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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 10 Documents
Search results for , issue "Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual" : 10 Documents clear
Memaknai Unsur Naratif Dalam Film Parasite Melalui Perspektif Filsafat Kebebasan Manusia Rifqi Nadhmy Dhia; Firman Kurniawan
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1833

Abstract

Human beings essentially have social freedom inherent in themselves. Parasite (2019), a film which raises social issues in South Korea, has a close relationship with the reality of social stratification in society. Using the film Parasite as a case study, this article attempts to trace the tendency of meaning production regarding the philosophy of human freedom. In the process, this article draws the conclusion that the depiction of a person within the social structure in the narrative element of the Parasite film can represent the meaning of social freedom which is also limited by other human freedoms. Keywords: Communication; Philosophy; Social Freedom; Social Structure; Parasite
Understanding Cognitive Science of Sighted Person in Reading Tactile Pictogram by Touch Fariz Fadhlillah
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1858

Abstract

The tactile pictogram is designed as an orientation and mobility system for the visually impaired in the train station. How to access the information through touch. However, this design is also intended to be used by the sighted person. To make this design becomes universal, in the designing process, it is necessary to consider the cognitive processes that occur when the sighted people read a tactile pictogram as an input for data comparisons. Data collection methods are divided into three, namely surveys to obtain primary data, action research to obtain secondary data, and document study to obtain tertiary data. The study was conducted by testing the pictogram media that had been previously designed with a semiotic approach to the ancient visual language theory of Primadi Tabrani. The data results were analyzed quantitatively and qualitatively. At the analysis process, findings are hoped to be able to reveal definitional statements about the cognitive ability that is used by sighted people in reading tactile pictograms, namely imagery or memory. Keyword: cognitive process; neural mechanism; sighted; reading by touch; tactile pictogram; universal.
Perancangan Board Game Kolaboratif. Studi Kasus: Legenda Gunung Tondoyan Nadia Mahatmi
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1975

Abstract

Collaboration is one of the soft skills needed in the 21st century. One way to advance collaborative skills is to use a board game. It is common today to find board games for learning purposes. The design of this collaborative board game uses qualitative methods, namely literature studies, brainstorming, physical prototypes, software prototypes, and design documentation. With this research, it is hoped that it will help understand how to design a collaborative board game. Keywords: board game; collaborative; prototype
Persepsi Komunikasi Visual Terhadap Media Promosi BRT (Bus Rapid Transit) Trans Jateng Koridor Purwokerto - Purbalingga Fauzan Romadlon; Pungky Febi Arifianto; Nofrizaldi Nofrizaldi
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.1996

Abstract

Bus Rapid Transit (BRT) is one of public transportation modes in Purwokerto-Purbalingga that has a visual communication element as form as transit ads for a tourism promotion media. This study aims to analyze public perceptions in terms of the effectiveness of visual communication of the promotional media. This study uses a Likert scale to assess and ANOVA to analyze the results. The results of the study indicate that the perception criteria are based on demographic factors, especially gender and job type. Men and women have different perspectives regarding the visual communication design that is applied in BRT. This study also illustrates that the expected promotion of the community as general is increasingly diverse. Promotion is expected not to be limited to tourism promotion, it is also possible to promote culinary, batik promotion, and invitations to use public transportation to campaign to prevent corrupt behavior. Keywords: perception; promotion media; visual communication; bus rapid transit; Purwokerto-Purbalingga.
Cells at Work: Media Integration Mapping Hedi Amelia Bella Cintya; Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2000

Abstract

Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are aimed at people who prefer interactive learning. The findings from this study can be used as a consideration for creating and integrating educational media. Keywords: media integration; mapping; educational comic; science; cells at work.
Analisis Struktur Penceritaan Webtoon Horor Creep Episode 11 Basyarayni Mawla Fatha; Alvanov Zpalanzani Mansoor
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2015

Abstract

Webtoon is a form of graphic narrative that interweaves words and images through panel arrangement like a printed comic. However, webtoon’s vertical orientation is one of the few differing factors that excludes webtoon from the printed comic category. Like other genres in fictional graphic narrative, horror webtoon also adjusts its narrative structure through some of webtoon’s building aspects. This research aims to find out how the horror atmosphere is built in a popular Indonesian horror webtoon titled Creep created by Ino Septian by examining one of the representative episodes. This analysis is conducted by applying Zpalanzani's triangulation analysis model perfected by adding the structural affect theory of stories by Brewer and Lichtenstein. The results of this study indicate that some building aspects of webtoon such as the gutter space, the vertical orientation of the canvas, and the arrangement of the text that connects each panel are utilized to build the horror narrative and atmosphere. These three aspects provide the readers with a more emotional experience of the horror itself. Keywords: horror; webtoon; visual narrative
Kajian Gamifikasi Mekanik sebagai Variabel dalam Literasi Media Board Game Fadhilah Amalia; Alvanov Zpalanzani Mansoor
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2020

Abstract

In accordance with the changes that occur in 21st century, the world’s media industry also undergoes rapid changes. The variety of media that continues to emerge and develop in all levels of society has a significant impact, one of which is the board game media. This phenomenon has attracted the attention of researchers to examine board game media as a media education towards media literacy skills. Media literacy is the ability to seek, find, and use information from media messages by adapting cognitive abilities and critical thinking in analyzing and questioning media messages that are seen, read, and watched. Media literacy has a broad scope that is believed to be able to function as the stronghold for the public in ability to think critically. This study was conducted to examine the gamification mechanics element as an independent variable in the board game media literacy, focusing on the concept of media literacy based on individual competence, especially on critical understanding criteria. Keywords: board game; critical understanding; gamification mechanics; media literacy.
Studi Literatur Surealisme di Indonesia Mega Iranti Kusumawardhani; Muhammad Cahya Mulya Daulay
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2021

Abstract

This article aims to trace the surrealism style in Indonesia through literature. The literature studies are done in two phases, aiming at different goals. In the first phase, we accessed literature collections about Surrealism through Modern Art frameworks and context. In the second phase, we used two online directories that index open access journals; DOAJ (Directory of Open Access Journals) and Garuda (Garba Rujukan Digital). The result is a list of analyses on how the Surrealism discussion appears through the Indonesian language journal articles. Through the list of findings, we also try to determine our upcoming research. We will try to expand surrealism discussion through moving image medium in Indonesia. Keywords: Surrealism, Indonesia, literature, painting, moving image
Persepsi Visual Penyandang Tunagrahita: Studi Deskriptif Olah Gambar Pada Sekolah Luar Biasa Yayasan Amal Mulia Arief Ruslan; Arif Nur Hidayat; Archita Desia Logiana
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2022

Abstract

People with tunagrahita are generally categorized as mental retardation. Several studies have seen that one of the effective learning concepts is through visual and audio-visual forms. But in drawing education, mentally retarded persons have different patterns in response to visual meaning. Visual perception is built on coarse motor concepts in processing images which are not always done easily. This research is developed with a descriptive qualitative methodology to see and describe what forms and image models are easy to difficult the draw process. Retrieval of the research data was through mentally retarded children from the Extraordinary School of the Amal Mulia Foundation by processing images in three forms, namely lines, shape models, and combinations of shapes. The preliminary findings in this study were that students with mental retardation had difficulties in drawing shapes that were not straight or solid, such as curves and circles, even though the students were still able to process according to directions in not too long. Keywords: mental retardation; drawing; visual perception; shape models; education.
Eksplorasi Material Alternatif dalam Pembuatan Puppet dan Set untuk Produksi Animasi Stop-Motion Berjudul “Junk Food” Dominika Anggraeni Purwaningsih
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2030

Abstract

Traditional stop-motion animated films have unique visual characteristics so that they have many fans, but the number of stop-motion filmmakers is actually very minimal. This is understandable because compared to other animation techniques that are done digitally, stop-motion seems impractical because it requires longer time, higher production costs, and more tools and materials. This paper discusses the exploration and utilization of alternative materials from well-known conventional materials in making puppets and sets for stop-motion animation. The alternative materials in question will use used goods, household inorganic waste, and other reusable materials while still paying attention to function and aesthetics so as to contribute to waste recycling. This is in line with the theme of the film “Junk Food” which raises the issue of environmental pollution, where the results of this research will be applied. This qualitative research is project-based and uses literature study, observation, and experiment methods to collect data. The results of this research are up to the stage of making 2 puppets and 2 sets to answer the problem of exploring alternative materials from used goods. Keywords: stop-motion animation, puppet, set, alternative materials

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