{"title":"An Adaption of the Endangered Togutil Tribe’s Local Wisdom into an Animation Character Design","authors":"D. A. Purwaningsih","doi":"10.31937/ULTIMART.V11I2.975","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I2.975","url":null,"abstract":"As an archipelago state, Indonesia is full of diversity, home to numerous different ethnic groups, culture, and languages. However, this diversity has been neglected by both the government and citizens. In fact, in North Moluccas, East Halmahera forest, there is a primitive tribe which is endangered, named Togutil. Therefore, we try to package the life of Togutil tribe and their challenges into a character for animated films in a unique way. Animation has become one of the education tools aside from literacy media. Animation was chosen as a medium to reach all ages and convey the message in interesting ways. Each character has its own background aside from the main storyline. This creates a strong impression of the character to the viewer. Iconic character not only can attract the viewer, but also popularize a culture. The strength of character can be used as a medium to introduce a culture, such as the endangered Togutil tribe. Through creative imagination, the local wisdom of Togutil tribe can be packed into a unique character design. For example, the age of Togutil which is relatively young compared to other primitive tribe can be packed into the form of a child. The unique design not only attracted the viewer, but also introduce the existence of Togutil tribe itself.","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"459 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125835364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Makna dan Pengaruh Keberadaan dan Teknologi Teras Terhadap Keberlanjutan Rumah Adat Baduy Dalam","authors":"Rosalyn Theodora","doi":"10.31937/ULTIMART.V11I2.1024","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I2.1024","url":null,"abstract":"Esai ini membahas makna di balik keberadaan teras (golodok), teknologi teras, dan efek yang timbul pada keberlanjutan Rumah Adat Baduy sebagai salah satu elemen kehidupan yang vital bagi suku Baduy. Data bersumber dari hasil observasi dan wawancara selama tiga hari studi lapangan di Desa Cibeo, serta saduran dari bacaan-bacaan mengenai kehidupan suku Baduy Dalam. Penulis menggunakan metode kualitatif untuk menganalisis hubungan antara makna keberadaan teras dengan keberlangsungan suku Baduy sebagai suatu hubungan yang mutualis. Teras hadir untuk mempertahankan interaksi sosial antarwarga sehingga kebiasaan tersebut memungkinkan terjaganya budaya gotong royong dalam membangun tempat tinggal. Studi lebih lanjut menunjukkan hubungan antara keberadaan teras dengan kepercayaan lokal. Kepercayaan tersebut memengaruhi bentuk dan teknologi yang teraplikasikan pada teras, sehingga ada beberapa jenis teras yang melambangkan perbedaan kedudukan sosial pemilik rumah. \u0000Kata kunci: Teras, Suku Baduy, Kepercayaan Lokal, Interaksi Sosial. \u0000 \u0000 \u0000 ","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114227994","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Study of Mascot Design Character As Part Of City Branding: Malang City","authors":"Nadia Mahatmi, Aditya Satyagraha","doi":"10.31937/ULTIMART.V11I2.1019","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I2.1019","url":null,"abstract":"City branding is one of the city's efforts in projecting the image of the city's values regionally and globally. One of the important processes in city branding is to develop the characteristics and the city identity into a brand identity. Today many cities in Indonesia implemented city branding strategies and some have mascots as part of their city branding. Malang is one of cities in Indonesia that has a unique design mascot. The purpose of this study is to see how the mission and vision of Malang City was implemented in visual mascot. This research will use qualitative research method through observation, interview, and literature. This research is expected to be a reference about how to process the vision and mission of a city as a mascot as a part of city branding.","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133764402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"3D Visualization For Augmented Reality In ‘Jajanan Pasar’ Puzzles","authors":"J. Carlina","doi":"10.31937/ULTIMART.V11I2.1021","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I2.1021","url":null,"abstract":"Jajanan Pasar is a term for Indonesian traditional snacks, a part of Indonesian culture that has been forgotten by the young generation. Three-dimensional (3D) animation and Augmented Reality (AR) can be used as a medium for introducing this culture to children aged 4 to 6. Because, in AR, visual between real and digital world can be altered, so the visual of 3D models can be enjoyed from various sides. This study focuses on 3D visualization for AR that packaged in 5 set of puzzles. Each piece has an illustration of the ingredients for making 5 kinds of Jajanan Pasar, after all, puzzle pieces of each set get arranged, a new 3D model of traditional snacks will be appeared. The data was collected using literature and existing studies method. The purpose of this study is to create an optimal 3D visualization for AR that will be applicated for mobile devices. Conclusion from this project are the polygon count and target marker’s quality, affect the appearance of the 3D model in AR form.","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131732649","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perancangan Print Ad Menggunakan Teknik Visual Anamorphic","authors":"Erwin Alfian","doi":"10.31937/ULTIMART.V11I2.1020","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I2.1020","url":null,"abstract":"Visual dengan teknik anamorphic merupakan penyajian ilustrasi yang diproyeksikan dengan prespektif terdistorsikan yang hanya berfungsi efektif pada sudut tertentu. Selama ini teknik perspective grid hanya banyak ditemukan di lingkungan arsitektur untuk memperlihatkan kesan sebenarnya pada ilustrasi desain bangunan. Pada penelitian ini akan dikembangkan teknik visual anamorphic yang diaplikasikan pada media konvensional untuk mempersuasif orang, artinya ada muatan tertentu yang tidak hanya menyajikan kepuasan seperti seniman, tetapi dapat mempersuasi khalayak untuk membuat keputusan. Print ad pada penelitian ini dikembangkan dengan pendekatan eksperimen untuk memunculkan kemungkinan teknik visual anamorphic dapat dikembangkan. Tujuan yang ingin dicapai adalah dapat memberikan kebaruan pada media konvensional agar dapat tetap eksis sebagai media penyaluran pesan yang efektif dan memberikan sumbangsih pada dunia periklanan dan Desain Komunikasi Visual di tanah air dan dunia. \u0000Key words : Print Ad, Visual Anamorphic, Desain","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127858446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Colour implementation with Fauvism Style to Limited Amination Character “We Are Different Yet We Are Same”","authors":"Nur Hasanah Firdaus","doi":"10.31937/ULTIMART.V11I2.1022","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I2.1022","url":null,"abstract":"Fauvism is an art form in the beginning of modernism art era with focusing on color implementation that doesn’t have to represent the reality, showing the strong bond of the artist with the atmosphere he drew. Fauvism color implementation will be implemented to the short animation film with limited animation technique, “We Are Different, yet We Are The Same”. In the making, the writer uses qualitative research method. Data that gathered used as a base for the writer on character designing in limited animation “We Are Different, yet We Are The Same” with fauvism style","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130385254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"GRAPHIC USER INTERFACE ON VIRTUAL REALITY TOUR SCENE OF SIMIGAPI","authors":"Agatha Maisie Tjandra","doi":"10.31937/ULTIMART.V11I1.1017","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I1.1017","url":null,"abstract":"(Simulasi Mitigasi Gunung Berapi- mitigation simulator volcanic eruption) is an application of serious game with story line by using virtual reality using head mounted display. There are three parts of SIMIGAPI based on the process of mitigation. The main focus of this paper is on the evacuation parts. In this part, user are given a mission to escape from volcanic ashes by walking through the virtual world and passing the pin points. Briefing are given by using text, and graphic elements using 3D graphic user interface. On the other hand, bad user interface may decrease the immersive purposes and easily children as user can be bored. This automatically can affect failed the process transferring information evacuation mitigation to user. This paper aim to explain about creating 3D user interface and observing user experience for education purposes on evacuation part of SIMIGAPI. This project use production method and quantitative questionnaire test to know user perspective about SIMIGAPI information by using GUI.","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126434998","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Komodifikasi Karakter Kartun sebagai Media Komunikasi Visual dalam Iklan Animasi Es Krim Paddle Pop","authors":"Florens Debora Patricia","doi":"10.31937/ultimart.v11i1.878","DOIUrl":"https://doi.org/10.31937/ultimart.v11i1.878","url":null,"abstract":"Wall’s adalah perusahan es krim terbesar di Indonesia yang memproduksi es krim dengan merek Paddle Pop yang memiliki karakter kartun singa bernama Paddle Pop yang sangat original dan unik dan akrab dengan generasi milenial (gen y dan z). Pasa awalnya karakter kartun Paddle Pop memiliki visualisasi 2 dimensi pada tahun 2000an, namun seiring berkembangnya jaman karakter Paddle Pop berevolusi menjadi 3 dimensi yang lebih dinamis dan atraktif sehingga semakin akrab dengan konsumen anak-anak. penelitian ini mengkaji komodifikasi karakter kartun sebagai media komunikasi visual pada iklan animasi es krim Paddle pop dan makna visual karakter kartun Singa Paddle Pop pada iklan animasi es krim Paddle Pop melalui pendekatan Critical Discourse Analysis Norman Fairclough dan Semiotika Roland Barthes.","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133516893","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"“EROTISISME DALAM FILM HOROR INDONESIA”","authors":"Clemens Felix Setiyawan","doi":"10.31937/ULTIMART.V11I1.971","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I1.971","url":null,"abstract":"Erotisisme dalam era milenium menjadi sajian khas yang terkandung dalam film horor Indonesia. Berbeda dengan era sebelumnya, terutama pada 1990an, film horor Indonesia lebih bercorak tradisional, dengan karakter (penokohan) yang kuat. Film horor masa kini cenderung urban, dimana aspek struktur teks visual menjadi lebih penting dibanding alur cerita. Erotisisme menjadi kian menonjol dengan bermacam sajian, terutama tubuh perempuan. \u0000 Penelitian ini memilih lima judul film yang ditayangkan antara tahun 2009 hingga 2014 untuk disoroti sajian erotisismenya. Pembatasan dilakukan dengan memilih judul film yang menggunakan kata “perawan” sebagai reduksi atas objek penelitian. Dalam penelitian ini dibedakan mengenai kedudukan konsumen dan penonton film supaya tidak terjadi generalisasi dan demi menyelami makna-makna, dan juga pengaruh sajian erotisisme dalam film horor Indonesia bagi penikmatnya. \u0000 Untuk mencapai tujuan tersebut digunakan teori McGowan seputar film pasca teori Lacan ditambah berbagai literatur pendukung lainnya, yaitu penelitian-penelitian sebelumnya dengan topik film horor. Secara khusus teori tersebut dipakai untuk memahami korelasi antara teks visual pada film horor Indonesia dalam hubungannya dengan konsep teoritik antara hasrat dan fantasi yang dikemukakan McGowan. Penelitian ini tidak melihat aspek gender dan seksualitas dalam pengertian eksploitasi atas tubuh perempuan, tetapi lebih kepada jalinan antara subjek dan objek yang juga berangkat dari pandangan McGowan. \u0000 Dari penelitian ini lahir berbagai asumsi yang menunjukkan hubungan kontras antara subjek dan objek, model sajian erotisisme dalam kengerian film horor Indonesia yang ternyata cenderung anti-klimaks, dan kualitas makna yang dihasilkan bagi penikmat. Itu semua berangkat dari analisis fragmentatif atas teks visual film. Ditemukan juga fakta bahwa pengalaman penikmat dalam menonton film horor Indonesia lebih sebagai pengalaman individual yang sulit terpecahkan. Meskipun demikian, karena pendekatan dalam penelitian ini adalah kualitatif, maka penelitian ini tidak bertujuan mencari data yang valid, dan lebih memaparkan kecenderungan secara umum yang sifatnya dinamis. Erotisisme dalam kengerian film horor Indonesia adalah sebuah fakta yang sangat menarik dan belum pernah diteliti sebelumnya, dimana penelitian sebelumnya lebih banyak membahas seputar eksploitasi, gender, dan masalah hukum atas kaitan etika film dengan Lembaga Sensor. \u0000 \u0000Kata kunci: Erotisisme, Kengerian, Hasrat, Fantasi","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"41 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129543800","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ADAPTASI MOTIF UKIR BALI PADA DESAIN VISUAL EFFECT BUKU INTERAKTIF “LEGENDA SELAT BALI”","authors":"Dominika Anggraeni Purwaningsih","doi":"10.31937/ULTIMART.V11I1.974","DOIUrl":"https://doi.org/10.31937/ULTIMART.V11I1.974","url":null,"abstract":"Visual effect merupakan salah satu unsur penting dalam sebuah animasi untuk mendukung keberhasilan tercapainya sebuah cerita pada buku interaktif. Dengan adanya visual effect, sesuatu yang mustahil keberadaannya juga dapat diciptakan. Selain itu, visual effect juga dapat membuat sebuah animasi menjadi terlihat lebih nyata dan menarik. Visual effect dalam sebuah interaktif juga dapat mendukung penyampaian cerita. Penelitian ini akan mengangkat topik mengenai pembuatan dan penerapan visual effect untuk air, angin, dan api dengan mengadaptasi motif ornamen Bali. Hasil dari penelitian ini akan diaplikasikan pada sebuah buku interaktif yang berupa mobile apps Android yang berjudul ‘Legenda Selat Bali’. Buku interaktif ini dibuat untuk meningkatkan minat baca anak-anak Indonesia yang tergolong rendah.","PeriodicalId":230173,"journal":{"name":"ULTIMART Jurnal Komunikasi Visual","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124120697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}