Wimba : Jurnal Komunikasi Visual https://journals.itb.ac.id/index.php/wimba <p style="text-align: justify;">Wimba Jurnal Komunikasi Visual (2085-0948) is a peer-reviewed and open access journal in the field of visual communication and aims to publish academic article and to create discussion among lecturers, students, researchers and professionals in the field of visual communication design, graphic design, heritage-related design, illustration, typography, photography, multimedia interactive design, advertising and social campaign, branding, packaging design, sign system, interface design, visual language, animation, game design and other visual commucation-related fields. Published and organized by Visual Communication and Multimedia Research Group of ITB (Bandung Institute of Technology) since 2009, the journal is published twice a year every July and December. Wimba Journal has been accredited by SINTA-3.</p> <p style="text-align: justify;"><em>Wimba <em>Jurnal Komunikasi Visual</em> (2085-0948) adalah jurnal peer-review dan akses terbuka di bidang komunikasi visual dan bertujuan untuk mempublikasi artikel akademik serta menciptakan diskusi di antara pendidik, mahasiswa, peneliti dan profesional dalam bidang desain komunikasi visual, desain grafis, desain berbasis budaya tradisi, ilustrasi, tipografi, fotografi, desain multimedia interaktif, periklanan dan kampanye sosial, branding, desain kemasan, marka grafis, desain antarmuka, bahasa rupa, animasi, desain game dan bidang lainnya yang terkait pada komunikasi visual. Jurnal ini dikelola dan diterbitkan oleh Kelompok Keahlian Komunikasi Visual dan Multimedia, FSRD ITB sejak tahun 2009 dan terbit dua kali setahun setiap Juli dan Desember. Jurnal Wimba sudah terakreditasi SINTA-3.</em></p> <p> </p> en-US <p>The Authors submitting a manuscript do so on the understanding that if accepted for publication, copyright of the article shall be assigned to Wimba jurnal Komunikasi Visual and KK Komunikasi Visual &amp; Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung as the publisher of the journal. Copyright encompasses rights to reproduce and deliver the article in all form and media, including reprints, photographs, microfilms, and any other similar reproductions, as well as translations.</p> <p>Wimba jurnal Komunikasi Visual and KK Komunikasi Visual &amp; Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung and the Editors make every effort to ensure that no wrong or misleading data, opinions or statements be published in the journal. In any way, the contents of the articles and advertisements published in Wimba jurnal Komunikasi Visual are the sole and exclusive responsibility of their respective authors and advertisers.</p> <p><strong>Firmanda Satria. M.Ds (Editor-in-Chief)</strong><br />Editorial Office of Wimba: Jurnal Komunikasi Visual KK Komunikasi Visual &amp; Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung</p> <p>Jl. Ganesha 10<br />BANDUNG 40132<br />Tel / fax : 0222516567 / 0222516567</p> <p><br />Email: <a href="mailto:jurnalwimba@gmail.com">jurnalwimba@gmail.com</a></p> jurnalwimba@gmail.com (Dr. Agung Eko Budiwaspada, M.Sn.) jurnalwimba@gmail.com (wikayanto) Tue, 30 Dec 2025 00:00:00 +0700 OJS 3.2.1.0 http://blogs.law.harvard.edu/tech/rss 60 Semiotic Analysis of Balinese Property in the Game Pamali : The Hungry Witch https://journals.itb.ac.id/index.php/wimba/article/view/21208 <p><em>Games are in demand by various groups in today's technological age. One of them is Pamali, an Indonesian horror game made by Storytale Studio. The object to be discussed is Pamali: The Hungry Witch series with a Balinese theme. The analysis in this study focuses on the visual of Balinese properties in the setting of the game which are part of the visual element. Visual elements are the most influential elements in connecting players with the game. The main focus is the visual of Balinese properties in the setting of the game. The purpose of this study is to assess whether the relationship between denotative signs and connotative visual of the properties in the setting in the game Pamali: The Hungry Witch is related or not to myths or culture in Bali. The Balinese properties in the setting are examined using Roland Barthes's semiotic approach. This study uses a qualitative descriptive analysis method. The results of the study reveal that there is a relationship between the relation of signs on the properties in the game setting with myths or culture in Bali. Myths in the game are reinforced by myths in Bali, bringing the game's setting closer to reality.</em></p> <p><em>&nbsp;</em></p> <p><strong><em>Keywords</em></strong><em>: Visual of the Properties, Denotative, Connotative, Myth, Bali</em></p> Onni Angelica Rheinilan Rheinilan, Intan Rizky Mutiaz, Dianing Ratri Copyright (c) 2026 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/21208 Fri, 13 Feb 2026 00:00:00 +0700 ANALYSIS OF "YK" IDENTITY VISUAL AS A PART OF THE CITY OF YOGYAKARTA'S CITY BRANDING https://journals.itb.ac.id/index.php/wimba/article/view/21132 <p><em>City branding is an effort to form a brand of a city with the aim of introducing and marketing the city to the target. As a city that is famous for its natural and cultural tourism, city branding is very important for the City of Yogyakarta to develop its region. This study uses qualitative methods with descriptive data analysis. The theories used are the theory of visual identity and city branding hexagon, which are used to analyze YK's visual identity, then analyze it again in terms of the variables in city branding hexagon. The results of the analysis that has been carried out show that the YK logo conveys the City of Yogyakarta's efforts to compete in the globalization era by giving a modern impression through the selected composition and typography that is different from Jogja Istimewa, but this makes YK's position unclear as a part of Jogja Istimewa. Through the city branding hexagon, it can be seen that the use of YK’s branding by the public is still minimal and it does not look optimal in several aspects due to its still short lifespan. This research is expected to be a reference for further research in building the city branding of the city of Yogyakarta.</em></p> Davina Naja Suryantoro, Naomi Haswanto Copyright (c) 2026 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/21132 Fri, 13 Feb 2026 00:00:00 +0700 A KAJIAN RELASI VISUAL-VERBAL DALAM BUKU ILUSTRASI ANAK “IBU DI MANA?” https://journals.itb.ac.id/index.php/wimba/article/view/26405 <p><em>Children’s picture books are an effective medium to introduce early learning about self-protection in public spaces. This is crucial because such spaces, including markets and shopping centers, while stimulating children’s curiosity, may also pose safety risks. This study aims to examine the visual-verbal relations in the children’s picture book “Ibu di Mana?” (“Where is Mom?”) and to explore how the interplay between text and illustration can support children’s safety literacy. The research employs a descriptive qualitative approach through observation and literature review, analyzed using Ferdinand de Saussure’s semiotic theory and the picture-text relationship framework of Nikolajeva &amp; Scott. The findings indicate that variations in visual-verbal relations create layers of meaning that enrich the narrative and highlight the role of illustrations as both independent conveyors of meaning and complements to the text, underscoring the importance of understanding text-image relations in the design of children’s picture books.</em></p> Roswita Nerrisa Arviana, Kintani Putri Copyright (c) 2026 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/26405 Fri, 13 Feb 2026 00:00:00 +0700 KAJIAN TRANSLASI WAYANG KULIT TRADISIONAL MENJADI FILM ANIMASI DESA TIMUN https://journals.itb.ac.id/index.php/wimba/article/view/20984 <p><em>Timun Village is the first wayang animated film created by Daud Nugraha. Timun Village uses an innovative technique called aniwayang which is inspired by shadow puppets. Desa Timun is unique because it translates traditional shadow puppet shows into a modern animated film. This study aims to find out how the visual translation of traditional wayang kulit into a modern animated film. This study also wants to analyze how the 12 principles of animation are applied to traditional shadow puppets. Based on the analysis, Timun Village made adjustments to the visual aspect by taking into account the existing boundaries of the wayang. By using the aniway technique, you can use various types of shots, add camera movements, and do video editing while applying almost all animation principles. In addition, by adapting animation styles from other countries, it adds a cartoonish impression to shadow puppets.</em></p> Muhammad Fikri Ramadian, Alvanov Zpalanzani Mansoor Copyright (c) 2026 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/20984 Fri, 13 Feb 2026 00:00:00 +0700 THE EFFECT OF USING VIRTUAL REALITY-BASED 360° VIDEO TECHNIQUES IN TOURISM PROMOTION ON THE PERCEPTION OF VISITING INTEREST https://journals.itb.ac.id/index.php/wimba/article/view/24965 <p><em>Virtual Reality (VR)</em> telah berkembang menjadi teknologi yang digunakan dalam industri pariwisata untuk menyediakan pengalaman wisata <em>virtual</em>, dan memberikan pengalaman <em>“try before you buy”</em> kepada wisatawan. Penelitian ini bertujuan untuk menguji pengaruh penggunaan teknik video 360° berbasis <em>VR</em> pada promosi pariwisata terhadap persepsi minat berkunjung. Pengumpulan data menggunakan metode kuantitatif-eksperimen melalui kuesioner berskala <em>likert, </em>kemudian dianalisis menggunakan program SPSS dan teori familiaritas pada minat berkunjung milik Sharifpour et al.,(2014) dan ​​Tan &amp; Wu (2016). Subjek penelitian ini merupakan generasi milenial dan Gen Z, yang menjadi mayoritas wisatawan domestik di Indonesia. Objek penelitian ini berupa video “Bandung 360 <em>Virtual Tour”</em> yang bersumber dari kanal <em>Youtube </em>milik KEMENPAREKRAF. Dalam video tersebut menampilkan keindahan wisata alam Situ Patenggang. Hasil dari penilitian ini diperoleh bahwa variabel visual (X1) dan audio (X2) berpengaruh terhadap persepsi minat berkunjung (Y).</p> Trimalda Nur Fitriati, Siti Zahrotul Fajriyah, Reza Ramadani Firman, Naura Zahra Sujana, Muhammad Syahran Shafiq, Vinnie Ahmad Fadillah Copyright (c) 2026 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/24965 Fri, 13 Feb 2026 00:00:00 +0700 Raising Adolescent Empathy for Bullying Victims through Digital Comics https://journals.itb.ac.id/index.php/wimba/article/view/25312 <p>Bullying is a repeated act of physical or psychological harm that causes victims to feel oppressed, powerless, and even traumatized. This issue remains prevalent among adolescents, as indicated by KPAI data. This study aims to provide education while raising awareness and empathy among adolescents toward bullying victims through digital comics published on Webtoon, a popular platform in Indonesia. The research employs the ADDIE method (Analysis, Design, Development, Implementation, and Evaluation). The result of this study is a digital comic titled <em>Rough</em>, a drama and angst-themed series consisting of five episodes. The story portrays the struggles of the main character as a bullying victim and conveys educational messages through its narrative. Expert validation in media and content resulted in scores of 93.66% and 94%, respectively. A trial involving 30 tenth-grade students at SMA Negeri 8 Malang achieved an average score of 89.64%, proving that <em>Rough</em> is an effective educational medium for fostering adolescent empathy toward bullying victims.</p> <p>&nbsp;</p> Anisah Firdaus, Arif Sutrisno, Nuril Kusuma Wardani Copyright (c) 2026 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/25312 Fri, 13 Feb 2026 00:00:00 +0700