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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
Kajian Gamifikasi Mekanik sebagai Variabel dalam Literasi Media Board Game Fadhilah Amalia; 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.v14i1.2020

Abstract

In accordance with the changes that occur in 21st century, the world’s media industry also undergoes rapid changes. The variety of media that continues to emerge and develop in all levels of society has a significant impact, one of which is the board game media. This phenomenon has attracted the attention of researchers to examine board game media as a media education towards media literacy skills. Media literacy is the ability to seek, find, and use information from media messages by adapting cognitive abilities and critical thinking in analyzing and questioning media messages that are seen, read, and watched. Media literacy has a broad scope that is believed to be able to function as the stronghold for the public in ability to think critically. This study was conducted to examine the gamification mechanics element as an independent variable in the board game media literacy, focusing on the concept of media literacy based on individual competence, especially on critical understanding criteria. Keywords: board game; critical understanding; gamification mechanics; media literacy.
Studi Literatur Surealisme di Indonesia Mega Iranti Kusumawardhani; Muhammad Cahya Mulya Daulay
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.v14i1.2021

Abstract

This article aims to trace the surrealism style in Indonesia through literature. The literature studies are done in two phases, aiming at different goals. In the first phase, we accessed literature collections about Surrealism through Modern Art frameworks and context. In the second phase, we used two online directories that index open access journals; DOAJ (Directory of Open Access Journals) and Garuda (Garba Rujukan Digital). The result is a list of analyses on how the Surrealism discussion appears through the Indonesian language journal articles. Through the list of findings, we also try to determine our upcoming research. We will try to expand surrealism discussion through moving image medium in Indonesia. Keywords: Surrealism, Indonesia, literature, painting, moving image
Persepsi Visual Penyandang Tunagrahita: Studi Deskriptif Olah Gambar Pada Sekolah Luar Biasa Yayasan Amal Mulia Arief Ruslan; Arif Nur Hidayat; Archita Desia Logiana
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.v14i1.2022

Abstract

People with tunagrahita are generally categorized as mental retardation. Several studies have seen that one of the effective learning concepts is through visual and audio-visual forms. But in drawing education, mentally retarded persons have different patterns in response to visual meaning. Visual perception is built on coarse motor concepts in processing images which are not always done easily. This research is developed with a descriptive qualitative methodology to see and describe what forms and image models are easy to difficult the draw process. Retrieval of the research data was through mentally retarded children from the Extraordinary School of the Amal Mulia Foundation by processing images in three forms, namely lines, shape models, and combinations of shapes. The preliminary findings in this study were that students with mental retardation had difficulties in drawing shapes that were not straight or solid, such as curves and circles, even though the students were still able to process according to directions in not too long. Keywords: mental retardation; drawing; visual perception; shape models; education.
Eksplorasi Material Alternatif dalam Pembuatan Puppet dan Set untuk Produksi Animasi Stop-Motion Berjudul “Junk Food” Dominika Anggraeni Purwaningsih
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.v14i1.2030

Abstract

Traditional stop-motion animated films have unique visual characteristics so that they have many fans, but the number of stop-motion filmmakers is actually very minimal. This is understandable because compared to other animation techniques that are done digitally, stop-motion seems impractical because it requires longer time, higher production costs, and more tools and materials. This paper discusses the exploration and utilization of alternative materials from well-known conventional materials in making puppets and sets for stop-motion animation. The alternative materials in question will use used goods, household inorganic waste, and other reusable materials while still paying attention to function and aesthetics so as to contribute to waste recycling. This is in line with the theme of the film “Junk Food” which raises the issue of environmental pollution, where the results of this research will be applied. This qualitative research is project-based and uses literature study, observation, and experiment methods to collect data. The results of this research are up to the stage of making 2 puppets and 2 sets to answer the problem of exploring alternative materials from used goods. Keywords: stop-motion animation, puppet, set, alternative materials
Penggunaan Nirmana-Komposisi Tak Berbentuk Sebagai Dasar Pembuatan Pola Surface Design Marina Wardaya
ULTIMART Jurnal Komunikasi Visual Vol 14 No 2 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i2.2025

Abstract

The Nirmana course is a compulsory basic course for students studying design or fine arts. Nirmana teaches elements and elements contained in images, designs and the beauty of art in classifying elements and elements in order to create a work of art that is good and has meaning, therefore creating an aesthetic value. Art and aesthetics are a unity between elements that have harmony, harmony and balance. Beauty is an abstract concept that cannot be enjoyed because it is not clear but can communicate and make it fun to look at. Nirmana is a core that is implemented in the manufacture of each design as well as works of art, namely some important rules and must be used. The purpose of this study is to see the implementation of nirmana's courses in ready-to-wear media. The method used is a literature review and a descriptive, exploratory analysis approach. Keywords: nirmana; surface design pattern; basic education; design
User Interface Analysis of Gapura Universitas Multimedia Nusantara Website Dara Shafira Zahra; Wella Wella; Aditya Satyagraha
ULTIMART Jurnal Komunikasi Visual Vol 14 No 2 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i2.2027

Abstract

The user interface (UI) of the Gapura site is proven to have various problems such as a poor visual hierarchy, UI that confuses its users, and UI that are considered unattractive by users. These things result in the poor feedback of its users. This study aims to examine the problems in the Gapura site by using the guidelines of the e-book published by UXPin, "Web UI Best Practice". The series of tests that will be conducted are blur test, scenario test, questionnaire and survey. After that, a prototype will be built according to the results of the tests with the aim of improving the UI Gapura site. The results of the prototypes made show that while there are still mistakes regarding the visual hierarchy of the prototype, the prototype was proven to be more usable by the users, and received better feedback than the Gapura site. Thus, it can be concluded that the changes applied in the prototype has made the UI of Gapura better. Keywords: user interface; uxpin; web ui design; web ui prototype; ui evaluation
Simulasi Perancangan Logo Aplikasi Clubhouse Jennife Claudy; Jessica Marcella; Shefira Marcelline; Brian Alvin Hananto
ULTIMART Jurnal Komunikasi Visual Vol 14 No 2 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i2.2037

Abstract

Clubhouse is an application which has gained popularity in the past year. Despite being popular, the application doesn’t have any logo to help itself differentiate itself from other applications in terms of visual branding. To respond to this issue, the author attempted to create a logo design simulation for Clubhouse using the design methodology from Robin Landa. The result is a logo simulation for Clubhouse that is responded easily to remember from 90.5% of the respondents. Though only a simulation, the author hopes that this article may serve as a reference on a logo design process. Keywords: design simulation; logo; clubhouse
Visualizing G30s/PKI Tragedy Through Interactive Projector Media at Monumen Pancasila Sakti Yiesha Tabina; Mita Purbasari Wahidiyat
ULTIMART Jurnal Komunikasi Visual Vol 14 No 2 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i2.2062

Abstract

The G30S/PKI incident is an event that continues to imprint in the hearts of all Indonesian people because it is closely related to the Lubang Buaya incident, which is located in front of the Pancasila Sakti Monument. This large building is usually visited by students just for school assignments, even though in it lies the story of the struggle of the Indonesian people against communism. The quiet and cold atmosphere inside the monument makes visitors pass through dioramas and the hallways just like that. To spread the essential historical event, we need a way to change the stereotype that museums are boring. In this study, projection mapping is used inside the Pancasila Sakti Monument to give visitors a new sensation and experience through visuals. The research method uses qualitative data collection techniques in the form of location observations, interviews with the head of the research object guidance, and several visitors. The results of this project are interactive projections in the form of moving animated visuals that can be interacted with so that visitors get a real story experience. It is hoped that with the use of interesting animation, museums in Indonesia can compete with other places visited by many young people. Keywords: visual; G30S/PKI; monument Pancasila Sakti; projection interactive; youngsters
Resepsi Penggemar Terhadap Karakter Anime Shounen My Hero Academia, Attack on Titan dan Hunter X Hunter Vinny Anugraha Putri; Wisma Nugraha Ch.R; Suastiwi Suastiwi
ULTIMART Jurnal Komunikasi Visual Vol 14 No 2 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i2.2168

Abstract

One of the most important components in a film or animated series apart from the story is the character. The main characters who drive the plot generally are the main focus and also naturally became fans’ favorite character. In several series it is not uncommon to find fans who prefer second lead characters. Why does it happen? There’s not a lot of research regarding the topic of fan receptions to various characters that has been conducted before and it is very interesting and important to be studied. Understanding fans' reception of characters can be understood by means of cognitive narratology approach with ‘categorization and personalization’ theory by Schneider. Murray Smith's ‘structure of sympathy’ theory is also used to further look at the engagement level of fans to their favorite characters. This research is focusing on characters from shounen anime series which have second lead characters that are more popular than the main characters. From this study, identified six categories in fans reception which are personality, character development, goals, design / audio-visual, relationships between characters and emotions. Not only understanding relationships between the characters and emotion, fans also closely following and evaluating the actions that the characters did throughout the story, these factors will also have an effect later on the fans' sense and level of engagement to the characters. Keywords: character; fans reception; engagement; anime
Analisis Anthropomorphism Dalam Desain Karakter Arknights Ika Resmika Andelina
ULTIMART Jurnal Komunikasi Visual Vol 14 No 2 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i2.2192

Abstract

Tower defense is one of the most popular genres in the game world. Arknights is one such example, but apart from the genre, one of the factors that influence Arknights' popularity is its unique character designs. Designed in the style of moe anthropomorphism, Arknights creates design variations with exciting new fictional races. Character is one of the main elements in the game that is important to build relationships with users. By using Mounsey's holistic character design and matrix manga, Arknights' anthropomorphic character design, this study finds that character abilities are the most important element that makes a character likable, then followed by an attractive character visual design in accordance with the character's abilities. Keywords: anthropomorphism; character design; game; arknights.

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