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Contact Name
Bima Agus Setyawan
Contact Email
lppm@umn.ac.id
Phone
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Journal Mail Official
ultimart@umn.ac.id
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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 254 Documents
Practice-Led IP Development for Visual Narrative Education: The Sukawali Village Mangrove Mascot Sella Putri Arby; Yohanes Merci Widiastomo; Cheryl Claire
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4648

Abstract

This study documents the practice-led development of “Mangu,” a locally designed intellectual property (IP) representing a mangrove seedling, and its accompanying children’s storybook “Si Kecil Mangu” (Little Mangu), created as an educational visual narrative for children aged 6–7 years in Sukawali Village, Pakuhaji District, Tangerang Regency. Sukawali Village faces significant environmental and social challenges, including coastal abrasion, mangrove destruction, and limited access to educational media for children. Through collaboration with the Kampung Bahari Nusantara (KBN) community and Rumah Pintar volunteers, this research employs a qualitative and practice-led research approach to document the full IP creation process — from character design and social media audience testing to the production of a finalized storybook grounded in Dual Coding Theory, Visual Literacy Theory, and Narrative Transportation Theory. The findings demonstrate that theory-informed visual narrative design produces educational media that is both locally grounded and academically rigorous. Beyond its immediate educational function, “Mangu” offers a replicable model for how mascot-based IP can be developed through participatory, practice-led processes to support community-based environmental education in coastal conservation contexts.
Culture-Based Character Design as Structured Visual Communication Strategy in Contemporary Popular Media Shienny Megawati Sutanto; Marina Wardaya
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4655

Abstract

The global development of the comic, game, and animation industries has increased the demand for character designs that are not only visually appealing but also possess strong and communicative cultural identities. The problem identified is that local practices of culture-based character design often remain trapped in superficial aesthetic approaches, where cultural elements are used merely as visual ornaments without deep meaning. This research aims to formulate a culture-based character design strategy as a structured visual communication practice, positioning culture as a meaning system translated into visual decisions. The study employs a qualitative approach through theoretical review and in-depth interviews with three professional creators and two design educators active in the creative industry ecosystem. Data were analyzed using thematic analysis to map strategic patterns emerging from character design practices. The results formulate four strategic stages: in-depth cultural research, semiotic translation through a symbol bank, inside-out character construction, and interpretative adaptation to popular media. This research concludes that characters function as communication media bridging local cultural identity with global audiences through consistent sign systems, with the main contribution being a perspective shift from aesthetic activity to cultural interpretation practice. Further research is recommended to test the effectiveness of this strategic framework on audience reception and its broader impact on the creative industry.
Dark Fantasy Aesthetics in Indonesian Animation: Visual Analysis and Character Representation in the Film Panji Tengkorak Imamul Masyhudi; Rifki Risandhy
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4673

Abstract

The animated film Panji Tengkorak (2025), produced by Falcon Pictures, presents a distinctive visual approach within the development of Indonesian animation through its application of dark fantasy aesthetics and a narrative aimed at adult audiences. This study aims to analyze the construction of dark fantasy visual aesthetics and the reinterpretation of the traditional Indonesian jawara figure as represented through the visual attributes of the main character. The research uses a descriptive qualitative approach using formalist aesthetic analysis and Roland Barthes’ visual semiotics. The research data consist of 12 visual ex-cerpts (film stills) selected through purposive sampling based on their relevance to elements of color, lighting, visual texture, character attributes, and the main narrative conflict. The findings reveal that the dominance of an earth-tone color palette, chiaroscuro lighting, and rough visual textures creates a dark fantasy atmosphere characterized by gloom and psychological tension. The semiotic analysis indicates that the character’s visual attributes, including the skull mask, clothing and bodily scars, and weaponry, generate denotative, connotative, and mythical meanings that represent the jawara figure as a traumatized survivor, socially alienated, and morally ambiguous individual. These findings demonstrate that visual aesthetics function not only to establish narrative atmosphere but also to reconstruct the meaning of heroism within the context of contemporary Indonesian popular culture.
Art of Visualization in Building Construction: Drafting as Communication, Coordination, Regulation, and Budgeting Wendy Hakim; Anggi Rahmad Zulfikar; Feriza Nadiar; Fajar Indra Kusuma; Desy Ratna Arthaningtyas
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4693

Abstract

This study investigate the importance of drafting in AEC (architecture, engineering, and construction) industry. The article goes beyond seeing drafting as a technical task of producing drawings, but as a visual art, as it transform abstract ideas into visual construction knowledge. It is interpretive as drafting requires judgment to select, organise, and to communicate technical, legal, spatial, and financial information. At the same time, drafting is also a synthesis as it brings those four different forms of knowledge altogether to become a unity of coordinated visual medium. Construction industry becomes multifaceted and more dependent on digital tools. Thus, this study brings literatures review from several fields to look at how drafting works in four significant areas. Firstly, it helps diverse professionals communicate. Second, it solves coordination problems. Third, it shows legal compliance. Last, it also supports budgeting. While each of these areas has been studied on its own, few studies connect them all through the role of drafting. This study suggests that drafting is not merely a technical task, but also shapes how construction projects happen. Because of this, the paper argues that professionals in the AEC field need to better understand how drafting affects teamwork, legal processes, and financial planning. The model shown in this paper can be a platform for new research, policy, and training to understand the influence of graphical representations, such as drafting, on the physical construction of buildings.

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