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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
Visualization of Seeking Identity on Transnational Children In “Be Prepared” Graphic Novel Johanes Park
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.v16i1.3148

Abstract

Be Prepared is a graphic novel about Vera, the daughter of immigrants from Russia. In her storyline, Vera faces many cultural challenges when dealing with American and other Russian immigrant children. Vera attempts to find identity amidst the differences between the original culture of Russia and the American culture as the country she lived in. The situation between 2 cultures is a challenge for transnational children. This study aims to analyze and see the meaning represented in the graphic novel, especially how transnational children obtain identity and adapt to their environment. The research method used in this research is semiotics and literature review. The semiotic method is used to see the relationship between signs to get the meaning. The semiotic theories used in this research are based on Roland Barthes’s theories. Another method is the literature review which is conducted by overviewing the signs through several published literature to expand the meanings. The base theory used in the literature review is a cultural study that consists of ideas about acculturation, immigration, and cross-cultural theories. From this research, it can be seen that in the comparison of situations of 2 birthday parties, there are expectations in acculturation. The worship scene in the Russian Orthodox church represents immigrant families' coping mechanism for acculturation stress. The signs seen in the graphic novel are also seen in the acculturation stage of Vera's character to gain identity, which can be divided into three stages, namely, the stage of seeking recognition, the stage of imitating, and the stage of integration. Keywords: transnationalism; immigrant; acculturation; graphic novel; sequential arts.
Reconstruction of Creative Products Based Using a Design Thinking Approach The “Spirit of Majapahit” Case Study Shienny Megawati Sutanto; Marina Wardaya; Hutomo Setia Budi
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.v16i1.3165

Abstract

Indonesia is a country rich in culture and heritage. This richness of culture can be seen from artifacts and historical sites found throughout Indonesia. However, Indonesia's younger generations are less familiar with their own culture. This is caused by various things, one of which is the rarity of historical heritage products reconstructed to be introduced to Indonesia's younger generation. This research was conducted to analyze the process of reconstructing Indonesian historical heritage, the Spirit of Majapahit using a Design Thinking approach. The research and analysis of the process of re-creating the Spirit of Majapahit can form the basis of a design mindset that can be used as a guide in recreating local Indonesian historical products. This research uses a qualitative data collection method which is carried out by structured interviews with personnel who are actively involved in the process of reinventing the Spirit of Majapahit and experts on Indonesian culture. In addition to qualitative methods, literature studies are conducted to find data regarding the process of creating creative products, previous research on the adaptation of Indonesian local historical products, and audience responses to the reconstruction of past cultural products. The results of the study are used as the basis for creating a product design mindset module based on Indonesian local history which is linked to a systematic and replicable Design Thinking approach. Keywords: design thinking; spirit of majapahit; history; cultural revitalization.
Representation of Superheroes in The Character of Alana in The Film Sri Asih Dedy Arpan
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.v16i1.3182

Abstract

Sri Asih, the first superhero character in Indonesia created in 1954 by R.A Kosasih in comic media, has undergone several adaptations in comics and films with different character variations and story backgrounds. In 2022, Jagat Sinema Bumilangit re-adapted the Sri Asih film using a different approach. The film introduces a new main character named Alana and presents a storyline adapted to the current context. This research purpose is to analyze the representation of superheroes manifested in Alana’s character in the Sri Asih film 2022. The study employs a descriptive qualitative approach and refers to Roland Barthes' theory to uncover the meanings of denotation, connotation, and myth within the Sri Asih film. The research findings reveal 10 scenes that represent superheroes through the character of Alana. The results provide insights into how superheroes are portrayed through the character of Alana in the Sri Asih film. Additionally, the study uncovers the presence of heroic myths in the visual narrative structures of the film. These findings contribute to understanding the adaptation of superhero characters and how they remain relevant to popular cultural trends, attracting fans from generation to generation. Keywords: representation; superhero; sri asih; film; barthes; myth
Analyzing the Adaptation of Ramayana Wayang Characters in Code Atma Video Game Ariel Marsha Luana Brahmana; Banung Grahita
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.v16i1.3230

Abstract

Promotion of Wayang is important for future generations to continue cherish the value, meaning and pure passion just like how it is intended to be. As a traditional culture surviving the modern era, a modern adaptation is one of the many ways to promote towards the younger generations alongside other modern pastimes. The game “Code Atma” developed by Agate in 2020 has attracted the younger generation due to its appealing character design, that is a modern rendition to what is familiar, traditional culture. To ensure focus of the research, the chosen Code Atma characters would be the ones from Ramayana story: Shinta, Rama, Rahwana, and Hanuman. This qualitative research uses the comparative analysis to group and breakdown further the elements of a character, namely visual aspect, personality, and skills of each Code Atma characters to the original Ramayana Wayang Kulit characters. The essential elements of each character are presented by analyzing the similarities using the Jungian Archetypes by Carl Jung. There are limits in redesigning a Wayang character for a modern adaptation, because posture, proportion, and clothing are core elements that must remain to keep the character’s identity recognizable. Keywords: adaptation; archetype; character; game
Investigation on Students Feedback about Distance Learning for Art Subject Daulay, Muhammad Cahya; Kusumawardhani, Mega Iranti
ULTIMART Jurnal Komunikasi Visual Vol 16 No 2 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i2.3244

Abstract

The utilization of online platforms for learning has become increasingly common, although it is still relatively unexplored in specific disciplines such as Art and Design. In the Film and Animation Majors within the Art and Design Faculty, students encounter subjects that necessitate the development of technical proficiency in their learning outcomes and subjects that require in-person discussions to deepen their understanding. Gaining technical proficiency typically requires practical, hands-on practice, which is most effectively facilitated through in-person instruction. This article presents the feedback received from students enrolled in two foundation classes, one practical and one theoretical, regarding their experience with distance learning. The authors collected and analyzed feedback from both types of classes, focusing on participants who provided feedback for both practical and theoretical courses. The outcomes consist of recommendations from the students' perspectives, highlighting the successes and challenges encountered with distance learning in the respective classes. Keywords: distance learning; film; animation; major; technical proficiency skill; online learning.
Komik Mbak Pia: Representasi Budaya Organisasi Badan Pusat Statistik Melalui Komunikasi Visual Saleh, Andri; Setianti, Yanti; Budiana, Heru Ryanto
ULTIMART Jurnal Komunikasi Visual Vol 16 No 2 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i2.3258

Abstract

Mbak Pia’s comic is a comic strip aired in Varia Statistik magazine, an internal magazine that published monthly within the Statistics Indonesia (BPS). Since it was first aired in 2012, Mbak Pia's comic has now reached its 117th series. Mbak Pia's comic depicts the world of daily work of BPS employees packaged in a funny and entertaining story. But on the other hand, this comic also conveys an important message in the form of internalizing core values in the BPS organization: professional, integrity, and trustworthy. The purpose of this study was to analyze the message conveyed in the Mbak Pia’s comic. The method used is an interpretive method with a qualitative approach. While the analysis used is the semiotic analysis of Roland Barthes. The results of this study show that Mbak Pia's comics not only tell about the world of daily work of BPS employees and internalization of core values in the BPS organization, but are also loaded with criticism of work culture that is not in accordance with the core values of the BPS organization. Some of the things that are criticized in the comic story are those related to planning, employee performance, and employee competence. For this reason, BPS needs to emphasize a strong commitment to all its employees in upholding the core values of the BPS organization. Keywords: comics; culture; organization; visual communication
Visualising an Academic Institution's Image Through Brand Mascots: Pradita University Tjhie, Beatrice Wiguna; Sekarasri, Andreana Lingga; Gunawan, Ardi Makki Pantow
ULTIMART Jurnal Komunikasi Visual Vol 16 No 2 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i2.3327

Abstract

A student’s choice of an academic institution is influenced by the reputation and public perception of the university; these factors are often shaped by brand awareness. As Pradita University is a recently established institution, it is essential to increase its brand awareness and image to facilitate a positive perception among prospective students. The researchers have proposed that the utilization of brand mascots could serve as a strategy to increase brand awareness as existing studies have highlighted the advantages of brand mascots in this regard, albeit not in the context of academic institutions. This research will discuss the feasibility and effectiveness of incorporating a brand mascot to increase brand awareness and image within an academic institution while delving into design elements that contribute to a memorable mascot. The outcome of this research is a mascot that is expected to increase brand awareness and image through market implementation and interaction. Future research could further explore ­­­the long-term effectiveness and influence of brand mascots on brand awareness.
Gatotkaca Costume Analysis in Satria Dewa Movie and It's Impact to Gatotkaca's Character Brand Image Tirtadarma, Edo
ULTIMART Jurnal Komunikasi Visual Vol 16 No 2 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i2.3408

Abstract

Indonesia has many folklores that passed down generation to generation. One of the famous folklore is the epic tale of Mahabharata. The story is about the long last war between good and evil. The god side represented by Pandawa, and the bad side represented by Kurawa. This Mahabharata epic tale, has one character that take interest as one of the main character, the name is Gatotkaca. The story of Gatotkaca was turn into live action movie by Satria Dewa Studio. This movie reshapes the image of traditional Gatokaca into a new one started by redesigned Gatotkaca. Changing the looks with a new costume creates a new impact and perspective especially the brand image about Gatot Kaca in this movie. This paper analyses Gatotkaca new costume in the movie. The methodology approach is qualitative method with descriptive literature study approach. The result of this research is Gatotkaca new costume is changing the image, and gives new meaning in term of representation about character, make the Mahabarata epic story for suitable for young generation as they become the new targeted audience of the movie. Keywords: brand; image; costume; movie.
Building Script of Jump Scare Scene in Indonesian Horror Box Office Film “KKN Di Desa Penari” Nurazizah, Laila; Mukhtiaranto, Iryulandi
ULTIMART Jurnal Komunikasi Visual Vol 16 No 2 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i2.3413

Abstract

A jump scare is a technique used in horror films that aims to surprise the audience by using a sudden change of image, loud sound, or both for generating powerful simulated fear experiences in films. “KKN di Desa Penari” is a film that has been watched by over 10 million viewers in cinemas. This film contains believable real-event content-wise based on threads written on Social Media that goes viral. This study aims to investigate how “KKN di Desa Penari”'s script builds jump scare scenes in film and creates fears that are needed as a great experience for viewers. This study describes scene components in script and mise-en-scene that elevates viewers' expression on jump scare by conducting analysis from the original script and film “KKN di Desa Penari”. In conclusion, this study shows that the script for the jump scare scene in this film is not only about sudden immediate shocks and jump scares but also in terms of building a sense of fear in the script using components in scene design, which are turning points, setup/payoff, emotional dynamics, natural choice. Keywords: jump scare; horror; film; kkn di desa penari; script.
Environmental Design of Indonesian Cultural Background on Creative Design Incubation of 'Legacy of Moksha' Kukuh, Edward; Yanuar, Naldo
ULTIMART Jurnal Komunikasi Visual Vol 16 No 2 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i2.3416

Abstract

Indonesia has an almost countless number of cultures, making it one of the countries with thousands of cultures and their diversity. Seeing this fact, it is quite unfortunate that Indonesian people at this time do not respect their own culture, and far prefer culture from abroad. This is due to the existence of globalization which makes it easier for information to enter rapidly, especially in the field of creative media and entertainment which is one of the negative effects for Indonesian culture, namely local culture which is shifted by foreign culture. It is hoped that this project will be able to compete with this problem by creating a creative concept based on Indonesian culture, to introduce and re-creating love for Indonesian culture, through a more interesting and creative video game concept. Therefore, a plan to create a creative concept that will be the base for creating a creative media, that is expected to attract Indonesian people's interest in their own culture. Some methods such as literature study, documentation study, and surveys are used, which are based on several sources such as literature books, articles, journals, and the results of past research that has been done before. The data obtained will be a guide for making a concept book, which will be the final result of designing the Legacy of Moksha game concept. Keywords: indonesian; culture; intellectual product property; concept art; environment; design

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