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Bima Agus Setyawan
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lppm@umn.ac.id
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INDONESIA
Ultimart: Jurnal Komunikasi Visual
ISSN : 19790716     EISSN : 26158124     DOI : -
Core Subject : Humanities, Art,
Theories, methods, and implementations of new media technology. Topics include, but not limited to: 1. Digital technology for a creative industry 2. Development of Art and Design in Industry 3. Innovation and Creative Visual Experiment for Art and Design 4. Fine arts and performing arts
Arjuna Subject : -
Articles 244 Documents
CONSTRUCTING THE VISUAL LANGUAGE OF 19TH CENTURY CELEBES SEA REGION MARITIME CULTURE THROUGH CONCEPT ART Christian Aditya
ULTIMART Jurnal Komunikasi Visual Vol 13 No 1 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (460.197 KB) | DOI: 10.31937/ultimart.v13i1.1552

Abstract

In order to create a believable world for the animated content. Concept art for the animation are created through the process of studying literatures about Celebes Sea maritime history and field observation on Celebes Sea region. In this paper, the concept art being discussed is limited to the environment of the animated world along with some of Its property such as houses and boat, however there are minimum visual data on related literature and unmaintained artifacts / model from field observation. There- fore, visual language has to be decoded through historical text in the literature and also through visual research on available artifacts / model of the property. The concept art development is still an ongoing process.
STUDI PENERAPAN TRANSMEDIA STORYTELLING PADA IP KARAKTER DARTH VADER Aditya Satyagraha; Gideon Kamang Frederick
ULTIMART Jurnal Komunikasi Visual Vol 13 No 1 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (622.121 KB) | DOI: 10.31937/ultimart.v13i1.1556

Abstract

Transmedia narrative has been evolved rapidly these days as well as its elements. One of the elements of transmedia who evolved is fictional characters. This paper will analyze the expansion of the fictional character from the transmedia world-building element to become a transmedial character through the hyperdiegesis and narrative braide principles. It will specifically discuss the character of Darth Vader from the Star Wars universe. The author will explore this character and describe its role in various media platform. This paper will also show how character development in transmedia storytelling is very dynamic, it can be an element in the transmedia story world, world-building can also be an element of the character itself, or even develop from the elements of world-building and create its world and complete the story world of the main universe.
DEVELOPING HYBRID MEDIA INSTALLATION GAME IN TAMAN GAJAH TUNGGAL Agatha Maisie Tjandra; Lalitya Talitha Pinasthika; Rangga Winantyo
ULTIMART Jurnal Komunikasi Visual Vol 13 No 1 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.637 KB) | DOI: 10.31937/ultimart.v13i1.1558

Abstract

In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.
PENERAPAN STORYBOARD DALAM VIDEO IKLAN LAYANAN MASYARAKAT “DIET PLASTIK” Ferdinanda Ferdinanda; Elianna Gerda Pertiwi
ULTIMART Jurnal Komunikasi Visual Vol 13 No 1 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.583 KB) | DOI: 10.31937/ultimart.v13i1.1565

Abstract

Plastic is one material that is often used by humans for various things, such as bags of groceries to food packaging. Plastic is a popular material used in common be- cause it is considered practical. On the other side, plastic also harms the environment if it is not used, because of the nature of the plastic that is difficult to decompose even though it has buried for decades. The increase in plastic waste that sourcing from daily activity needs to address immediately; one of them is through socialization and exposure to the public on the importance of reducing plastic waste. Public Service Announcements (PSA) are quite useful in informing an appeal to the public because they place more emphasis on the public interest that seeks to in-still awareness about the social issues in circulation. PSA can implement through information media such as newspapers, radio, posters to multimedia such as audio-visual media, which are increasingly popular these days due to the rapid development of Information and Communication Technology (ICT). In designing PSA, one of the stages that needs to be done is the creation of storyboards in the pre-production stage. The storyboard contains technical indicators such as picture descriptions, cameras, lighting and supporting properties visualized in the sketch. The suitability and the smooth production of advertisements or cinema are very dependent on the preproduction stage, one of which is the creation of storyboards.
Narrative Immersion dalam Visual Novel STEINS;GATE, Danganronpa: Trigger Happy Havoc, dan Phoenix Wright: Ace Attorney Novia Putri Miranny Dewi; Banung Grahita
ULTIMART Jurnal Komunikasi Visual Vol 13 No 2 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v13i2.1708

Abstract

Sebagai subgenre atas genre Adventure yang berhasil menguasai 26% pasar industri game di Indonesia pada tahun 2018, visual novel menghadirkan pengalaman bermain yang berfokus terhadap aspek naratif dalam permainan, yang mana melalui penciptaan keingintahuan, pemahaman, dan empati atas serangkaian peristiwa dalam penceritaan memunculkan pengalaman bermain imersif, yang dikenal dengan narrative immersion. Melalui elemen-elemen audiovisual yang dimiliki subgenre tersebut, pemain secara emosional terlibat dalam permainan serta terabsorpsi ke dalam dunia fiksi yang dihadirkan didalamnya, mengesampingkan realitas sebenarnya. Keberhasilan visual novel STEINS;GATE, Danganronpa: Trigger Happy Havoc, dan Phoenix Wright: Ace Attorney dalam meraih resepsi sebesar 97% pada Steam dan kesuksesan dalam menjual lebih dari 900 ribu kopi menunjukkan bahwa ketiga visual novel tersebut sukses meraih antusiasme serta apresiasi dari kalangan penggemar visual novel games. Untuk mengetahui visual novel mana diantara ketiganya yang paling imersif, digunakan instrumen penelitian berupa kuisioner Player Immersion in Computer Game Narrative (PICGN) sebagai alat ukur penelitian kuantitatif terhadap ketiga visual novel, yang mana diujikan kepada 30 responden yang merupakan penggemar visual novel games.
UJI KEDAP SUARA PUING BATA DAUR ULANG SEBAGAI ALTERNATIF MATERIAL BERKELANJUTAN Hendrico Firzandy Latupeirissa; Gierlang Bhakti Putra; Niki Prastomo
ULTIMART Jurnal Komunikasi Visual Vol 13 No 2 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v13i2.1802

Abstract

Brick debris that makes up the majority of construction waste has not received proper waste disposal in Indonesia. On the other hand, brick debris could be potentially reused as non-structural building materials to reduce its negative impact on the environment. This study aims to test the effectiveness of soundproofing on recycled brick debris. The soundproof test was carried out on brick debris in the form of fine and coarse grains. The simulation box is then used as a support for the brickwork material and then the box is exposed to a sound source with a certain level of noise that is considered disturbing human comfort. Noise level measurements are made in the outside and inside the box. These measurements are tabulated and then analyzed to see the success of the two aggregates in reducing noise. Basically, the brickwork material has succeeded in becoming a recycled building material that can absorb noise, although further research must be carried out to be able to state that this material is truly ready to be used as an alternative building material with good acoustic capabilities.
Perancangan Gerak Tokoh Kelinci Pada Saat Menunggu Dalam 3D Animasi Pendek "Yue Bing" Raynaldo Oscar Tandiary; Christine Mersiana Lukmanto
ULTIMART Jurnal Komunikasi Visual Vol 13 No 2 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v13i2.1813

Abstract

The writing is grounded from the writer’s interest on character animation process in an animation production, which becoming more popular in Indonesia these days. This particular research is all about the process of designing a rabbit character’s motion while waiting in the 3D animation short “Yue Bing”, so the happiness and enthusiasm, also the sadness and desperation felt by the character can be delivered to the audiences. This is done through the use of body language theories, secondary action, and timing animation principles. Throughout the process, research is done by looking at still and moving images on body language, secondary action, and timing as references, that later is translated to the three-dimensional software.
RANCANGAN ALUR PERGERAKAN DALAM VIDEO ANIMASI 3D UNTUK MEDIA VIRTUAL REALITY PROSEDUR VAKSINASI Rianis Jasper; Yohanes Merci Widiastomo
ULTIMART Jurnal Komunikasi Visual Vol 13 No 2 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v13i2.1820

Abstract

Animations that are presented using virtual reality are important to keep the audience's focus. This is due to the freedom of the audience to direct their views as they wish. The author aims to design the flow of movement in a 3D animated video about the vaccine-rice procedure. So, the audience (kids) will continue to focus on the video. Discussions of movement include the relationship between the concept of personal space and the flow of character movements. In the process of designing a motion, the writer observes references to similar animated films, conducts experiments and literature studies on the principles of animation and the flow of movement.
PUPPET MOVEMENTS IN STRUCTURE-SPECIFIC TRADITIONAL PAPER CUT OUT ANIMATION PRODUCTION Dominika Anggraeni Purwaningsih
ULTIMART Jurnal Komunikasi Visual Vol 13 No 2 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v13i2.1821

Abstract

Physical paper puppets are inanimate objects, but when we’re speaking in terms of the production of traditional paper cut out animation, they become the actors and the souls that drive the movie. When shooting and animating traditional paper cut out animation, the puppets are laid flat on a surface so they can only move in limited directions compared to conventional 2D or 3D animation. As we know, each character in animated movie has its own personality and unique to each other. The challenge lays in bringing out the characteristics and personality of the character through the limited medium of paper puppet. In this qualitative research, puppet movements will be applied to quadruped cat characters in a public service announcement titled “Spay & Neuter”. The puppet along with the visual design, segmentations, and joints were done in previous research. Qualitative observations and audio-visual materials are used to collect the data for references. Literature review will study the characteristics of cats, body language, behaviour, and principles of animation especially timing and exaggeration. Observation is conducted by studying the movements of real cats from online videos and direct observations and also studying how other animators animate cat characters in animated films. In the exploration stage, paper puppets will be animated according to the movement design while experimenting with the timing and frame rate of the stop motion to achieve the final results.
Peran Narasi Pada Film “Dua Garis Biru” Dalam Pendidikan Kesehatan Reproduksi dan Seksualitas Siti Adlina Rahmiaty; Yasraf Amir Piliang
ULTIMART Jurnal Komunikasi Visual Vol 13 No 2 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v13i2.1832

Abstract

Sebuah film mempunya fungsi sebagai media edukasi dan pengajaran tentang kesehatan reproduksi dan seksualitas. Di Indonesia, kesehatan reproduksi dan seksualitas masih dianggap tabu. Salah satu solusi untuk membangun kesadaran masyarakat akan pentingnya kesehatan reproduksi dan seksualitas melalui film. Tentunya pembuatan narasi dalam film sebagai media pembelajaran haruslah dibuat dengan tepat agar bisa diterima oleh berbagai lapisan masyarakat. Oleh karena itu, peneliti memilih film “Dua Garis Biru” sebagai objek penelitian. Tujuan penelitian ini ialah ingin mengetahui bagaimana peran narasi dalam film “Dua Garis Biru” dapat ditelaah melalui unsur narasi. Serta interpretasi sekelompok remaja pada peran narasi dalam film “Dua Garis Biru” terkait kesehatan reproduksi dan seksualitas. Metode yang digunakan ialah kualitatif dengan pendekatan etnografi virtual dan teori studi film. Hasil penelitian menunjukkan beragamnya interpretasi responden remaja pada narasi dari tiap sekuens dalam film “Dua Garis Biru” yang ada kaitannya dengan kesehatan reproduksi dan seksualitas.

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