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  <title>DSpace Collection: Skripsi Desain Komunikasi Visual Tahun 2022</title>
  <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/199" />
  <subtitle>Skripsi Desain Komunikasi Visual Tahun 2022</subtitle>
  <id>http://repository.kalbis.ac.id/handle/123456789/199</id>
  <updated>2026-03-15T06:53:44Z</updated>
  <dc:date>2026-03-15T06:53:44Z</dc:date>
  <entry>
    <title>Visualisasi Lagu Reikko - Problems</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/628" />
    <author>
      <name>Wijaya, Marcelline</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/628</id>
    <updated>2023-11-03T02:25:41Z</updated>
    <published>2022-08-24T00:00:00Z</published>
    <summary type="text">Title: Visualisasi Lagu Reikko - Problems
Authors: Wijaya, Marcelline
Abstract: Music videos can be a promotional medium to sell a song. Research from Pexeco, Music &#xD;
is the only category that consistently attracts hundreds of millions of users to watch the same video &#xD;
over and over again, even music videos which became the first record-breaking as 1 billion views &#xD;
and most videos with more than 1 million views were music videos in YouTube platform. The song &#xD;
Problems sung by Reikko only has a lyric video which has the possibility that the message Reikko &#xD;
wants to convey does not reach the listener. Therefore, the design of the visualization of the song &#xD;
Reikko – Problems aims to interpret the message that Reikko wants to convey. The author uses a &#xD;
qualitative methodology by collecting data through observations and interviews. The results of the &#xD;
data obtained are then analyzed using Grounded Theory to obtain STP from Reikko fans. The author &#xD;
collects references from several music video sources that use animation according to segmenting &#xD;
from Reikko fans. After getting the appropriate depiction style and completing pre-production, the &#xD;
author produces using the data that has been collected and produces a music video for Problems &#xD;
using 2D animation techniques which will be uploaded via the YouTube platform.</summary>
    <dc:date>2022-08-24T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Perancangan Novel Grafis "Kepala Dua" Tentang Menghadapi Quarter Life Crisis untuk Dewasa Muda</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/611" />
    <author>
      <name>Putri, Anissa</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/611</id>
    <updated>2023-11-03T02:47:06Z</updated>
    <published>2022-08-29T00:00:00Z</published>
    <summary type="text">Title: Perancangan Novel Grafis "Kepala Dua" Tentang Menghadapi Quarter Life Crisis untuk Dewasa Muda
Authors: Putri, Anissa
Abstract: When someone has reached adulthood, their will begin to explore theirself and environment. Often, they feel confused to decide which choice is the right one, that phase called Quarter Life Crisis. Some of them seek professionals such as psychologists or psychiatrists to help their problem. However, some young adults who had difficult to explain their situation tend to close themselves off and choose to read books that relate to their situation. Reading a book can dive into the world of other people who have similar feelings and experiences. Graphic novels are now familiar to readers, many graphic novels have been in bookstores with various topics. Seeing that growth, author chose to design a graphic novel book, using literature study research methods and deep interviews with young adults and professional. With that motive young adults begin to learn to understand themselves and not be stuck in that phase for too long.</summary>
    <dc:date>2022-08-29T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Perancangan Visual User Interface Aplikasi Marketplace Jasa Desain “Dezignid”</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/574" />
    <author>
      <name>Zakaria, Karen Gracia</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/574</id>
    <updated>2023-11-03T02:41:50Z</updated>
    <published>2022-08-07T00:00:00Z</published>
    <summary type="text">Title: Perancangan Visual User Interface Aplikasi Marketplace Jasa Desain “Dezignid”
Authors: Zakaria, Karen Gracia
Abstract: Currently, many people become graphic designers in Indonesia, specifically Freelancers. Marketplace application becomes something that’s needed for designers to find clients easily, but in Indonesia there’s not many applications that fits the standard yet. Phone applications also prioritizes on the buyer’s side more to this date. In this research writer uses a qualitative research method because the problems that’s going to be researched are associated with freelance designers and freelance consumers' experiences. Data collecting is conducted with observation, questionnaire, interview, and literature studies. Analytic method uses qualitative descriptive method. Based on the questionnaire and interview data that’s already gathered, It can be concluded that both designers and consumers are quite satisfied with the current freelance applications. However, of course there are some weaknesses and development should be done. Therefore, user interface visual design of design services marketplace DEZIGNID is made.</summary>
    <dc:date>2022-08-07T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Perancangan Visual Jatayu dalam Komik Ramayana sebagai Bentuk Eksplorasi Seni dan Budaya</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/572" />
    <author>
      <name>Liu, Li pie</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/572</id>
    <updated>2023-11-03T02:52:49Z</updated>
    <published>2022-05-24T00:00:00Z</published>
    <summary type="text">Title: Perancangan Visual Jatayu dalam Komik Ramayana sebagai Bentuk Eksplorasi Seni dan Budaya
Authors: Liu, Li pie
Abstract: This design is intended to develop Jatayu, the character from the Ramayana epic as a form of enriching diversity in an effort to introduce culture. When analyzing the Ramayana story, several side characters, one of which is Jatayu as a character, do not get appreciation due to several factors. This design is also carried out to reintroduce folklore which is currently being forgotten. Comics as a medium for introducing and appreciating culture are expected to be able to attract the attention of the audience, especially the younger generation because it has an appeal that is favored by readers.</summary>
    <dc:date>2022-05-24T00:00:00Z</dc:date>
  </entry>
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