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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
Perancangan Motif Khas Tasikmalaya Pada Decoupage Untuk Produk Dari Anyaman Pandan Imamul Masyhudi; Kresnawan Budiargo
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.v14i2.2215

Abstract

Tasikmalaya woven is able to penetrate the export market in three countries; Japan, Italy and Spain. In the midst of the rapid development of this product, there are problems, the development of image motifs that are less varied. The decoupage drawing technique is more attractive to consumers than the manual hand drawing technique. The design of this decoupage motif uses a three-step methodology; exploration, design and embodiment. In the design, it was found that many distinctive motifs could be extracted from Tasikmalaya, for example flora, fauna, nature and culture motifs. The purpose of this design is to give a distinctive motif to the woven product so that it has the uniqueness and identity of Tasikmalaya. Keywords: woven; decoupage; distinctive motifs; export product
Penerapan Metode Design Thinking Pada Model Perancangan Animasi Periklanan Digital Pencegahan Covid-19 Camila Zahra Alrazi; Anung Rachman
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.v14i2.2247

Abstract

When COVID-19 pandemics first spread in Indonesia, the government has taken several measures to contain further spread of COVID-19 pandemic by taking some preventive and reactive measures. One of the preventive measures taken by the government is to appeal the public by promoting preventive approach to contain the spread of COVID-19. The government in collaboration with the community has often given campaign appeals to prevent the spread of COVID-19, to use digital animated advertisements. This media are often found in public sites can facilitate delivery to the wider community. This design uses design thinking method which consists of these steps: empathize, define, ideate, prototype and test. The use of the design thinking method is expected to be used effectively to design digital animations so that the promotion of preventing the spread of the COVID-19 virus can be more structured and systematic. Public service advertisements about Covid-19 in Indonesia using design thinking and mobile-based web ads are very influential on people's perspectives regarding the current condition of Covid-19 in Indonesia because they can educate and provide information to the public. The result of this design provide recommendations in the form of digital animation model as a public service for the prevention of the Covid-19 virus by using the Google Web Designer application.With this basis, designers can acquire a design thinking method that allows designers to gather various information about existing problems so that they are able to develop ideas and create design alternatives in terms of design. Keywords: design; digital animation; COVID-19; design thinking
Kajian Lighting Patterns Pada Karya Fotografi Model Pameran Kirana Dakara 2021 Rezki Gautama Tanrere
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.v14i2.2307

Abstract

Lighting patterns is a technique of lighting settings in portrait photography that pays attention to the shapes of light and shadow on the subject's face, in general a model. This lighting patterns technique are applied on the photographic works at Kirana Dakara 2021 exhibition, an exhibition by students from Advanced Photography course in the Visual Communication Design study program, Multimedia Nusantara University, held at Dharma Negara Alaya, Denpasar, Bali. The results of this research conducted indicate that the use of various types of lighting patterns has different roles and functions. By choosing the right lighting patterns, each photo works can give a message and impression that is in accordance with the concept and theme that the photographer wants to achieve. As a result, the use of various types of lighting patterns in the photographic works exhibited at Kirana Dakara 2021 can be a powerful visual medium in introducing the legendary characters of the Indonesian archipelago. Keywords: lighting patterns; model photography; photography exhibition
Representasi Komunikasi Interpersonal terhadap Psychological well-being Seseorang dalam Film Animasi "Soul" Lisa Orellia; Nanang Ganda Prawira
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.v14i2.2386

Abstract

The animated film Soul tells about a person who is experiencing symptoms of a midlife crisis who gets important lessons for his life from the people around him. This film shows how the meaning of one's existence and happiness can be influenced by the existence of other humans through communication. If viewed from the perspective of communication science it is a process of interpersonal communication. The purpose of this study is to determine the meaning of denotation, connotation, and myth that represent the concept of interpersonal communication so that it can affect a person's psychological well-being in the animated film Soul. This film will then be dissected using Roland Barthes' semiotic analysis technique. This research is a qualitative descriptive study with documentation studies as research data collection techniques. The results showed that the practice of interpersonal communication in the film Soul is represented by communication scenes performed by two to three people. This scene involves Joe as a middle-aged man, a new soul named 22 and Joe's friend Dez, a barber who explains that he is happy with his job even though his dream as a veterinarian is not fulfilled. He loves his job because he can hear every experience from his customers as he cuts Joe's hair, which is actually in that scene, the soul that resides inside Joe's body are 22. Keywords: semiotic analysis ; interpersonal communication ; animation.
Analisis Semesta Narasi Gundala Melalui Pendekatan Narrative Braid dan Transmedia Storytelling Aditya Satyagraha
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2269

Abstract

The year 1960-1970 was the golden era of classic Indonesian cergam, there are many Indonesian superheroes born on the cergam such as Sri Asih, Godam, and Gundala Putra Petir. But Indonesian cergam stagnated and decreased readership, until in 2003, publisher Bumilangit restored the classic cergam indonesian superhero. In its journey Bumilangit managed to acquire and obtain commercial rights from more than 1000 classic Indonesian cergam superhero characters. All the characters are restored and collected in one universe (canon) called Jagat Bumilangit. One of the characters who has changed from the narrative is Gundala. The research method used is qualitative descriptive to get the data to be processed to be simplified into one form of transmedia model. Where this research focuses on the relationship of Gundala characters with his storyworld, namely Jagat Bumilangit, as well as the relationship of Gundala and other characters so as to help strengthen the storyworld of jagat Bumilangit and also how to develop Gundala character content strategy into multiplatform through narrative braid and transmedia storyworld approaches. Through this research, the author came to the conclusion that the development of the narrative universe (storyworld) in jagat Bumilangit is something refreshing for the Indonesian superhero world. But still need consistency in maintaining the narrative in a space that can be trusted by the audience in studying and looking for other original content that is more cohesive and able to enrich the preservation of their data about Gundala and the Universe bumilangit universe not only from the big screen film alone. Keywords: bumilangit; gundala; comic; transmedia; storyworld.
Perancangan Buku Interaktif Digital Edukasi Rambu Untuk Anak Usia Dini Iqbal Maimun Umar; Joni Nur Budi Kawulur
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2343

Abstract

In suppressing the high rate of road accidents, the United Nations and related institutions implement the Road Safety to Zero Accident campaign, by running the Decade of Action for Road Safety program in two periods 2011-2020 and 2021-2030. which targets less than 50% of traffic deaths and injuries by 2030. Indonesia also launched the campaign program by conducting the Road Safety Campaign. To support the campaign, various ways were carried out, including educating an early age on the introduction of traffic signs, including in PAUD, Traffic Education Park, or from TV, radio, video, social media, games, animation, augmented reality and others. In this study, the author designed a digital interactive book for traffic sign education aimed at ages 3-6 years. The research method includes qualitative and quantitative, consisting of primary data interviews with the DKI Transportation Agency, and the head of the Bike To Work community, one of the bicycle communities as road users. The author observes the Cibubur traffic park to find out the traffic order learning facilities. We also conducted a survey of signs during a pandemic in the nearest neighborhood, Jl. Transyogi Cibubur. As a complement to our method, we distributed questionnaires to children who were guided by their parents in filling out. Secondary data from internet sources resulting from the accident rate survey, as well as visual references as another point of view for designing digital books. Keywords: education; signs; traffic; books; interactive; digital
Realita Visualitas Generasi Z dalam Mise en Scene Iklan Shopee Men Sale Deni Kristanto; Wiwik Sushartami; Budi Irawanto
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2410

Abstract

Massive and rapid development of Internet 2.0 in society opens up opportunities for exploitation of personal and communal life. A series of efforts by sellers of services and products on the internet are competing to be trusted by the digital community, a series of visual charms on digital screens seems to be present to describe their behavior and experiences in the real world for the sake of capital needs. As the most accessed media in Indonesia, especially Generation Z or Digital Natives, YouTube is one of the harmful media that opens up opportunities for exploitation. YouTube Shopee Men Sale ad is a case of how one of the largest online stores in Indonesia constructively approaches the most potential YouTube Generation Z user for commodity purposes. With a qualitative analysis and a Close Textual Analysis approach, this study aims to find out how the visuality patterns of YouTube ads Shopee 8.8 Men Sale 2019 and Shopee 2.2 Men Sale 2021, present the values ​​and social image of Generation Z for their commodity needs. Then through this research it is known that the two advertisements constructively through the use of visual aspects of mise en scene try to recreate reality that is related to the experiences and behavior of Generation Z. Keywords: reality; visual aspect; youtube advertising; shopee men sale; mise en scene; generation z.
Perancangan Character Merchandising Creative IP VICOLIO dengan Motif Batik Nusantara Shienny Megawati Sutanto
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2477

Abstract

Batik is one of the Indonesian cultures recognized by UNESCO as a Humanitarian Heritage for Oral and Intangible Culture. With the recognition of batik by UNESCO, the image of batik is elevated both domestically and internationally. This opens up opportunities for batik craftsmen in Indonesia to make batik creations, not just as traditional formal clothes. The government through KEMENPAREKRAF continues to make efforts to develop a creative economy based on intellectual property works or creative IP. As a concrete manifestation to support the government's efforts as well as the learning process based on real cases, students majoring in Visual Communication Design at Ciputra University (VCD-UC) researched and developed assets from VCD-UC's creative IP, VICOLIO into character merchandising with batik pattern. The method used in this research is design thinking which includes observation, ideation, design, and prototyping. The results of this research are four VICOLIO character patterns that are applied into a tote bag design. Each character is adapted into Indonesian batik patterns from various islands in Indonesia. Strix Jalowy is inspired by the island of Java, Alces Gumantar is inspired by the island of Papua, Castor Arjana is inspired by the island of Java, and Canis Trunyan is inspired by the island of Bali. To increase the value of VICOLIO batik pattern, an Augmented Reality application is added so users can interact virtually with the product. The Augmented Reality application is also used to inform the user about the origin and inspiration for each character's batik patterns. Keywords: motif; batik; creative IP; vicolio
Pengaruh Konten Pameran Virtual 'My Life As VCDears' Terhadap Citra Prodi VCD Quina Reivaldi Limantara
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2484

Abstract

Abstract: Visual Communication Design (VCD) has a vision of creating graduates who are able to produce designs that are unique and acceptable to society. Students are encouraged to always do self-exploration. This time, the Graphic On Product (GOP) course held a collage art exhibition with the title My Life As VCDears, where students were given the opportunity to tell their experiences while on VCD without any intervention from the lecturer or tutor. This study uses descriptive analysis based on the results of source exploration. Twenty (20) student works became the research subjects and the My Life As VCDears exhibition became the object of research. The result is that 8 out of 20 student works (40%) show a positive impression, 2 out of 20 student works (10%) show both sides, and 10 out of 20 student works (50%) show a negative impression about life on VCD. This will greatly affect the interpretation and reaction stages. Further research can continue this research in order to gain full insight. However, it is possible that there will be misperceptions, especially due to errors in attention, because not all visitors are willing to understand 100% of the works on display.
Let's Talk About Infertility!: Interactive Storytelling As Immersive Medium For Educational Content Lalitya Talitha Pinasthika
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2518

Abstract

Infertility is a problem for some couples of childbearing age in Indonesia. This problem affects one-third of married couples, yet the discussion regarding infertility has not been thoroughly heard. This research focuses on introducing infertility to the general public, intending to transform the general perspective, so the problems that occur in the couple's household will not be disrupted with misinformed myths surrounding infertility. The idea is to deliver information through an interactive story that involves the user in choosing the storyline. The research methodology used combines qualitative methods through observations on infertility online forums and Focus Group Discussions. The quantitative methodology was carried out in two stages, before testing the prototype to obtain public perceptions of infertility, then again after the prototype test to measure users’ immersion using a Likert scale. The study revealed that conveying problems through a story that requires user involvement in selecting storylines affects readers' immersion in digesting educational reading content. Keywords: interactive; storytelling; infertility; immersive

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