Focus and Scope

The contents of Bahasa Rupa Journal include scientific ontology, epistemology and axiology of Visual Communication Design (DKV) and Multimedia, which includes:

VISUAL COMMUNICATION DESIGN

(a) Visual semiotics; Iconography; Iconology;

Visual semiotic is a sub-domain of semiotics that analyses the way visual images communicate a message. Studies of meaning evolve from semiotics, a philosophical approach that seeks to interpret messages in terms of signs and patterns of symbolism.

topics of discussion regarding visual semiotics include the following topics, but are not limited to : sign system, Visual semiotics in communication praxis, Visual Semiotics on graphic design, Visual Semiotics on advertising, Visual Semiotics on fashion, Visual Semiotics on multimedia, visual semiotics on cultural issues.

Iconography, as a branch of art history, studies the identification, description, and the interpretation of the content of images: the subjects depicted, the particular compositions and details used to do so, and other elements that are distinct from artistic style.

Iconology is a method of interpretation in cultural history and the history of the visual arts used by Aby Warburg, Erwin Panofsky and their followers that uncovers the cultural, social, and historical background of themes and subjects in the visual arts.

(b) Illustrations;

Illustration is an interpretation or visual explanation of a text, concept or process, designed for integration in published printed media, or digital media such as posters, flyers, magazines, books, teaching materials, animations, video games and films.

Research articles that can be related to the scope of illustration are those that discuss the development of illustration styles, illustration techniques, the concept of storytelling, and the use of illustrations in the world of visual communication.

topics of discussion regarding illustration include the following topics, but are not limited to : concept art (concept art in pre-production, character concept art), novel book illustration, children book illustration, sequential art, comic, advance illustration technique, visual language of illustration.

(c) Typography;

In essence, typography is the art of arranging letters and text in a way that makes the copy legible, clear, and visually appealing to the reader. Typography involves font style, appearance, and structure, which aims to elicit certain emotions and convey specific messages.

(d) Photography;

Photography is the art, application and practice of creating durable images by recording light or other electromagnetic radiation, either electronically by means of an image sensor, or chemically by means of a light-sensitive material such as photographic film.

topics of discussion regarding photography include the following topics, but are not limited to : Human-Interest photography, journalism photography, event photography, travel/tourism photography, advertorial photography, digital imaging in photography, the history/development of photography theory and praxis, or the latest renown technique or concept in photography such as the virtual photoshoot.

(e) Advertising and Branding strategy;

Advertising is a marketing communication that employs an openly sponsored, non-personal message to promote or sell a product, service or idea.

Branding strategy is a long-term plan for the development of a successful brand in order to achieve specific goals. A well-defined and executed brand strategy affects all aspects of a business and is directly connected to consumer needs, emotions, and competitive environments.

Brand at this term is more than logo, name or slogan of an entity— it's the entire experience of any prospects and customers have with companies, products or services. Brand strategy defines what it stands for, a promise it makes, and the personality it conveys.

topics of discussion regarding Advertising and Branding strategy include the following topics, but are not limited to : Digital advertising, visual communication in social media, visual branding project, implementation of branding strategy.

(f) Corporate Identity;

A corporate identity is the manner in which a corporation, firm or business enterprise presents itself to the public. The corporate identity is typically visualized by branding and with the use of trademarks, but it can also include things like product design, advertising, public relations etc.

Corporate image and corporate identity are two key marketing tools. The essential difference between the two is this: corporate image is the public perception of the company, whereas corporate identity is how the company wants to be perceived by the public.

Corporate visual identity plays a significant role in the way an organization presents itself to both internal and external stakeholders. In general terms, a corporate visual identity expresses the values and ambitions of an organization, its business, and its characteristics.

topics of discussion regarding corporate identity include the following topics, but are not limited to : logo, mascot, graphic standard manual, implementation of corporate identity.

 (g) Packaging Design

Product packaging design refers to the creation of the exterior of a product. That includes choices in material and form as well as graphics, colors and fonts that are used on wrapping, a box, a can, a bottle or any kind of container.

Like any good design, packaging tells a story. It’s also a sensual experience, literally engaging us through sight, touch and sound (and possibly smell and taste, depending on the product/package). All of these details help us understand what the enclosed product is for, how it should be used, who should use it and, maybe most importantly, if we should buy a product or not.

topics of discussion regarding packaging design include the following topics, but are not limited to : packaging layers, custom type of packaging, information architecture on a packaging design, evaluating a packaging design, packaging design process

(h) The latest applied technologies related to Visual Communication Design

The scope referred to is all the latest technological findings that add value to the work process and visual communication design work. 

(i) Educational methods in Visual Communication Design teaching

The scope referred to is all models, methods, approaches and techniques used in learning related to visual communication design material. This scope is also related to the use of visual communication design to support learning materials at school formally and outside of school as a support for extracurricular activities.

(j) The Science of Design in Visual Communication Design

The scope in question is all discussions of research and findings that contribute to design science, especially those related to visual communication design, both in the aspects of ontology, epistemology and axiology.

(k) Cultural Issues Related to Visual Communication Design

The scope in question is various phenomena and problems related to visual communication design and has an influence to become a marker or leave a trail in the development of visual communication design.

 

MULTIMEDIA DESIGN

(a) User Interface & User Experience (UI/UX design)

UI design and UX design are two of the most often confused and conflated terms in web and app design, and understandably so. They’re usually placed together in a single term, UI/UX design, and viewed from the surface they seem to be describing the same thing. It’s often hard to find solid descriptions of the two that don’t descend too far into jargon.

The “UI” in UI design stands for “user interface.” The user interface is the graphical layout of an application. It consists of the buttons users click on, the text they read, the images, sliders, text entry fields, and all the rest of the items the user interacts with. This includes screen layout, transitions, interface animations and every single micro-interaction. Any sort of visual element, interaction, or animation must all be designed.

“UX” stands for “user experience.” A user’s experience of the app is determined by how they interact with it. Is the experience smooth and intuitive or clunky and confusing? Does navigating the app feel logical or does it feel arbitrary? Does interacting with the app give people the sense that they’re efficiently accomplishing the tasks they set out to achieve or does it feel like a struggle? User experience is determined by how easy or difficult it is to interact with the user interface elements that the UI designers have created.

(b) Animation

Animation is a method in which pictures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most animations are made with computer-generated imagery (CGI). In the process of making animation also through the process of pre-production, production and post-production that including the preparation of photographic sequences which are integrated in other media (multimedia and gaming products). Animation involves the exploitation and management of still images to generate the illusion of movement.

Animation Scope in the jurnal Bahasa Rupa includes : motion graphics, stop motion, 2D animation, 3D animation, cinemagraph, flipbook, or the latest model of animation with new methods and concepts that have never been revealed before.

(c) Cinematography and Videography

While cinematography is more about the art and science of making a movie, videography is primarily about recording an event. The former is more creative and intertwined with the art of storytelling, the latter is about capturing and recording the proceedings with material constraints and limited resources.

topics of discussion regarding videography and movie production include the following topics, but are not limited to : short movie production, documentary video, experimental video, critique of motion picture, video/movie in social media.

(d) Digital Game

A digital game is an interactive program for one or more players, meant to provide entertainment at the least, and quite possibly more. An adaptation of 'traditional' game systems, with rules, player representation, and environment managed through electronic means. Any game that involves electronics in some way.

Digital game is also defined as the result of the interaction of the player with an electronic system or computer is to be displayed via a display or similar display system; Any game that is played with assistance of computer or other electronic device, online or offline. A player can play alone (single player), or with other players (multiplayer); An electronic creation, recreation, or adaptation of a game; a type of play activity where the participants agree upon a set of rules that they follow and is decided by luck, skill, or strength; A set of challenging and/or novel experiences, scenarios, or decisions, structured by rules and/or goals, and mediated by a digital electronic device.

topics of discussion regarding digital game include the following topics, but are not limited to : mobile based game, console based game, personal computer/desktop based game.

(e) Interactive Multimedia

Interactive media are means of communication in which the output values depend on inputs. Interactive multimedia allows the user to control, combine, and manipulate a variety of media types. Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, computer graphics, audio and video materials, as well as animation and video games.

topics of discussion regarding interactive multimedia include the following topics, but are not limited to : Interactive Multimedia Project, Interactive multimedia for learning.

(f) The latest applied technologies related to Multimedia Design

The scope referred to is all the latest technological findings that add value to the work process and multimedia design work.

(g) Educational methods in Multimedia Design teaching

The scope referred to is all models, methods, approaches and techniques used in learning related to Multimedia Design material. This scope is also related to the use of multimedia design to support learning materials at school formally and outside of school as a support for extracurricular activities.

(h) The Science of Design in Multimedia Design

The scope in question is all discussions of research and findings that contribute to design science, especially those related to multimedia design, both in the aspects of ontology, epistemology and axiology.

(i) Cultural Issues Related to Multimedia Design

The scope in question is various phenomena and problems related to multimedia design and has an influence to become a marker or leave a trail in the development of multimedia design.