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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
English English Nahumury, Amanda 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.v17i1.3562

Abstract

As the result of a documentary film that highlights the meaning of Noken for the Papuan tribe, "Noken Rahim Kedua" experienced many challenges, both in the production, distribution and exhibition processes. This research aims to determine the challenges faced in the production, distribution and exhibition process of "Noken Rahim" Kedua documentary film. This research is a qualitative descriptive research with a case study research method that focuses on in-depth data collection interviews. In addition, the data analysis process in this research is using the Miles and Huberman model, which divided by three stages: data reduction, data display, and conclusion drawing. The research results show three important points. First, the production process of this film experienced various limitations, both in terms of time, costs, and personnel in the shooting process. Second, the distribution process of this film experienced many challenges because it could not be screened en masse because it was considered sensitive so there needed to be discussion during the screening. Third, the exhibition process is carried out through film festivals and screenings in alternative screening rooms. Keywords: documentary; film; film production; noken rahim kedua
Where Did You Go Today? A Brief History of Narrative Space. Where Will You Go Tomorrow? The Future of Narrative Space Haynes, Sarah
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.v17i1.3573

Abstract

Whilst location and setting, mise en scene, have always been key elements of moving image, since the advent of computing, space has become a more prominent feature. This paper will consider the spaces in which moving image narratives play, the fictional spaces they conjure and the effect of technologies on the construction, delivery and reception of narrative space. Manovich’s characterization of the digital experience as, ‘spatial wandering,’ (2001, p49) echoed Murray’s declaration that, ‘Digital media are spatial.’ (Murray quoted by Ryan, 2016, p100). Narrative has always been immersive. The transporting nature of narrative provides one of its key pleasures. ‘Relax. Concentrate. Dispel every other thought. Let the world around you fade,’ Calvino, (1979, p3) invites his readers to lose themselves in his novel, If On A Winters Night A Traveler, beginning a journey into a narrative that explores the very idea of immersion. Like the first establishing shot of a film, Calvino instructs his readers to imagine a train station, positioning them in a scene created in their minds eye. ‘Arguably the best stories are those which you are lost in.’ (Weedon, 2018, p50). Millennia ago, sitting around the campfire, storytellers would ignite the imaginations of their listeners, conveying them to fantasy spaces, historical landscapes, fabled events, carried there by their own visions. Successive technologies have separated storytellers from their audience, through the alphabet, print, photography, film, and computer screens. This paper will look to a future of narrative space, when stories spill out of the screen, providing embodied experiences, in headsets, projection mapped onto locations, in mixed and augmented reality scenarios, mediated by artificial intelligence. Are we moving into a new narrative age following Manovich’s ages of the frame, proscenium arch, cinema and computer screen, one in which we leave the frame behind and step into the narrative space? This paper posits that the introduction of digital processes in the production and consumption of moving image afford new experiences of narrative space for both producers and consumers of moving image culture. Keywords: narrative space; storytelling; virtual reality; virtual production
Makna Visua Terhadap Kritik Kapitalisme Dalam FIlm: Kara, Anak Sebatang Pohon Setia, Nandang Wahyu
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.v17i1.3580

Abstract

Kara, Anak Sebatang Pohon (2005) is a short film with a story that reminds of the presence of capitalism in the social conditions of a family who lives very far from the crowds. The author is interested in researching this film because the story built by this film is critical of capitalism, and semiotics as a theory the author uses to analyze the process of sign formation and meaning production to see how media texts build their meaning. With the dichotomy of the sign system explained by Ferdinand De Sausurre, namely Signifier and Signified, whose relationship is an association between 'the signified' and 'the signifier', the author uses it to reveal the meaning of the series of symbols (signs) in the film This will be the presence of capitalism amidst the happiness of the life of a small family. Qualitative methodology and the Constructivist paradigm are used as a thought approach in looking at the unit of research analysis, namely the “shots” in the film Kara, Anak Sebatang Tree so that the writer has a reference in interpreting the meaning in the film's story content. Research on this film explains how the content of the story is built and constructed, namely capitalism in carrying out its distribution using all means, and the presence of capitalism has had a negative impact. An ironic condition occurs where a condition that was initially undesirable is rationalized. Keywords: film; capitalism; semiotic
The Visual Structure of 19th Century Batavian Indigenous Women Casande, Suwito; Martyastiadi, Yusup Sigit
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.v17i1.3591

Abstract

This research used material objects in the form of indigenous Batavian women's clothing worn in the 19th century (1870-1930). Clothing at this time was used as a social marker based on ethnicity. This research used the symbolic interactionism paradigm, and the analysis of clothing structure was carried out formally regarding the main clothing, millineries, and accessories. The interpretation used Anthony Gidden's theory to see the formation of structures and agents. This research concluded that indigenous women in the 19th century had a significant role in shaping the type and quality of clothing in the Dutch East Indies. Indigenous women in the 19th century were not only users but were also involved in creating fashion for the people of Batavia. Keywords: clothing; indigenous women; batavia; colonial
Analysis of Lyrics and Visuals of Good Faith Forever (2023) Live Music Performance Gunawidjaja, Andrea Rebecca; Mutiaz, Intan Rizky
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3692

Abstract

As time and technology advances, visualization in music becomes an important role to support the music performance. Good Faith Forever is a live music performance released in 2021, created and performed by Hugo Pierre Leclercq, and is one of the examples of a unique live music performance, by making a narrative with a different perspective from the lyrics itself by blending the music and visuals together, making it an interesting subject to analyze. The objective of this research is to uncover the relationship between the lyrics and visuals of a live music performance of Good Faith Forever in 2023 as a study case. This research uses an interpretative qualitative approach using Roland Barthes’ Semiotics Theory and Geoffrey Leech’s Semantics Theory to analyze the visuals and lyrics. From the 2023 live performance of Good Faith Forever “The Prince” and “Neo Finale”, it is found that the lyrics and the performance tell the same stories but with different focuses, the lyrics itself focuses on the message of story, while the performance focuses on the narrative and characters living in the message of the lyrics. This implies the existence of creative freedom in interpreting the lyrics to form a similar story for the live performance. Keywords: good faith forever; live music performance; lyrics; music visualization; narratives
Rigging System Design in Character “Gery” for 3D Character Animation Course Sumampouw, Eldwin Manuel; Pratama, Tito Ari
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3790

Abstract

A well-planned rigging system design will make it easier for an animator to animate a model. A rigging system is designed to create a controller hierarchy and a joint reinforcement hierarchy to move a model. The rigging system must be created to develop user comfort and to design an efficient system to make it easier for animators to animate the model. This study aims to create an original model named Gery along with a rigging system design that is comfortable and efficient, especially in the design of an innovative facial rigging system. In this study, the author will observe the Stewart model as the foundation for designing the body rigging system and the Mery model as the foundation for designing the facial rigging system. The author applies the leading theory of the rigging system workflow created by Cheryl Briggs as a guideline in the production stage of the work. The author also applies the supporting theory of the body rigging design plan created by Eric Allen & Kelly L. Murdock and the application of the FACS theory reference compiled by Brigita C. Beavis as a guideline in the pre-production stage. The results of this identification will form the basis for designing the Gery model rigging system. This system is efficient and comfortable for learning 3D character animation courses. Keywords: rigging 3D; body rigging; facial rigging
Identifying Interactive Toys’ Key Characteristics for Intellectual Disabilities Children in Special School Flora, Christina
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3805

Abstract

The rising prevalence of intellectual disabilities in Indonesia, notably in Jakarta, raises pressing concerns. Many affected individuals, particularly children, face social challenges that need to be addressed and implemented in education, thus the role of Special Schools, which unfortunately often rely on teaching methods that are deemed unsuitable for intellectually disabled children. Therefore, it is imperative to design a media that is suitable for teaching social relations in Special Schools. The use of interactive toys in play activities has proven to be beneficial in education, due to their contribution to children's emotional and cognitive development. This research aims to identify toy characteristics that enhance learning for elementary students with intellectual disabilities, providing recommendations for developing interactive educational tools for teachers. The methods used in this research will be observation and literature studies. Findings show that it is important to consider the use of color, materials, as well as several engagement aspects in designing interactive toys for Special Schools' elementary students. Keywords: interactive; toys; intellectual disabilities; game lenses; special school
Genshin Impact's Role in Preserving Chinese Cultural Heritage Wardaya, Marina; Elizabeth, Gracelyn; Wijaya, Fenie Fedora; Lennial, Lovjoyla Belinda; Willyam, Selena Cheryl
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3816

Abstract

Genshin Impact, a popular video game, has attracted attention for its success in integrating elements of Chinese Cultural Heritage into its world design. This study aims to to describe the integration of Chinese cultural heritage (CCH) in the world design of Genshin Impact, while assessing its success in encouraging players' interest in visiting China. This study used a qualitative methods approach through literature studies, surveys, and in-depth observations . The results analysis showed that Genshin Impact successfully integrated various aspects of Chinese Cultural Heritage, such as traditional architecture and natural beauty into the stunning world design; most players felt the beauty of Chinese culture in the game and expressed interest in visiting the locations that served as inspiration in the game. The findings of this study suggest that Genshin Impact has great potential as a cultural promotion tool. By presenting Chinese Cultural Heritage in an engaging and interactive format, the game succeeded in arousing players' curiosity and encouraging them to learn more about Chinese culture. In addition, Genshin Impact can also contribute to increased tourist interest in China. Keywords: game; cultural heritage; culture; tourism
AI-Enhanced Experience Design: Bridging Visual, Textual, and Auditory Art Pratomo, Evan Raditya
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3817

Abstract

This study explores the integration of Artificial Intelligence (AI) in experience design, focusing on its role in creating a multi-sensory experience that bridges visual, textual, and auditory elements. The research centers on the album “Sky of Summer Nights,” where music generated by Suno AI complements illustrations and lyrics created by the author, Evan Raditya Pratomo. The project features three original illustrations, each corresponding to a song: “The Fairy Tale of Pink Summer,” “A Hug for Pink Moon,” and “Freed His Heart.” This research demonstrates how creative expression can be enhanced through multimodal principles, highlighting the challenges of effectively conveying messages through a combination of mediums. The findings affirm that the integration of AI can preserve the integrity of traditional design practices while offering new possibilities for innovation. By applying multimodal design theory, the study illustrates how AI is not only a tool but a catalyst for new emotional and creative experiences across disciplines. This research emphasizes the collaboration between human creativity and Suno AI, driving forward innovation in the fields of visual communication and experience design. Keywords: sky of summer nights; multi-sensory; multimodal; creative expression; suno AI
Evaluation of Website Prototype Based on Basic Ui/Ux Principles (Case Study: Eigen Natur Indo) Triani, Ananda Risya; Rahman, Yanuar
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3829

Abstract

Abstract: In this digital era, businesses both on a small and large scale are required to be able to keep up with developments and utilize digital technology (digital platform), especially in sales and marketing activities for product or service, for example a website. Just like PT. Eigen Natur Indo, which continues to follow technological developments to be able to increase its sales and marketing activities, namely through marketplaces, social media, and websites. The website is a medium that is currently being developed in prototype, in the future the use of the website as a medium for product transactions for customers (e-commerce) and advertising. However, no evaluation has been carried out, especially to end users. To produce an optimal website, it is necessary to apply the principles of user interface (UI) and user experience (UX). So in this research, an evaluation of the Eigen Natur Indo website prototype was carried out based on the basic principles of UI and UX. The research method used is a qualitative method, which is based on data from observation, interview, and analysis, including usability testing activities. The user test involved five end users who were asked to run certain scenarios on the prototype website, and then evaluated and interviewed the users regarding the problems faced on the interface. In general, findings or insights were obtained that can be used as recommendations for website development, namely the need for more effective user flow, certain navigation with shapes and sizes that are more recognizable and consistently placed, the selection of appropriate design elements, and the addition of notification features. Keywords: prototype; website; user interface; user experience; usability testing.

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