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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
Creating Women Characters in Horror Films using AI: Avoiding Male Gaze Characters Template Sofiyanti, Devina; Irwanto, Irwanto
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.v17i2.3833

Abstract

In screenwriting, one of the most essential elements is character. Characters are usually shaped by three critical factors: physical appearance, psychology, and sociology. In horror films, female characters are often used as protagonists, but in the history of horror films, female characters are trapped by the male gaze. The male gaze functions as a mechanism to dehumanize and commodify women, viewing them solely through the lens of heterosexual male desire. Laura Mulvey, in her seminal 1975 essay "Visual Pleasure and Narrative Cinema," posits that films serve to strengthen patriarchal structures by portraying women as mere objects for both the male protagonist inside the film and the audience consuming the film. The use of AI in screenwriting continues to grow, although it is still a matter of debate. As we know, AI works by gathering and generalizing information from pre-existing data. This becomes a problem when we want to create female characters that are not considered male-gaze. Of course, not all horror films that have been made use the male gaze, but we must understand how horror films develop occasionally. This paper examines the relationship between artificial intelligence and creating female characters in scriptwriting, especially horror films. A conceptual paper is a paper without data, as it is focused on “integration and proposing new relationships among constructs”.This paper also aims to find the next step for us to create women characters with AI. Keywords: AI; scriptwriting; character; male gaze; horror
Bahasa Inggris Angela, Ika
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.v17i2.3850

Abstract

In Chinese-Asian culture, sons are often viewed as symbols of luck and hope, which leads parents to invest heavily in their futures. However, when a son is married, this deep connection can lead to tension, especially between his mother and wife. The son then finds himself in the tricky position of balancing both relationships between the Mother-in-Law (MIL) and the Daughter-in-Law (DIL). Lahn Mah (Pat Boonnitipat, 2024) known in English as How to Make Millions Before Grandma Dies, captures this dynamic with several scenes exploring the relationships among son, MIL, and DIL. Therefore, this study examines visual signs that convey the distance in the relationships between sons, MIL, and DIL in Lahn Mah. This research employs a descriptive qualitative methodology with Ferdinand de Saussure's semiotic analysis approach. The findings reveal nine key scenes illustrating varying distances between the son, MIL, and DIL. These distances shift as the story unfolds: wide gaps signify conflict, while closeness indicates reconciliation. Keywords: distance; sons; in-laws; film; semiotic
Exploring Educational Media on Indonesian Studies for Third-Culture Kids’ Identity Development Hefira, Vania
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.v17i2.3909

Abstract

Indonesian Generation Z faces challenge in strengthening their national identity because of globalization. This is an urgency as Indonesia is progressing towards “Golden Indonesia 2045” where the goal is to have an advanced cultural richness over shared identity. One segmentation of Generation Z that encounters a challenge in self-identity perception is Third-Culture Kids (TCK). Their disconnection from the national identity during identity development can trigger identity crisis. One way to nurture their national identity is through teaching them Indonesian studies, consists of Indonesia’s cultural heritage, history, tradition, core values, and language. However, many TCKs struggle as they have short attention spans and language barriers towards most conventional educational media delivered in Indonesian language. This paper aims to fill in the gap of the limited research on this topic. The method is through qualitative method by reviewing previous studies on educational media related to Indonesian studies. This goal is to provide recommendations for further education development, in providing educational media for TCKs. The results underline the importance of interactivity aspects and the use of bilingual language, which has significantly helped BIPA students. The results suggest implication to design an interactive educational media that supports TCKs’ learning characteristics with local community involvement. The school managerial implication is to provide educators with inclusive education trainings and support families with transition programs during school induction. Keywords: third-culture kids; Indonesian studies; educational media; interactivity, golden Indonesia 2045
Analisis Ikonisitas Visual karakter Utama Pada Film The Watchmen Saptodewo, Febrianto; Qeis, Muhammad Iqbal; Sidhartani, Santi; Anto, Puji
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.v17i2.3946

Abstract

Film has become a powerful medium for introducing complex and deep characters to its audience. This research adopts an approach in the field of visual communication design to explore how the main characters in the film "Watchmen" can be deepened through various visual and narrative elements. Focusing on six main characters: Dr. Manhattan, Ozymandias, Rorschach, Silk Spectre, Nite Owl, and The Comedian, this study analyzes how the visual analysis can help strengthen the characters' identities and development in creating a cohesive visual narrative by using the visual iconicity approach. Through this approach, the research not only aims to understand the characters in the context of the film but also to explore how visual communication design can depict the psychological and emotional dimensions of characters more deeply. The results of this research are expected to provide new insights into understanding the influence of visual communication design on character narrative in the context of modern cinema. Keywords: character design; visual analysis; visual iconicity; watchmen
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

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