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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
Memaknai Unsur Naratif Dalam Film Parasite Melalui Perspektif Filsafat Kebebasan Manusia Rifqi Nadhmy Dhia; Firman Kurniawan
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1833

Abstract

Human beings essentially have social freedom inherent in themselves. Parasite (2019), a film which raises social issues in South Korea, has a close relationship with the reality of social stratification in society. Using the film Parasite as a case study, this article attempts to trace the tendency of meaning production regarding the philosophy of human freedom. In the process, this article draws the conclusion that the depiction of a person within the social structure in the narrative element of the Parasite film can represent the meaning of social freedom which is also limited by other human freedoms. Keywords: Communication; Philosophy; Social Freedom; Social Structure; Parasite
SEMINAL BREAKTHROUGH IN TACTILE PICTOGRAM DESIGN FOR VISUALLY IMPAIRED IN TRAIN STATION Fariz Fadhlillah
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.v13i2.1841

Abstract

One of the ideal public transportation facilities for the visually impaired in daily activities is trains. To be used at maximum, there is a need for communicative media to support the independence of orientation and mobility for the visually impaired in the train station. The media plays a role in supporting visually impaired individuals to know where they are, where to go, and how to reach the destination. The previous result regarding visually impaired ability to identify pictorial form which is designed with Primadi Tabrani’s ancient visual language semiotic approach shows a great opportunity for a pictogram to be the solution. However, the challenge is how to make the visually impaired person understand the meaning description that has been designed into tactile pictogram by touch. Basic consideration in designing process is the clarity of visual form when being touched, which is influenced by the way the shape is drawn and the tactile height
Interioritas Ruang Gerak Membaca Literatur Fiksi Ergodik House of Leaves .docx Coriesta Dian Sulistiani; Hanifah Azzahra
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.v13i2.1842

Abstract

Ergodic fiction literature is different from other fiction literature. Ergodic literature elements determine the space of the reader. It affects the reader to move that is not limited to the hand and eye movements, but also spatial movements of other limbs. This paper discusses the interiority that occurs behind the body space of readers of ergodic fiction literature. Through a qualitative analysis of the mapping of body space in reading the ergodic literature of Mark Z Danielewski’s House of Leaves (2000), the result shows that elements of ergodic fiction such as narration, nodes, options, multiple paths, and peritext are part of the interiority of space.
PRECARIOUSNESS PADA CREATIVE LABOUR DI INDUSTRI FILM INDONESIA Agus Mediarta; Ricardi S Adnan
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.v13i2.1843

Abstract

Dalam sistem produksi di industri film, mayoritas pekerjanya memiliki karakteristik umum berstatus pekerja lepas, bekerja dengan waktu fleksibel, berbasis proyek jangka pendek, dan tanpa kepastian jaminan kerja (job insecurity) dan sosial (social benefit and security). Area produksi merupakan pusat keberadaan industri film—seperti halnya industri-industri di lingkup seni-budaya atau yang kini populer dengan istilah industri kreatif—yang setiap produknya (judul film) bersifat unik. Tidak ada dua judul film dengan hasil dan cara produksi yang sama atau identik. Hal yang membuat aktivitas dan modal utama produksi film sangat bertumpu pada creative labour. Karakteristik kerja dalam produksi film yang bersifat casual, cair (relasi dalam organisasi cenderung tidak kaku, birokratis, dan formal), dan dengan pendekatan project-based, dari sudut pandang industri merupakan bentuk antisipasi atas tingginya ketidakpastian dan resiko bisnis film. Pada creative labour, hal itu menghasilkan kondisi precariousness (ketidakpastian/uncertainty, ketidakamanan kelangsungan kerja/job insecurity, lemahnya jaminan dan keuntungan sosial yang umum terkait aktivitas kerja). Kajian ini merupakan identifikasi bentuk-bentuk precariousness di sektor produksi film dengan pendekatan kualitatif atas pemaknaan pengalaman creative labour yang masih aktif dan telah berada di industri film Indonesia lebih dari lima belas tahun. Pemaknaan atas kondisi precariousness merupakan hasil dari proses interaksi dengan struktur kerja di industri film, baik dalam moda produksi komersial maupun mandiri atau non-profit oriented. Pada kedua moda tersebut, tidak banyak menunjukkan perbedaan pemaknaan yang membuat creative labour bertahan di industri film.
Understanding Cognitive Science of Sighted Person in Reading Tactile Pictogram by Touch Fariz Fadhlillah
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1858

Abstract

The tactile pictogram is designed as an orientation and mobility system for the visually impaired in the train station. How to access the information through touch. However, this design is also intended to be used by the sighted person. To make this design becomes universal, in the designing process, it is necessary to consider the cognitive processes that occur when the sighted people read a tactile pictogram as an input for data comparisons. Data collection methods are divided into three, namely surveys to obtain primary data, action research to obtain secondary data, and document study to obtain tertiary data. The study was conducted by testing the pictogram media that had been previously designed with a semiotic approach to the ancient visual language theory of Primadi Tabrani. The data results were analyzed quantitatively and qualitatively. At the analysis process, findings are hoped to be able to reveal definitional statements about the cognitive ability that is used by sighted people in reading tactile pictograms, namely imagery or memory. Keyword: cognitive process; neural mechanism; sighted; reading by touch; tactile pictogram; universal.
VISUAL ESSAY: The Auteur and The Personal Comic: A Reconstruction of Online Identities Gideon Kamang Frederick
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.v13i2.1899

Abstract

When comic artist creates a personal comic, whose identities portrayed in the comic? Himself or his reconstructed image? More so, when the comic is published in social media, many viewers presumed that the comic is a mirror of the auteur life itself. This is where the constructed identities and real identities is reconstructed: negotiated, blurred between fiction and non-fiction.
Perancangan Board Game Kolaboratif. Studi Kasus: Legenda Gunung Tondoyan Nadia Mahatmi
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1975

Abstract

Collaboration is one of the soft skills needed in the 21st century. One way to advance collaborative skills is to use a board game. It is common today to find board games for learning purposes. The design of this collaborative board game uses qualitative methods, namely literature studies, brainstorming, physical prototypes, software prototypes, and design documentation. With this research, it is hoped that it will help understand how to design a collaborative board game. Keywords: board game; collaborative; prototype
Persepsi Komunikasi Visual Terhadap Media Promosi BRT (Bus Rapid Transit) Trans Jateng Koridor Purwokerto - Purbalingga Fauzan Romadlon; Pungky Febi Arifianto; Nofrizaldi Nofrizaldi
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1996

Abstract

Bus Rapid Transit (BRT) is one of public transportation modes in Purwokerto-Purbalingga that has a visual communication element as form as transit ads for a tourism promotion media. This study aims to analyze public perceptions in terms of the effectiveness of visual communication of the promotional media. This study uses a Likert scale to assess and ANOVA to analyze the results. The results of the study indicate that the perception criteria are based on demographic factors, especially gender and job type. Men and women have different perspectives regarding the visual communication design that is applied in BRT. This study also illustrates that the expected promotion of the community as general is increasingly diverse. Promotion is expected not to be limited to tourism promotion, it is also possible to promote culinary, batik promotion, and invitations to use public transportation to campaign to prevent corrupt behavior. Keywords: perception; promotion media; visual communication; bus rapid transit; Purwokerto-Purbalingga.
Cells at Work: Media Integration Mapping Hedi Amelia Bella Cintya; Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2000

Abstract

Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are aimed at people who prefer interactive learning. The findings from this study can be used as a consideration for creating and integrating educational media. Keywords: media integration; mapping; educational comic; science; cells at work.
Analisis Struktur Penceritaan Webtoon Horor Creep Episode 11 Basyarayni Mawla Fatha; Alvanov Zpalanzani Mansoor
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2015

Abstract

Webtoon is a form of graphic narrative that interweaves words and images through panel arrangement like a printed comic. However, webtoon’s vertical orientation is one of the few differing factors that excludes webtoon from the printed comic category. Like other genres in fictional graphic narrative, horror webtoon also adjusts its narrative structure through some of webtoon’s building aspects. This research aims to find out how the horror atmosphere is built in a popular Indonesian horror webtoon titled Creep created by Ino Septian by examining one of the representative episodes. This analysis is conducted by applying Zpalanzani's triangulation analysis model perfected by adding the structural affect theory of stories by Brewer and Lichtenstein. The results of this study indicate that some building aspects of webtoon such as the gutter space, the vertical orientation of the canvas, and the arrangement of the text that connects each panel are utilized to build the horror narrative and atmosphere. These three aspects provide the readers with a more emotional experience of the horror itself. Keywords: horror; webtoon; visual narrative

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