https://ejournals.umn.ac.id/index.php/FSD/issue/feed Ultimart: Jurnal Komunikasi Visual 2023-12-29T06:36:50+00:00 ULTIMART Editor [email protected] Open Journal Systems <div style="text-align: justify;"><strong>Ultimart: Jurnal Komunikasi Visual&nbsp;</strong>is short for ultima (Latin: deep, weighty, valuable) and art. Referring to this acronym, this scientific journal is intended as a vehicle for information, mutual debate, sharing, and scientific analysis related to the world of visual communication design and aesthetics in general. This journal is also open to various academic discussions related to the development of theories, concepts and practices of visual communication, scientific articles, research summaries, and books / films. Ultimart: Visual Communication Journal is published by the Faculty of Art and Design, Multimedia Nusantara University.</div> <div style="text-align: justify;"><strong>Online ISSN:&nbsp;<a href="http://issn.pdii.lipi.go.id/issn.cgi?daftar&amp;1516670372&amp;1&amp;&amp;">2615-8124</a><br>Print ISSN:&nbsp;<a href="http://issn.pdii.lipi.go.id/issn.cgi?daftar&amp;1180424463&amp;1&amp;&amp;">1979-0716</a></strong></div> <p>&nbsp;</p> https://ejournals.umn.ac.id/index.php/FSD/article/view/3327 Visualising an Academic Institution's Image Through Brand Mascots: Pradita University 2023-12-29T06:36:49+00:00 Beatrice Wiguna Tjhie [email protected] Andreana Lingga Sekarasri [email protected] Ardi Makki Pantow Gunawan [email protected] <p>A student’s choice of an academic institution is influenced by the reputation and public perception of the university; these factors are often shaped by brand awareness. As Pradita University is a recently established institution, it is essential to increase its brand awareness and image to facilitate a positive perception among prospective students. The researchers have proposed that the utilization of brand mascots could serve as a strategy to increase brand awareness as existing studies have highlighted the advantages of brand mascots in this regard, albeit not in the context of academic institutions. This research will discuss the feasibility and effectiveness of incorporating a brand mascot to increase brand awareness and image within an academic institution while delving into design elements that contribute to a memorable mascot. The outcome of this research is a mascot that is expected to increase brand awareness and image through market implementation and interaction. Future research could further explore ­­­the long-term effectiveness and influence of brand mascots on brand awareness.</p> 2023-12-28T08:38:24+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3258 Mbak Pia’s Comics: Representation Of Statistics Indonesia Organizational Culture Through Visual Communication 2023-12-29T06:36:49+00:00 Andri Saleh [email protected] Yanti Setianti [email protected] Heru Ryanto Budiana [email protected] <p><em>Mbak Pia’s comic is a comic strip aired in Varia Statistik magazine, an internal magazine that published monthly within the Statistics Indonesia (BPS). Since it was first aired in 2012, Mbak Pia's comic has now reached its 117th series. Mbak Pia's comic depicts the world of daily work of BPS employees packaged in a funny and entertaining story. But on the other hand, this comic also conveys an important message in the form of internalizing core values in the BPS organization: professional, integrity, and trustworthy. The purpose of this study was to analyze the message conveyed in the Mbak Pia’s comic. The method used is an interpretive method with a qualitative approach. While the analysis used is the semiotic analysis of Roland Barthes. The results of this study show that Mbak Pia's comics not only tell about the world of daily work of BPS employees and internalization of core values in the BPS organization, but are also loaded with criticism of work culture that is not in accordance with the core values of the BPS organization. Some of the things that are criticized in the comic story are those related to planning, employee performance, and employee competence. For this reason, BPS needs to emphasize a strong commitment to all its employees in upholding the core values of the BPS organization.</em></p> <div><em>Keywords: comics; culture; organization; visual communication</em></div> 2023-12-28T08:40:38+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3431 Adapting Stage Play to Virtual Reality Comics 2023-12-29T06:36:50+00:00 Ved Waliokar [email protected] Delwyn Jude Remedios [email protected] <p><em><span style="font-weight: 400;">The digital revolution has given rise to hybrid mediums and a digital culture constructed through new communication technologies. This has created opportunities for sequential storytelling to expand from its conventional form towards immersive mediums. Comics, conventionally developed in codex book form, are currently experimenting with new media tools, where screens often replace pages.&nbsp; This phenomenon is considered the meta-panel, which has the flexibility to take any form, shape, or size.&nbsp; Virtual reality comics can immerse viewers in unique ways such as immersion in a 360-degree space, ambisonic sound, motion, and interaction with the content. Studies suggest that cinematic virtual reality and stage plays have several similarities, such as long takes, exaggeration in performance, and the viewers being located at a considerable distance from the performance. Therefore, designing for virtual reality can benefit from stage methods. This study experiments with the adaptation of theatrical storytelling into comics. This paper adopts a practice-based research method to develop a virtual reality comic, The Great Golden Gang. This paper includes a discussion on the design process for developing such a virtual reality comic. To test the engagement of the virtual reality comic, Chapter One was previewed by selected participants using head-mounted displays. A participant survey demonstrates the viewer’s readiness for virtual reality comics and suggests the potential of hybrid mediums of a stage play, comics, and virtual reality. The Great Golden Gang is an example of the meta-panel and highlights the potential of virtual reality to contribute to new ways of experiencing the stage and comics.</span></em></p> <p><strong><em>Keywords: </em></strong><em><span style="font-weight: 400;">stay-play adaptation; virtual reality; immersive comics; visual narrative</span></em></p> 2023-12-28T13:46:55+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3408 Gatotkaca Costume Analysis in Satria Dewa Movie and It's Impact to Gatotkaca's Character Brand Image 2023-12-29T06:36:50+00:00 Edo Tirtadarma [email protected] <p><em><span style="font-weight: 400;">Indonesia has many folklores that passed down generation to generation. One of the famous folklore is the epic tale of Mahabharata. The story is about the long last war between good and evil. The god side represented by Pandawa, and the bad side represented by Kurawa. This Mahabharata epic tale, has one character that take interest as one of the main character, the name is Gatotkaca. The story of Gatotkaca was turn into live action movie by Satria Dewa Studio. This movie reshapes the image of traditional Gatokaca into a new one started by redesigned Gatotkaca. Changing the looks with a new costume creates a new impact and perspective especially the brand image about Gatot Kaca in this movie.&nbsp; This paper analyses Gatotkaca new costume in the movie. The methodology approach is qualitative method with descriptive literature study approach. The result of this research is Gatotkaca new costume is changing the image, and gives new meaning in term of representation about character, make the Mahabarata epic story for suitable for young generation as they become the new targeted audience of the movie.</span></em></p> <p><br><strong><em>Keywords: </em></strong><em><span style="font-weight: 400;">brand; image; costume; movie.</span></em></p> 2023-12-28T13:48:36+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3413 Building Script of Jump Scare Scene in Indonesian Horror Box Office Film “KKN Di Desa Penari” 2023-12-29T06:36:50+00:00 Laila Nurazizah [email protected] Iryulandi Mukhtiaranto [email protected] <p><em><span style="font-weight: 400;">A jump scare is a technique used in horror films that aims to surprise the audience by using a sudden change of image, loud sound, or both for generating powerful simulated fear experiences in films. “KKN di Desa Penari” is a film that has been watched by over 10 million viewers in cinemas. This film contains believable real-event content-wise based on threads written on Social Media that goes viral. This study aims to investigate how “KKN di Desa Penari”'s script builds jump scare scenes in film and creates fears that are needed as a great experience for viewers. This study describes scene components in script and mise-en-scene that elevates viewers' expression on jump scare by conducting analysis from the original script and film “KKN di Desa Penari”. In conclusion, this study shows that the script for the jump scare scene in this film is not only about sudden immediate shocks and jump scares but also</span></em> <em><span style="font-weight: 400;">in terms of building a sense of fear in the script using components in scene design, which are turning points, setup/payoff, emotional dynamics, natural choice.</span></em></p> <p><strong><em>Keywords: </em></strong><em><span style="font-weight: 400;">jump scare; horror; film; kkn di desa penari; script.</span></em></p> 2023-12-28T13:57:34+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3244 Investigation on Students Feedback about Distance Learning for Art Subject 2023-12-29T06:36:50+00:00 Muhammad Cahya Daulay [email protected] Mega Iranti Kusumawardhani [email protected] <p><em><span style="font-weight: 400;">The utilization of online platforms for learning has become increasingly common, although it is still relatively unexplored in specific disciplines such as Art and Design. In the Film and Animation Majors within the Art and Design Faculty, students encounter subjects that necessitate the development of technical proficiency in their learning outcomes and subjects that require in-person discussions to deepen their understanding. Gaining technical proficiency typically requires practical, hands-on practice, which is most effectively facilitated through in-person instruction. This article presents the feedback received from students enrolled in two foundation classes, one practical and one theoretical, regarding their experience with distance learning. The authors collected and analyzed feedback from both types of classes, focusing on participants who provided feedback for both practical and theoretical courses. The outcomes consist of recommendations from the students' perspectives, highlighting the successes and challenges encountered with distance learning in the respective classes.&nbsp;</span></em></p> <p>&nbsp;</p> <p><strong><em>Keywords</em></strong><em><span style="font-weight: 400;">: distance learning; film; animation; major; technical proficiency skill; online&nbsp; learning</span></em><em><span style="font-weight: 400;">.&nbsp;</span></em></p> 2023-12-28T13:59:47+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3416 Environmental Design of Indonesian Cultural Background on Creative Design Incubation of 'Legacy of Moksha' 2023-12-29T06:36:50+00:00 Edward Kukuh [email protected] Naldo Yanuar [email protected] <p><em>Indonesia has an almost countless number of cultures, making it one of the countries with thousands of cultures and their diversity. Seeing this fact, it is quite unfortunate that Indonesian people at this time do not respect their own culture, and far prefer culture from abroad. This is due to the existence of globalization which makes it easier for information to enter rapidly, especially in the field of creative media and entertainment which is one of the negative effects for Indonesian culture, namely local culture which is shifted by foreign culture. It is hoped that this project will be able to compete with this problem by creating a creative concept based on Indonesian culture, to introduce and re-creating love for Indonesian culture, through a more interesting and creative video game concept. Therefore, a plan to create a creative concept that will be the base for creating a creative media, that is expected to attract Indonesian people's interest in their own culture. Some methods such as literature study, documentation study, and surveys are used, which are based on several sources such as literature books, articles, journals, and the results of past research that has been done before. The data obtained will be a guide for making a concept book, which will be the final result of designing the Legacy of Moksha game concept.</em></p> <p><strong><em>Keywords: </em></strong><em>i</em><em>ndonesian; culture; intellectual product property; concept art; e</em><em>nvironment; design</em></p> <p>&nbsp;</p> 2023-12-28T14:03:52+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3417 Character Creating Process and Meaning of 'GWK' FFI 2015 Animation as Preservation of Balinese Mythology 2023-12-29T06:36:50+00:00 Ehwan Kurniawan [email protected] <p><em><span style="font-weight: 400;">The GWK (Garuda Wisnu Kencana) animation tells the story of the adventures of a magical boy named Garuda in obtaining Tirta Amerta (water of life) belonging to Lord Vishnu to free his mother who is held hostage by a magical grandmother named Kadru, the animation that can be watched at GWK Bali Cultural Park won the Citra trophy in the animation category in 2015. The purpose of this research is to explain: 1. The process of GWK character creation, 2. The meaning of the animated character characterized by Balinese mythology. The results showed that the process of creating Garuda Wisnu Kencana animation consisted of several stages which were quite a long process, starting from pre-production, production to post-production and screening until now as in 2023 at GWK cultural park, Uluwatu, Bali. The type of work is 3D animation with a duration of 34 minutes, telling the story of the little Garuda adventure in getting tirta amerta (water of life) belonging to Lord Vishnu to free his mother from the hostage taken by the witch Kadru. The meaning that can be explained from this creation is the meaning of creativity, the meaning of preservation, the meaning of national identity. The finding of this research is that the production process of Garuda Wisnu Kencana animation consists of several stages that are quite long, starting from pre-production. The conclusion of this research is that the process of creating GWK requires collaborative work with high standards and can be&nbsp;</span></em><em><span style="font-weight: 400;">a promotion and preservation of Balinese culture.</span></em></p> <p><strong><em>Keywords: </em></strong><em><span style="font-weight: 400;">best animation; FFI; 2015; GWK; character; balinese; mythology</span></em><span style="font-weight: 400;">.</span></p> 2023-12-28T14:07:17+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3427 The Visualization of Spirits in The Digital World as Creative Commodities in Indonesia 2023-12-29T06:36:50+00:00 Guguh Sujatmiko [email protected] <p><em><span style="font-weight: 400;">This study analyzes the visualization process of spirits in the supernatural world that are seen by humans in the physical world through digital contents as creative commodities. Spirit content is still promising as a creative commodity in Indonesia. This content has a lot of curious fans because it can be facilitated visually. The content, which is believed to have different worlds, is able to unite the physical world and the energy world. The energy world includes the digital world and the supernatural world. Thus, the differences between the worlds are interesting to analyze for creative process development. This study uses the qualitative method, the virtual theory from Rob Shield used to map the position of spirits, humans, and platforms. The communication theory is used to see the visual transfer process to society, and Sasmita explores the signs that appear in the content. The findings indicate that representing intangible entities through locally relevant visual symbols proved beneficial for content creators, enabling the production of innovative content that enhances audience interaction. This was achieved by conveying messages to the audience through the construction of symbols and leveraging visual perception.</span></em></p> <p><br><strong><em>Keywords: </em></strong><em><span style="font-weight: 400;">creative commodities; digital world; spirits content; visual process.</span></em></p> 2023-12-28T14:11:35+00:00 ##submission.copyrightStatement## https://ejournals.umn.ac.id/index.php/FSD/article/view/3436 Preventing Sexual Violence Against Women Through the Short Film 'Demi Nama Baik?' 2023-12-29T06:36:50+00:00 Riri Irma Suryani [email protected] Dwi Candra Purnamasari [email protected] Gusnita Linda [email protected] <p><em>Sexual violence cannot be ignored. Sexual violence can happen to anyone, be it children, teenagers, adults, men or women. One of the things that can be done to prevent sexual violence can be done using film media. The production of a short film with the title “Demi Nama Baik?” with the hashtag #Don’t Just Shut Up” is a film that tells the assertiveness of the campus in taking action against perpetrators of sexual violence. This research method uses a descriptive qualitative method approach with the concept of fiction film design. The making of this film aims to influence other campuses out there in the process of cracking down on cases of sexual violence that occur within the scope of higher education. This film aims to influence other universities in handling cases of sexual violence on their campuses.</em></p> <p><em><strong>Keywords</strong>: short film; film; production; sexual violence.</em></p> 2023-12-28T14:19:17+00:00 ##submission.copyrightStatement##