cover
Contact Name
Bima Agus Setyawan
Contact Email
lppm@umn.ac.id
Phone
-
Journal Mail Official
ultimart@umn.ac.id
Editorial Address
-
Location
Kota tangerang,
Banten
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
Character Creating Process and Meaning of GWK' FFI 2015 Animation as Preservation of Balinese Mythology Kurniawan, Ehwan
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.v16i2.3417

Abstract

The GWK (Garuda Wisnu Kencana) animation tells the story of the adventures of a magical boy named Garuda in obtaining Tirta Amerta (water of life) belonging to Lord Vishnu to free his mother who is held hostage by a magical grandmother named Kadru, the animation that can be watched at GWK Bali Cultural Park won the Citra trophy in the animation category in 2015. The purpose of this research is to explain: 1. The process of GWK character creation, 2. The meaning of the animated character characterized by Balinese mythology. The results showed that the process of creating Garuda Wisnu Kencana animation consisted of several stages which were quite a long process, starting from pre-production, production to post-production and screening until now as in 2023 at GWK cultural park, Uluwatu, Bali. The type of work is 3D animation with a duration of 34 minutes, telling the story of the little Garuda adventure in getting tirta amerta (water of life) belonging to Lord Vishnu to free his mother from the hostage taken by the witch Kadru. The meaning that can be explained from this creation is the meaning of creativity, the meaning of preservation, the meaning of national identity. The finding of this research is that the production process of Garuda Wisnu Kencana animation consists of several stages that are quite long, starting from pre-production. The conclusion of this research is that the process of creating GWK requires collaborative work with high standards and can be a promotion and preservation of Balinese culture. Keywords: best animation; FFI; 2015; GWK; character; balinese; mythology.
The Visualization of Spirits in The Digital World as Creative Commodities in Indonesia Sujatmiko, Guguh
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.v16i2.3427

Abstract

This study analyzes the visualization process of spirits in the supernatural world that are seen by humans in the physical world through digital contents as creative commodities. Spirit content is still promising as a creative commodity in Indonesia. This content has a lot of curious fans because it can be facilitated visually. The content, which is believed to have different worlds, is able to unite the physical world and the energy world. The energy world includes the digital world and the supernatural world. Thus, the differences between the worlds are interesting to analyze for creative process development. This study uses the qualitative method, the virtual theory from Rob Shield used to map the position of spirits, humans, and platforms. The communication theory is used to see the visual transfer process to society, and Sasmita explores the signs that appear in the content. The findings indicate that representing intangible entities through locally relevant visual symbols proved beneficial for content creators, enabling the production of innovative content that enhances audience interaction. This was achieved by conveying messages to the audience through the construction of symbols and leveraging visual perception. Keywords: creative commodities; digital world; spirits content; visual process.
Adapting Stage Play to Virtual Reality Comics Waliokar, Ved; Remedios, Delwyn Jude
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.v16i2.3431

Abstract

The digital revolution has given rise to hybrid mediums and a digital culture constructed through new communication technologies. This has created opportunities for sequential storytelling to expand from its conventional form towards immersive mediums. Comics, conventionally developed in codex book form, are currently experimenting with new media tools, where screens often replace pages. This phenomenon is considered the meta-panel, which has the flexibility to take any form, shape, or size. Virtual reality comics can immerse viewers in unique ways such as immersion in a 360-degree space, ambisonic sound, motion, and interaction with the content. Studies suggest that cinematic virtual reality and stage plays have several similarities, such as long takes, exaggeration in performance, and the viewers being located at a considerable distance from the performance. Therefore, designing for virtual reality can benefit from stage methods. This study experiments with the adaptation of theatrical storytelling into comics. This paper adopts a practice-based research method to develop a virtual reality comic, The Great Golden Gang. This paper includes a discussion on the design process for developing such a virtual reality comic. To test the engagement of the virtual reality comic, Chapter One was previewed by selected participants using head-mounted displays. A participant survey demonstrates the viewer’s readiness for virtual reality comics and suggests the potential of hybrid mediums of a stage play, comics, and virtual reality. The Great Golden Gang is an example of the meta-panel and highlights the potential of virtual reality to contribute to new ways of experiencing the stage and comics. Keywords: stay-play adaptation; virtual reality; immersive comics; visual narrative
Preventing Sexual Violence Against Women Through the Short Film 'Demi Nama Baik?' Suryani, Riri Irma; Purnamasari, Dwi Candra; Linda, Gusnita
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.v16i2.3436

Abstract

Sexual violence cannot be ignored. Sexual violence can happen to anyone, be it children, teenagers, adults, men or women. One of the things that can be done to prevent sexual violence can be done using film media. The production of a short film with the title “Demi Nama Baik?” with the hashtag #Don’t Just Shut Up” is a film that tells the assertiveness of the campus in taking action against perpetrators of sexual violence. This research method uses a descriptive qualitative method approach with the concept of fiction film design. The making of this film aims to influence other campuses out there in the process of cracking down on cases of sexual violence that occur within the scope of higher education. This film aims to influence other universities in handling cases of sexual violence on their campuses. Keywords: short film; film; production; sexual violence.
Kevin's Developmental Psychopathology Potrayal in the Movie " We Need to Talk About Kevin" Erica, Luisa; Hendrawan, Donny
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3482

Abstract

"We Need to Talk About Kevin" is a movie that tells the story of Kevin's life starting from infancy to adolescence, which shows various psychopathological symptoms. Since childhood, Kevin has had various behavioral disorders and has difficulty building a good relationship with his mother, Eva. These behavioral issues worsened until finally, Kevin committed murder against his father, younger sister, and his peers. There are various interactions that can be explained using a perspective from developmental psychopathology to explore every factor in Kevin's life. This research is qualitative research with a phenomenological approach to understand and interpret every aspect of Kevin's life from his childhood and analyze them using theories of developmental psychopathology. The result of this research shows that there are a few factors of developmental psychopathology depicted in the film such as genetics, environmental factors, attachment style, symptoms of maternal depression and stress during pregnancy, as well as parenting styles that play a role in each stage of Kevin's development. In the end, there are also solutions presented to minimize psychopathology in children, namely improving the quality of relationships, family communication, and good co-parenting between father and mother. Through this research, it is hoped that there will be a deeper understanding of the factors in the developmental psychopathology depicted in the film "We Need to Talk About Kevin". Keywords: movie analysis; phenomenological approach; developmental psychopathology
PENGALAMAN E-COMMERCE AR: STUDI KASUS MEREK MAYBELLINE DI TOKOPEDIA Herna, Lia
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3488

Abstract

Online shopping culture is one of the popular cultures that is currently developing. This popular culture develops along with the rapid development of new media. E-commerce is starting to utilize Augmented Reality as part of its features. Tokopedia launched an AR feature for consumers to try various makeup products. As AR applications in the consumer market are still emerging, studies on AR are insufficient. In this study, the authors analyzed the level of user acceptance of AR implementation in Tokopedia e-commerce by testing the user experience (UX) dimension using a mixed method. Qualitative methods with 5 respondents and quantitative interviews with a system usability scale (SUS) and a user experience questionnaire (UEQ) were conducted on 23 respondents. The results obtained, SUS got a value of 77.61 and UEQ with the value of each category being greater than the impression value. The AR feature has a very positive reception overall, indicating its potential for future use in all industries. Keywords: augmented reality; user experience; maybelline; tokopedia
Mission Possible: Creating a Spectacle with a Repetition of the Same Formula Syamsi, Vera
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3525

Abstract

A motion picture is one of the most popular spectacles people enjoy for various reasons, among others for entertainment. A film titled “Mission: Impossible” is one of the all-time most watched movies globally, since the first series was created in 1996. In the year 2023 it has come to the 7th series, and what has been released was only the first part, leaving its fans anxiously waiting for the end of the story. Many people would say there is nothing new in each of the series; the script writer applies the same ‘formula” to attract audience, however the series never fail to generate a lot of revenue, with the last rendition already be very popular and recorded as one of the box-office only within the first two days of its showing. In the era where spectacles are the pinnacle of day-to-day life for almost everyone, this research is going to investigate audience reception of the film “Mission: Impossible -Dead Reckoning Part One” in terms of the components of a spectacle, applying the concept of The Society of Spectacle by Debord (1967) which stated that a spectacle is built by utilizing “The Star, the Agent of Spectacle, False Choice / Pseudo needs and Détournement. The research focuses on the détournement by analyzing audience comments posted on a social media platform, investigating the reasons they love and hate the film, and the result will reveal how (un)successful the detournements are applied. Keywords: mission; impossible; spectacles; the society of spectacles; détournement; reception studies
Semiotic Analysis of Tourism Soft-Selling: Decoding Short Films as Persuasive Narratives Sandra, Ni Putu Anindhitha Ayesha; Noina, Ni Made Karunia
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3547

Abstract

Tourism marketing plays a crucial role in promoting destinations and attracting tourists. Nevertheless, tourism marketers are finding it increasingly difficult to attract the interest of potential travelers in a crowded digital environment. Short films have become a popular and effective medium to market destinations and influence tourist behavior due to their visually captivating storytelling and ability to evoke emotions in a short duration. Studying the impact of short films on tourism marketing is essential to comprehend their influence on tourist motivations, destination perceptions, and purchasing decisions. Therefore, this study aims to analyze the persuasion strategies used in promoting various tourist destinations through short films. By conducting a descriptive qualitative study, this study seeks to understand various semiotic elements and narratives in their short films to create persuasive messages that appeal to potential tourists. The analysis of these short films as persuasive narratives will provide insights into how cultural meanings are constructed and communicated through tourism marketing. By understanding the semiotic elements and persuasive narratives employed in these short films, we can gain a deeper understanding of how persuasive messages are crafted and how they influence tourists' perceptions and decision-making processes. Keywords: semiotics; short film; tourism; promotional; persuasive narrative
Study of the Application of ’90s Nostalgic Appeal in Visual Elements of Marketing Media: Nintendo Nur Syafira, Farah Adilla; Sujatmiko, Guguh; Cintya, Hedi Amelia Bella
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3552

Abstract

During the digitalization era, business growth throughout the world is increasingly rapid, meaning that not all companies can survive due to the demands of entrepreneurs to adapt and implement marketing strategies that are much more effective and innovative. One approach to marketing strategy that is starting to emerge is to use nostalgic appeals to attract consumer attention. 'Nintendo' is one of the companies that has survived and developed creative ideas by using nostalgic elements effectively in its marketing. This research aims to examine the application of nostalgic appeal in visual elements in 'Nintendo' marketing media. This research uses research methods in the form of observation and analysis of selected Nintendo marketing media content that uses nostalgic elements, focus group discussions (FGD) with respondents to determine the effect of using nostalgic elements on attraction and buying interest and literature study. From the results of this research, it is known that 'Nintendo's' strategy of using its ’90s nostalgic elements in its marketing has succeeded in getting a positive response from consumers. The visual elements analyzed include tonal colors, design elements, images and icons, and typography. Through these nostalgic visual elements, consumer loyalty to the company increases and triggers strong purchasing interest in regular consumers and new market segments. This shows that the use of nostalgic elements in the company's visual marketing media has succeeded in having its appeal and can be used as an effort to renew marketing strategies in rapid business competition. Keywords: nostalgia; visual elements; marketing; nintendo
Kelas Acting in Animation Class untuk Mahasiswa Animasi Arby, Sella Putri
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3557

Abstract

This research aims to investigate the impact of Acting in Animation course and how it helps animation students develop their ability to use movements and facial expressions to tell a story through 3D character animation models. The main focus of this research is to see if animation students can animate 3D character models better after understanding movements and emotions in acting techniques. This research will analyze the influence of body movements, facial expressions, and even vocal expressions on the overall quality of an animated work. The research method involves an in-depth study of acting for animators theories based on 12 animation principles. Through interviews with experienced animators, direct observation of the animation process, and critical analysis of prominent animation works, this research aims to identify the most effective acting strategies and techniques for creating convincing animated characters. The result of this research is expected to provide a deeper insight into the needs of acting for animation production, as well as provide practical guidance for animation students who wants to improve their abilities as animators to create the proper module in Acting in Animation class. Keywords: animation; acting; students; animators

Filter by Year

2013 2025