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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
Analisis Elemen Dramatis Game Petualangan Sebagai Media Penyadartahuan Terhadap Satwa Silviana Ginting; Irfansyah Irfansyah
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i2.2807

Abstract

Adventure games are one of the popular game genres that allow the player to simulate being a specific character who is guided through the story followed by exploration and puzzle solving as the main gameplay. Besides being fun, entertaining, and interesting, games are also capable of delivering serious content such as teaching certain lessons or raising awareness of social phenomena, including education and awareness about the existence of animals. This study aims to identify the potential of adventure games as a medium for raising awareness on the issue of animal protection and conservation using dramatic elements in adventure game features. There are two animal themed games studied in this research: Rhino Raid and A Street Cat's Tale. In this study, a comparative analysis of the two games was conducted in the form of descriptive qualitative which was dissected with the theory of dramatic elements in the Playcentric Approach method. The research results and findings are expected to be used as a basis for developing similar games that are used as a medium for education and awareness of animals, especially Indonesian endangered species. Keywords: adventure games; animal awareness; dramatic elements; playcentric.
Pendekatan Multisensori dalam Desain Media Pembelajaran Augmentasi bagi Anak dengan Disleksia Fonita Theresia Yoliando
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i2.2840

Abstract

The human brain is a complex structure that allows us to encode and decode various stimuli that incorporate the five senses. In the case of children with dyslexia, this information processing performs inefficiently which resulted in reading, spelling, and/ or writing difficulties. Other related difficulties, such as memorizing, organizing, sequencing, and motor skills deficiency, may also be present. This specific learning difference is a lifetime challenge that cannot be cured, but it can be overcome through structured interventions. For many years, the multi-sensory approach utilized visual, auditory, and kinesthetic-tactile to trigger the senses, which is well known as one of the most compelling aspects of instruction for dyslexic students. By simultaneously training the brain through the senses, it is hypothesized that this approach can enhance the phonetical ability in a more effective and meaningful way through the implementation of an interactive learning kit for dyslexia. This paper is an initial phase of long-term research about an interactive learning kit for dyslexia. It includes the analysis of a multi-sensory approach and how it can be implemented in the design and development process in the next phase. Keywords: dyslexia; multi-sensory; interactive; learning.
Analisis Desain Poster Call For Paper ICRAMET Tahun 2015 - 2021 Anton Surahmat; Laura Citra Zhahira
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i2.2853

Abstract

Research activities can run ideally when research results can be known by the public. One way to publish research results is by attending seminars or scientific conferences. The Call for Paper poster became a vehicle for disseminating information on the holding of the scientific conference. One of them is ICRAMET's CFP poster. ICRAMET has been held since 2015 and creates various poster designs for publication purposes. This poster work needs to be analyzed to determine the characteristics of the designed layout and the tendency of research institutions in carrying out work in the field of visual communication design. The aspects analyzed include design elements and principles, including assessments in terms of appearance, message, and function, as well as conducting in-depth interviews with design designers. The results of the analysis show that the poster layout design that is built seems rigid and static, there is no exploration of a more creative design. The institutions do not yet have a high level of awareness of the design field as a medium for communicating research results to the public. The recommendation for further research that can be done is to analyze the variety of other media used by research institutions as a communication tool. Keywords: layout, poster, design elements, design principle, research institutions
Visual Konsep Tokoh untuk Fine Dining Projection Mapping dengan judul "Si Dulang" Christine Mersiana Lukmanto
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i2.2873

Abstract

The internet and social media have established the world of fine dining and animation. There is an increase of competition in the business since people care more than just how the food taste or how the food is being displayed but also how they are presented to the table. One aspirating aspect on the presentation is by utilizing projection mapping in presenting an animated film that provide knowledge, information and entertainment to the customers that were measured to the themes, ideas and concepts of typical Indonesian food. This cutting-edge digital art in the form of a hybrid animation is believed to help both fine dining and animation industry to broaden the areas. This research purpose is to create characters’ visual concept for ‘“Si Dulang”’. There are two characters that will be discussed in this journal which are Dulang the adventurer kid and Barong the mythology creature. In order to visualize the characters, the researchers have to understand the mythology figures in Bali and thus literature studies and observations of various projection mappings will be used as research methods. The outputs of this research are prototype of animated film, intellectual property right of character figures and art book. Keywords: projection; mapping; character; visual concept; hybrid animation.
Interactive Book Design For Child Speech Delay Therapy Leonardo Adi Dharma Widya; Prasna Juwita
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.2690

Abstract

The ability of speech is influenced by intrinsic and extrinsic factors. If the two factors do not support the development of speech in the child, then the speech ability will be late, which is called speech delay. If speech delay is not addressed immediately, then the impact will continue until the child is an adult. Therefore, interactive book design has a purpose as a media of stimulation that can be used by children and parents. This research will raise topics about the creation and application of interactive visuals in books. The results of this study are expected to be played by parents with children on a regular basis so that the features of this interactive book can be used effectively until the child is interested in learning to recognize and pronounce words or sentences and at the same time helps improve fine motor skills in the child. Keywords : speech delay; interactive; book; stimulation
PERANCANGAN BUKU CERITA ANAK BERGAMBAR SEBAGAI MEDIA PENGENALAN SENI BELADIRI SILEK HARIMAU James Trisno; Yana Erlyana
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.2789

Abstract

Indonesia has a martial art, namely the martial art of Pencak Silat. Pencak Silat has various variations due to the diversity of cultures in Indonesia. Unfortunately, Pencak Silat is currently less in demand due to various reasons, but one of them is competition with foreign martial arts. One of the martial arts of Pencak Silat whose existence is threatened is the martial art of Silek Harimau, this is made worse by the absence of written documentation regarding Silek Harimau. Therefore, this design aims to create media in the form of illustrated children's story books that introduce Silek Harimau to children. This design will use descriptive qualitative research methods, and data collection methods in the form of interviews, observations, literature studies, and questionnaire surveys. The design will use the Design Thinking method which consists of various stages, namely: Emphasize, Define, Ideate, Prototype, and Test. These design stages will later produce a media in the form of a illustrated children's story book entitled "Menjadi Kesatria Harimau" Keywords: martial arts; children; picture book; stories
Analysis of Basic Cinematography Component in The Short Film “Tilik” Directed by Wahyu Agung Prasetyo Halimatus Sya’diyah; Asidigisianti Surya Patria
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3013

Abstract

Tilik is one of the short Indonesian drama films produced by Ravacana Films in 2018. From its visual appearance, almost 90% of its length dominantly show scenes of getting on a truck on the way to the hospital, and only interspersed with scenes of stopping at the mosque, and road. However, this film managed to become a trending topic in 2020. This film is also one of the short film categories that has successfully obtained achievements from the audience and awards at film festivals. Therefore, the purpose of this study is to analyze how the basic visual components of cinematography in Tilik's short films uses Bruce Block theory. This research uses qualitative descriptive methods, or methods used to search, collect, analyze research data and are presented in descriptive form. Through this method, Tilik is analyzed with a scientific approach to identify how the basic visual components of cinematography is used according to Bruce Block's theory by observing the elements that make up the film. The results of this study show that the seven basic visual components of this Tilik short film are fulfilled. The results of this study show that the seven basic visual components of this Tilik short film are met. With the fulfillment of the basic visual component of the film, it is able to make the film more interesting and comfortable to look at, as well as being able to affect mood. Keywords: basic visual; components; cinematography; tilik; film
Implementasi Augmented Reality untuk Karya Isometrik pada Animation Art Exhibition (Animaxtion) Tito Ari Pratama; Ely Rosita
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3111

Abstract

In exhibitions, animated artwork also develops following technological advances and the needs of exhibition visitors. One of the concepts of the exhibition is to exhibit isometric drawings as shown in the exhibition, then visualize them in 3D animation using the Augmented Reality method. Augmented Reality is a technology that runs and combines digital content created by computers in real-time. In the results of the research that has been carried out, if the results of the implementation of Augmented Reality (AR) using Unity software have been successfully implemented on Android-based Smartphones and Tablets by practicing Isometric objects that are displayed when smartphones with the Android operating system or Tablet trigger prints of student work which contain printed images of work in Animaxtion. Keywords: augmented reality; unity; animaxtion; isometric.
Redesign The Traditional Folklore: Achieving A Sustainable Folklore For The Future Generation Hedi Amelia Bella Cintya
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3131

Abstract

Traditional folklore has experienced a decline in interest from generation to generation, leaving a significant question as to why younger generations are losing their interest in traditional tales. Despite the positive effects of traditional folklore on readers, this phenomenon calls for investigation. This study employs a descriptive-comparative preliminary investigation to address the decrease in interest in traditional folklore. Firstly, the present study aims to investigate the underlying reasons for the observed decline in the popularity of traditional folklore. Secondly, the study endeavors to comprehend the efforts undertaken by researchers and artists to counteract this waning interest. The previously identified determining factors will serve as guiding criteria to address the second research question. The ultimate outcome of this study will provide a comprehensive summary of the factors associated with the diminished appeal of traditional folklore among the younger generation, as well as the diverse attempts made by artists and researchers to rejuvenate this cultural heritage. Keywords: traditional; folklore; storytelling; descriptive study
Story Design in Fine Dining Projection Mapping Project “ Si Dulang “ Yohanes Merci Widiastomo
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3147

Abstract

Projection technology is a technology that is familiar to modern society. It has been seen a lot in everyday life, from attending class lectures and watching movies in the theater. Projection technology is also used in creating art, such as projection mapping in various objects. Projection-Mapping is one of the technological achievements that opens complete access for artists to create and tell stories uniquely. Storytelling is something that humans always do over generations. The usage of technology these days is not limited in terms of form. One of the innovative ways to use projection mapping is "le Petit Chef." The combination of fine dining restaurants and the immersive experience when watching animation on a consumer table has positive outcomes for the restaurant industry. Based on the case study of projection mapping named "le Petit Chef", this research will focus on creating a story for projection mapping titled "Si Dulang". This research will also identify the factors the storyteller needs to consider when adopting new technology. Keywords: storytelling; projection mapping; fine dining; animation

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