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Bima Agus Setyawan
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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
From Mystique to Muddle: Unresolved Logic in Joko Anwar's Series Nuswantoro, Fajar
ULTIMART Jurnal Komunikasi Visual Vol 18 No 1 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i1.4124

Abstract

Television series, as narrative mediums, rely on the audience’s ability to suspend disbelief to emotionally and intellectually engage with fictional worlds. This study examines the "Orphan" episode from Joko Anwar’s ‘Nightmares and Daydreams’, is focusing on how logical inconsistencies disrupt this process. Using Samuel Taylor Coleridge’s suspension of disbelief theory, the research explores why unanswered questions—stemming from an implausible adoption process, a child’s undisclosed peanut allergy, and an unexplained transition from a trash avalanche to a luxury house—undermine audience trust and narrative coherence. A qualitative methodology was employed, involving scene-by-scene analysis to decode messages, document arising questions, search for answers within the film, and log unresolved issues. Findings reveal that while the episode builds anticipation through mystical premises rooted in Indonesian culture, it fails to resolve key logical gaps, pushing the suspension of disbelief beyond its limits and reducing viewer engagement. The study suggests practical alternatives, such as tying adoption ease to insider ties or magical elements, to address these flaws. This analysis underscores the importance of balancing creative liberty with narrative accountability in audiovisual storytelling, offering insights for filmmakers, academics, and critics on sustaining audience immersion in the digital era. It contributes to the broader discourse on narrative quality and the application of suspension of disbelief in contemporary media. Keywords: joko anwar; suspension of disbelief; nightmare and daydream; unresolved issues
Seeking Comfort from Online Strangers: An Analysis of ‘Kind Words 2' Gameplay Sandra, Ni Putu Anindhitha Ayesha
ULTIMART Jurnal Komunikasi Visual Vol 18 No 1 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i1.4150

Abstract

In an era where digital communication often lacks emotional resonance, the video game ‘Kind Words 2’ emerges as a distinctive platform for anonymous, empathetic exchange. This study investigates how anonymous interactions within the game promote emotional support, comfort, and a sense of companionship among players. Employing a mixed-methods approach—including self-observation, online surveys, and semi-structured interviews—the research uncovers key findings: players consistently report feelings of emotional relief, validation, and reduced loneliness after engaging with the community. The study also reveals that anonymity significantly enhances openness and authenticity in communication, allowing players to share vulnerabilities without fear of judgment. These findings demonstrate the game's potential as a digital tool for fostering mental well-being and community resilience. By highlighting how anonymous digital environments can facilitate meaningful social support, this research contributes to ongoing discussions on the therapeutic potential of video games and their role in addressing emotional needs in online spaces.  Keywords: ‘kind words 2’; anonymous social support; empathy-driven; game design; online community interaction; emotional expression in games
Denimalz Mascot Plush Design: A Study on Cute Character Design Principles Laurencia, Jessica
ULTIMART Jurnal Komunikasi Visual Vol 18 No 1 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i1.4152

Abstract

This research explores the role of visual design in enhancing the appeal of character mascots, especially cute characters. Cute mascots are often more favored by audiences, as seen in the evolution of characters like Mickey Mouse, whose design has become increasingly childlike, in line with the principles of Kindchenschema. While previous existing study has explored what visual elements make mascots appear cute, most studies examined different types of mascots. This research focuses on a single mascot series that has undergone several subtle design changes over the years, Denimalz, a mascot of South Korean Pop Rock Band Day6. The research aims to identify which visual features make a character look cuter to audiences by using a mixed-methods approach. Data were collected through a survey of 129 participants including both fans and non-fans, along with open-ended questions, visual analysis of Denimalz plush versions, and a comparison with existing design theories. The findings show that facial expression and proportion or ratio are the two dominant features that determine cuteness. Future studies are recommended to explore cultural differences in cuteness perception, particularly how audiences from different regions interpret the same design elements. Keywords: cute character design, mascot, kindchenschema, Denimalz
Multisensory Stimulation as Rebranding Strategy for Community Empowerment in CIDCO Legia, Mariska
ULTIMART Jurnal Komunikasi Visual Vol 18 No 1 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i1.4159

Abstract

Creative Business of Diffable Community (CIDCO) is an inclusive art community that empowers children with disabilities through creative art practices. Despite its products' high aesthetic and social value, CIDCO faces challenges in building a consistent and emotionally resonant brand identity for the public. This study aims to formulate a multisensory rebranding strategy to enhance emotional bonds with the audience and increase awareness of the social values ​​carried. A descriptive qualitative approach is used through literature studies, participant observations, and in-depth interviews with CIDCO managers and audiences. SWOT analysis and TOWS matrix were utilized to map the community’s strategic position and to formulate key value propositions for redesigning its brand identity. The findings of this study offer a contribution to inclusive branding practices by integrating sensory and affective aspects in the context of community social entrepreneurship. Keywords: inclusive branding; multisensory experience; disability empowerment; social entrepreneurship
Fashion Trend Visualization Through AI-Based Illustration: A Case Study on Fashion Trend Forecast 2025/2026 Strive Book Enrico
ULTIMART Jurnal Komunikasi Visual Vol 18 No 1 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i1.4163

Abstract

Digital technology has evolved and brought significant changes in various aspects of the creative industry, including the fashion industry. One of the innovations that is now starting to be applied in the visualization process, especially in producing fashion illustrations, is artificial intelligence (AI) technology. Through a case study on Fashion Trend Forecast 2025/2026 STRIVE book, this research aims to analyze how AI technology compares with manual and digital illustrations in communicating ideas and narratives of fashion trends. The method used in this research is a descriptive qualitative approach to visual analysis based on the main aspects of stroke line, color, proportion, and composition. The results show that AI-based fashion illustration is able to display visuals with high quality and detail, but it needs to be supported by prompt experiments to achieve the intended image results. The efficiency of the process to produce illustrations is also very significant, because no hand-draw sketch skills are required. It can be concluded that AI has great potential as a tool in the visualization process of fashion trend books, especially in conceptualizing and communicating trend elements quickly and adaptively. Keywords: visualization; fashion trend; illustration; artificial intelligence (AI)
Adoption of AI-Generative Image Tools and Evolving Designer Roles in Indonesia's Advertising Practices Febriany, Indira
ULTIMART Jurnal Komunikasi Visual Vol 18 No 1 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i1.4164

Abstract

This research investigates the adoption of AI-generative image tools in Indonesia’s advertising practices and how it influences the requirements of designers in the industry. Through qualitative interviews with creative professionals from different agency backgrounds and after analyzing them thematically, it is found that the tools are embraced for efficiency and conceptual diversity. AI generative image tools are not yet considered a replacement for human creative judgment. Particularly in producing emotionally resonant or detail-sensitive visuals. The study identifies shifting role expectations for designers, emphasizing adaptability, conceptual skill, and aesthetic sensibility. The findings highlight the nuanced integration of AI in creative workflows and the influence of clients and ethical considerations. Keywords: AI generative image; advertising; designer roles; creative industry

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