppable globalization. This needs to be addressed cautiously so that this discipline will not put the existing culture at risk. Culture is not only represented by tradition or classical arts. In order to survive, it needs to change, to form a fresh, new meaning in the framework of local culture as small enclaves that finally will preserve and strengthen the character of the culture itself, which is always relevant to the era. This research is expected to contribute to new discipline in colour learning relating to the power of local culture that in turn will develop the discipline of design itself, and at the end of the day, in the long run, will encourage the creation of design artefacts with strong cultural character and characteristic.


2021 ◽  
Vol 4 (02) ◽  
pp. 268-290
Author(s):  
Erisa Adyati Rahmasari ◽  
Toto Haryadi

Abstract Implementation of education activities on 2020 for college level has changed because of Covid-19 pandemic. It must be carried by online include an exhibition for the Final Project. Dian Nuswantoro university (UDINUS) as an IT based campus has experience on online education implementation. However, this does not apply to final project exhibition activities which are usually held physically in a gallery, as it has been implemented by Visual Communication Design (DKV) majors at UDINUS for years. This transition is a new thing for DKV academic community, so it becomes the main topic of this article. The research was conducted to obtain points of view and conclusion regarding the response of the academic community to virtual exhibition and its potential on post-pandemic period. This research was carried out at the beginning of the even semester according to the UDINUS academic calendar, namely March 2021 by online. Qualitative and quantitative methods are used to gain data deeper through virtual exhibition observation, literature study, and questionnaires to the academic community randomly. The research adapted the diffusion-innovation theory of Rogers and Shoemaker’s model, which has conclusion that the adaptation of virtual exhibition for the final project of DKV students received positive response and it was accepted as a substitution of physical exhibition, as well as an alternative which can be chosen to hold exhibitions in the post-pandemic period. This research can be developed further, especially to examine the potential of virtual exhibition deeply, that have not been found in this research.Keywords: Covid-19, Visual Communication Design, diffusion-innovation; virtual exhibition, perceptionAbstrak Pelaksanaan kegiatan pendidikan tahun 2020 di tingkat perguruan tinggi mengalami perubahan signifikan akibat pandemi Covid-19. Aktivitas perkuliahan wajib dilaksanakan secara online termasuk pameran karya Tugas Akhir. Universitas Dian Nuswantoro (UDINUS) sebagai kampus berbasis IT memiliki pengalaman dalam pelaksanaan pendidikan secara daring. Namun, hal ini belum berlaku untuk kegiatan pameran Tugas Akhir yang biasanya dilaksanakan secara fisik dalam sebuah galeri, sebagaimana telah diterapkan oleh program studi Desain Komunikasi Visual (DKV) di UDINUS selama bertahun – tahun. Transisi ini merupakan hal baru bagi civitas akademika DKV, sehingga menjadi topik utama artikel ini. Penelitian dilakukan untuk memperoleh pandangan dan kesimpulan terkait respon civitas akademika terhadap pameran virtual serta bagaimana potensinya di masa pasca pandemi. Penelitian ini dilaksanakan pada awal semester genap sesuai kalender akademik UDINUS yakni bulan Maret 2021 serta dilakukan secara online. Metode kualitatif dan kuantitatif digunakan untuk menggali data secara lebih mendalam melalui observasi pameran virtual, studi pustaka, serta penyebaran angket online kepada civitas akademika secara acak. Penelitian mengadaptasi teori difusi-inovasi model Rogers dan Shoemaker, yang menghasilkan kesimpulan bahwa adaptasi pameran virtual dalam Tugas Akhir mahasiswa DKV mendapat respon positif dan diterima sebagai substitusi pameran fisik, serta menjadi alternatif yang bisa dipilih untuk menyelenggarakan pameran di masa pasca pandemi. Penelitian ini bisa dikembangkan lebih lanjut khususnya untuk mengkaji lebih dalam potensi pameran virtual yang belum ditemukan di penelitian ini.Kata Kunci: Covid-19; Desain Komunikasi Visual; difusi-inovasi; pameran virtual; persepsi


Humaniora ◽  
2010 ◽  
Vol 1 (2) ◽  
pp. 705
Author(s):  
Tunjung Riyadi

 A work of visual communication design which aired on the television screen has a different perspective in its interpretation in the eyes of the audience when compared to other media. By understanding the characteristics and nature of media, proper exploration of graphic design can easily be created. Through literature study, observations of the author as a practitioner of graphic design for television and comparisons with the print media will facilitate the understanding of this study. 


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