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
Analysis of the Implementation of the Viseme-Based Method in Ficusia Animation Zega , Selly Artaty; Filbert, Adric; Tambun , Gerson Julyfer Parulian; Ardhi , Muhammad Fauzi
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.v18i1.4173

Abstract

Based on interviews with the Ficusia animation team and professionals from Infinite Frameworks Studios, it was found that the lip and jaw movements in Ficusia were too fast, making them appear less realistic. This study aims to improve the quality of lip-sync animation in Ficusia using the viseme-based method, which allows for more natural lip and jaw movements. The viseme-based method was chosen because it is more suitable for 3D animation, producing smoother lip movements that are better integrated with facial expressions compared to the phoneme-based method, which tends to be rigid. A qualitative case study approach was conducted on the first episode of Ficusia, which contains scenes with predominantly human mouth shapes. Primary data were obtained through interviews with experienced animators and supervisors, while secondary data were gathered from literature. The results show that the viseme-based method can enhance the quality of lip-sync, create more natural animation, and improve the integration between lip movements and character expressions. This method is considered effective by professional animators and is expected to serve as a reference for producing realistic lip-sync in 3D animation.  Keywords: 3d animation; blender; lip-synch; viseme-based
Expanding Horizon: Exploring Sustainable Movie Screening Venues for Student Films in Indonesia’s Evolving Exhibition Landscape Amelia, Adilla; Meilani
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.v18i1.4190

Abstract

Emerging new exhibition venues and platforms have created an evolving landscape of sustainable movie screening spaces for film students in Indonesia. Using descriptive research and observational methods this study aims to analyze multiple movie screening venues that can sustain film students’ showing. From the traditional theatrical exhibition spaces, alongside recent developments in the Indonesian film exhibition ecosystem. The research identifies six different screening space categories: commercial franchised theaters in major cities, regional cinema chains, serving smaller cities and regencies, privately owned community screening spaces, foreign cultural centers, subscription-based OTT services, and non-subscription streaming platforms. Exploring the geographic relationship between prominent film schools and these exhibition spaces, revealing new opportunities for student filmmakers outside of major cities with access to movie screening venues. The findings suggest that a hybrid exhibition strategy—combining intimate community screenings, regional theatrical exhibitions, and digital distribution—offers the most sustainable approach for student films, maximizing both audience reach and exhibition longevity. This research contributes to understanding how the democratization of screening spaces through both physical venues and digital platforms is reshaping opportunities for emerging Indonesian filmmakers in the post-pandemic era. Keywords: movie exhibition; screening spaces; sustainable distribution; student films, digital platforms
Visual Identity Redesign of the Gelora Bung Karno Complex Lim, Natashia; Melini, Ellis; Zulkarnain, Alfiansyah; Suwanto , Kartika Magdalena
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.v18i1.4193

Abstract

The Gelora Bung Karno (GBK) Complex is a national heritage site in Indonesia. It has changed from a sports facility into a public space that is open, inclusive, and multifunctional. This transformation requires rebranding to reflect its new role while keeping its historical and national spirit. Visual identity plays an important role in this process. It is not just about how things look, but how people see and understand the place. Based on Alina Wheeler’s idea, visual identity is a planned way to shape public perception and build loyalty. The new identity for GBK is based on two things: its well-known architecture that’s reflected in the logo, and cultural motifs from across Indonesia. These ideas helped create a new logo, a color system for various applications, and graphic patterns inspired by local textiles. The research methods used include benchmarking other public spaces, interviews with users and staff, and visual studies of the landmark inside the complex. These helped guide the design process and make sure the results were meaningful and useful. This paper explains the process of research & analysis phase, clarifying strategy, up to the design stage and the resulting visual identity system. Keywords: gelora bung karno; complex; visual identity; national heritage; Indonesia;  rebranding
AI as Aid Tool in Visual Programming Courses at Universitas Multimedia Nusantara Purnama, Hadi; Hefira, Vania
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.v18i1.4222

Abstract

This research investigates AI usage within a Visual Programming course at Universitas Multimedia Nusantara, focusing on how design students integrates AI into interactive media development. In this case, the output is game development using Unity platform that requires fundamental programming logic. This study aimed to assess AI's involvement in the development process and explore its limitations for programming for design students. Data was collected via questionnaires (n=44) and continued by interviews (n=8) to further pursue insights on AI's potential to replace programmers. The questionnaire results showed 100% of the respondents use AI across various game development stages, from ideation and story development to asset creation, soundtracks, programming, and animation. The practical application of AI in a first-person controller game demonstrated its effectiveness for generating basic code, but also highlighted the need for human intervention in debugging, adaptation, and quality assurance. The interview reveal students’ challenges with faulty logic AI solutions. The research concludes that AI is a valuable programming assistant during game development, expanding human capabilities, but cannot fully replace human understanding of programming logic, problem-solving, and creativity. This underscores the importance of strategically integrating AI into curricula to enhance, but not replace, human learning and programming skills. Keywords: visual communication design; technology of artificial intelligence; learning assistance
Visualization of Henry Manampiring’s Filosofi Teras Book Amirah, Charissa Myandra; Melini, Ellis; Indrajaya, Ferdinand; Hananto, Brian Alvin
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4195

Abstract

Generation Z faces significant emotional challenges, including anxiety, stress, and difficulty regulating emotions—issues worsened by social media pressures. While this generation is highly receptive to visual and digital learning, Henry Manampiring's Filosofi Teras offers valuable Stoic principles like acceptance and self-control, yet its textual format is less engaging for younger audiences. This final project aims to visualize Stoic concepts from the book into an audiovisual narrative format through a web-based video series. The methodology for this project draws on Robin Landa's Five Phases of Graphic Design Process theory combined with Compesi's three-step video production model. The analysis phase utilized Ricoeur’s hermeneutics to understand the meaning of the text through an act of appropriation, which then were used in the Conceptual Design phase. The design outcome consists of five 1–2-minute videos that illustrate the application of Stoic principles in daily life, aligning with the book's text. Although some philosophical considerations were used, the main focus is on the visual design experimentation. This project is expected to offer a more relevant and engaging way to convey Stoic values to Generation Z. Future research could explore developing additional episodes covering other topics within Filosofi Teras or creating audiovisual works based on other philosophical texts.   Keywords: Generation Z; Stoicism; Audiovisual narrative; Web series.
A Campaign Design to Increase Interest in Traditional Snacks Among Youth Aged 16–20 in Jakarta Tanesha, Princella; Mores, Harry
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4277

Abstract

Globalization has reshaped snacking habits of Jakarta’s youth, with international snacks dominating social media and daily consumption. Meanwhile, traditional Indonesian snacks are losing appeal due to limited visibility and outdated representation. This study explores how digital media can re-engage youth with traditional snacks through the Design Thinking approach (Empathize, Define, Ideate, Prototype, Test). Qualitative methods such as interviews, questionnaires, and observations with respondents aged 16-20 in Jakarta were used to understand perceptions and preferences. Findings show that young consumer are drawn to humorous and visually dynamic snack content. Traditional snacks can regain appeal when presented with currently relevant trends and storytelling. Based on these insights, a social media campaign titled “Jadoel Still Cool” was developed and tested through short illustrated video, showing improved awareness and positive attitudes toward traditional snacks. This study demonstrates how human-centered design and digital storytelling can help preserve Indonesia’s culinary heritage amidst globalization-driven food trends.    Keywords: traditional snacks; social media campaign; illustrated video; visual communication.
Augmented Reality Book Development for Elementary Visual Arts Education Using Smartphone-Based Photogrammetry Nabil Oktanuryansyah, Muhammad; Kusumaningtyas, Ester Anggun; Hefira, Vania
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4370

Abstract

This study develops an Augmented Reality (AR) book to support elementary visual arts learning by enabling intuitive interaction with three-dimensional (3D) forms, scale, and perspective. Using smartphone-based photogrammetry, the book integrates realistic 3D assets for visual exploration beyond two-dimensional (2D) illustrations. The prototype was evaluated through the AREA (Augmented Reality for Enterprise Alliance) heuristic framework to assess usability and functional design. Results show that most interface elements align with heuristic principles, though improvements are needed in navigation, layout, and asset optimization. Overall, the study highlights a set of heuristic insights and preliminary design principles for developing AR-based books: emphasizing multimodal cues, clear spatial orientation, and intuitive object manipulation as key factors to support students’ comprehension of artistic 3D objects. The results show that most interface features met heuristic principles, with Evaluator I recording 51.60% “Yes” responses, Evaluator II 35.20%, and Evaluator III 37.97%. The “No” category reached 45.38% for Evaluator II, while “Somewhat” remained low overall, with the highest from Evaluator III (8.10%). Future studies should expand user testing with elementary learners to validate these heuristic guidelines and refine the interactive design framework for broader educational application   Keywords: Augmented Reality, Heuristic Evaluation, Visual Arts Education, Photogrammetry
Curating as Branding: Crafting Institutional Image through Exhibition Cipta! Kapita Selekta Cikini Raya 73 Nugeraha, Ady
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4387

Abstract

This paper examines how curatorial practice can function as a form of institutional branding, using the exhibition Cipta! Kapita Selekta Cikini Raya 73 as a case study. Situated within the revitalized Taman Ismail Marzuki arts complex, the exhibition foregrounded archival materials, canonical artworks, and diverse artistic voices to narrate the institution’s historical and cultural significance. Drawing from practice-based research and curatorial reflection, this study analyzes curatorial choices including thematic grouping, exhibition texts, and spatial design through a branding framework that identifies symbolic codes such as memory, representation, heritage, and participation. The findings demonstrate that curatorial strategies extend beyond aesthetic presentation to construct institutional narratives, reinforce symbolic authority, and shape public perception. By mapping curatorial strategies to branding codes, this paper argues that exhibitions can operate as a soft branding mechanism, positioning cultural institutions as key agents in defining cultural identity and meaning.
Preserving Identity, Embracing Change: The Survival of Pekalongan Peranakan Batik Purnomo, Setianingsih; Annita, Annita; Depita, Natalia
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4415

Abstract

Indonesia is famous for its cultural heritage. One of the acknowledged heritages is Pekalongan Peranakan batik, a delicate and beautiful craftmanship influenced by Asia, Arab, and Europe. The Peranakan batik combines Javanese batik-making artistry with the Chinese design planning and trading strategies. This article investigates the survival of Pekalongan Peranakan batik as an endangered culture and how the artisan batik adapts with the modern era.  The method used in this study is literature review, interview with the owner of the last producer of Pekalongan Peranakan batik and descriptive–qualitative analysis. The findings reveal that although UNESCO’s recognition of batik as intangible heritage, and Peranakan batik holds centuries-old heritage of cross-cultural exchange, this art form now risks extinction. This paper examines its historical development and contemporary challenges, arguing that revitalization through innovation is essential for its survival. Besides that, this research contributes to archiving the process and the portrait of artisan batik Liem Ping Wie in Kedungwuni, Pekalongan.   Keywords: Chinese Javanese Peranakan Batik; cultural heritage; revitalization.
Comparative Study of University Mascots in Indonesia: Analysis of Visual Identity and Audience Acceptance Fitria, Viny; Wardaya, Marina
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4428

Abstract

This study investigates Indonesian university mascots as instruments of visual identity and branding through a descriptive-comparative qualitative methodology employing Roland Barthes' semiotic analysis. Methodological study conduct used Roland Barthes semiotic framework to examine how visual element represent institutional ideology. The analysis included four mascots: YUCCA (Ciputra University), ROGA (Bandung Institute of Technology), BRONE (Brawijaya University), and CAKRA (Malang State University). Data collection encompassed visual documentation, institutional philosophy analyses, social media monitoring, and surveys involving 50 participants from East Java. The results show that good mascots need three things: a unique look, a philosophy that fits with the values of the institution, and regular activity on social media. Mascots that include elements of local culture, like CAKRA and ROGA, are more real than those that are based on Western culture, like YUCCA. The research demonstrates a dialectical relationship between academic credibility and popular aesthetics, affirming that mascots serve as semiotic agents that construct institutional myths rather than mere decorative components. Visual design alone is not enough, it needs to be strategically activated. This is shown by BRONE's low engagement even though the design was clear. According to the survey, 86.5% of respondents are very familiar with mascots through social media. They like simple shapes, unique personalities, and the ability to tell stories. Recommendations encompass participatory design methodologies, cultural integration frameworks, and ongoing digital engagement initiatives. Subsequent research ought to investigate longitudinal studies, regional comparisons, and quantitative impact evaluations concerning brand equity.

Filter by Year

2013 2025