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  3. Vol. 1 No. 2 (2020)

Vol. 1 No. 2 (2020)

					View Vol. 1 No. 2 (2020)
Published: 2021-01-23

Articles

  • PERANCANGAN AUGMENTED REALITY BERBASIS ANDROID SEBAGAI PROMOSI TAMAN SRIWEDARI SURAKARTA

    Nur Hanifati Widayaningsih, Handriyotopo Handriyotopo
    1-22
    • PDF
  • LANDMARK SEBAGAI STRATEGI KREATIF IKLAN TEH BOTOL SOSRO VERSI “UNIKNYA NEGERI” PRODUKSI 25 FRAMES

    Dewi Kunti, Fitri Murfianti
    43-63
    • PDF
  • KARAKTER CERITA WANA RAMA DALAM KOMIK PIKOLO ( KOMPILASI KOMIK SOLO) EDISI 1 KARYA IKATAN KOMIKUS SOLO

    Nurul Laily, Ana Rosmiati
    23-42
    • PDF
  • PERANCANGAN GAME DESAIN "RETURN OF THE AJI SAKA" SEBAGAI UPAYA PELESTARIAN AKSARA JAWA

    Kurniawan Ganda Saputra, Asmoro Nurhadi Panindias
    64-86
    • PDF
  • EKSISTENSI KOMUNITAS HANDLETTERING SURAKARYA DI SURAKARTA

    Rizky Priya Aji, Taufik Murtono
    87-107
    • PDF
  • BLUE FIRE SEBAGAI SUMBER IDE PERANCANGAN IDENTITAS VISUAL DAN PROMOSI IJEN BATIK DI BONDOWOSO MELALUI DESAIN KOMUNIKASI VISUAL

    Titin Sriwahyuni, Basnendar Herry Prilosadoso
    108-127
    • PDF

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CITRAWIRA : Journal of Advertising and Visual Communication 

ISSN 2774-2792 (Online) | 2774-2806 (print)

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This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Published by : Desain Komunikasi Visual ISI Surakarta

 

 

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