International Moving Image Cultures Conference (IMOVICCON) https://proceeding.umn.ac.id/index.php/IMOVICCON <p><strong>IMOVICCON (International Moving Image Cultures Conference)</strong>&nbsp;is an academic space for students, lecturers, researchers, practitioners, and moving image enthusiasts to exchange and share academic experiences and disseminate their recent research on all aspects of&nbsp;moving image cultures. The conference proceedings approach draws on the evolving moving image cultures that have become a huge inspiration for various research and publications. This proceeding is a medium for exploring the transdisciplinary nature of moving image, using various theoretical frameworks, approachable methodology and multiple scientific disciplines.</p> en-US Sun, 01 Mar 2020 00:00:00 +0000 OJS 3.1.0.1 http://blogs.law.harvard.edu/tech/rss 60 Application of Hashtag as a Strategy for Social Movement in Millenials https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1133 <p>The word social movement is very familiar to be heard, these activities occur both in real life and online life, as in social media. Social movements have a close relationship with advertising strategies because the social movement aims to change the paradigm or mindset. This is very influential on the millennial genera­tion, because they play a very large role in the development of advertising in the world. Creative mindset, dynamic behavior and proficiency in utilizing technology. One social movement that is often used is hashtag. With the hashtag, it makes it easier for the millennial generation to support social movements anywhere. They can search for information through hashtag, the more people use hashtag, the issues raised can be more attention by the wider community. Through this Journal, advertising strategies will be discussed behind the strong influence of hashtag on social movements. </p> <p><strong>Keyword : advertising strategy; social movement; hashtag; millennial </strong></p> Agatha Maria Kinanti Ameliakusuma, Fadillah Fadillah ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1133 Fri, 02 Oct 2026 05:59:47 +0000 The effectiveness of Web Series in Submitting Social Campaign Messages Case Study of the Antipornography Social Campaign Web SeriesManfaat Nonton Bokep https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1135 <p>Millennials can be said to be a digital generation that has been associated with technology since they born. With the development of technology, thousands of marketers have turned to the internet. If television is considered to have strength in terms of reach and awareness, marketing on the internet has the power of engage­ment. The existence of the world of web and social media creates many opportuni­ties to unite a story and technology that aims to increase engagement while chang­ing behaviour. Social campaigns have been considered to contain cliche and very old-fashioned content and methods, so that new breakthroughs are needed to attract the attention of the digital generation. Web series is a serial cinema formats specifi­cally designed to be broadcast through web-based TV technology. This study analysed quantitatively the effectiveness of the Antipornography Social Campaign Web Series ''Manfaaat Nanton Bokep '' on the understanding of pornographic effects as a result of questionnaire data from 152 students aged 18-24 in Bandung (71 women, 81 men). Data were analysed using the pre-post test method with the T-test. The results of this study indicate that there are differences in understanding before and after watching the web series. This study also shows the higher under-standing of the effects of pornography after watching the web series.</p> <p>Keyword: web series; social campaign; antipornography <br><br></p> Fadillah Fadillah, Elba Andera ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1135 Fri, 02 Oct 2026 06:00:10 +0000 Smart Storytelling 4 communities https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1136 <p>This presentation will explore the recent work of the Smart Storytelling Consortium. As a collaboration between the SIR], Social Innovation Research Institute and MINA, the Mobile Innovation Network and Association, Dr. Max Schleser and Dr. Hilary Davis initiated the Smart Storytelling Day, which brought together different non-government organisations (NGOs) and community groups to explore the poten­tial of Smart Storytelling for community engagement. As one of its first initiatives Tales from Yarriambiack Shire, a web series commissioned by Yarriambiack Shire Tourism was produced in 2018-9. The application of Smartphone filmmaking will be explored in the context of 'Mobile Screens and the rise of new audiences, practic­es and technologies'. We understand audiences not as passive viewers, but co-cre­ators of the smart stories (Schleser et al., 2018). Hilary Davis's contribution will illustrate how the non-hierarchal approach supports empowering of storytellers through mobile storytelling, as observed in our other community engaged smart-phone filmmaking projects such as 60+ Online (Davis et al., 2018). Hilary Davis is a social scientist interested in how digital technologies generally, and digital story­telling in particular, may support people from diverse communities living with disadvantage. As a filmmaker Dr. Schleser produced mobile-mentaries (mobile documentaries) (Schleser, 2011) and community projects that demonstrate how storytelling and smartphone filmmaking can make a difference for the way commu­nities represent themselves as exemplified in Spirit of Rangatahi or E Vaine Toa. Max Schleser will review the current trends and directions in smartphone filmmak­ing through the International Mobile Innovation Screening. During the last eight</p> Max Schleser ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1136 Fri, 02 Oct 2026 06:00:29 +0000 Collaborative Storytelling Animation, Case Study: DAUMENREISE Stop Motion Animation Project https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1137 <p>High mobility era these days bring new trends for everyone including animator to working travel and still have possibilities to create animation movie without their studio room. Gadget such as mobile device camera and small papers can be used by the animator to create photo s·equence for creating s·top motion animation movie. Moreover, new ideas for storytelling will come up from collaboration that probably happen along the animator's trip. The process for collaborative idea to make story­telling will increase the empathy of animators and audience with the movie. This paper use qualitative data by interview, existing study and experience study to explain the collaborative process of Daumenreise Animation project in animators' perspective and analyzing the movie by using storytelling elements in order to suggest a method to be applied in any small device storytelling media for animator traveler to create movie project. </p> <p>Keywords: collaborative storytelling; stop motion; Daumenreise; mobile device; animation</p> Agatha Maisie Tjandra, Maya Yonesho ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1137 Fri, 02 Oct 2026 06:01:25 +0000 Effectiveness of Pop-Up Stores on Branding in Indonesia https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1138 <div dir="auto">Brand activation is a relation that happens between a brand and consumer, to make consumers aware of the brand. The final goal of brand activation is to create sales through emotional approach. Brand activation is achieved thorugh many methods. One method particular that is very popular right now is Pop-up store. Pop-up store is a temporary shop, made by a brand, to raise awareness of the brand. Usually pop-up store is placed in strategic places to attract new consumers. In designing pop-up store, pop-up store rely on social network sites and text messaging to inform consumers of their presence. The goal of this study is to evaluate the effectiveness of pop-up store on building brand awareness in Indonesia. This study is conducted through research on Berrybenka pop up store. The methods that will be used in this paper are case study analysis and literature study. The conclusion of this paper is that Berrybenka pop-up store proven to be effective on building brand awareness and ultimately, sales of the brand.</div> <div dir="auto">&nbsp;</div> <div dir="auto">Keywords: brand activation; pop-up store; brand awareness; millenial.</div> Imanuel Santosa, Fadillah Fadillah ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1138 Fri, 02 Oct 2026 06:01:58 +0000 Existence of Advertising Through Conventional Media for Millenials https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1139 <p>Technological developments create new media in advertising, the new existence of new digital markets. As such, media consumption habits are changing ever faster worldwide. Digital advertising has increased significantly where digital technology has become the center of millennial attention. This raises many questions about<br>whether conventional media can still be a relevant media in advertising against the millennium. The purpose of this study is to to find out the Existence of advertising through conventional media for millenials. The methods are forum group discussion, literature studies, and analysis case studies of ad campaign by Go-Jek, an Indonesian technology company that serves transportation. The results of this study show that although digital technology already be centered of millenials attention it doesn't make conventional media go out. Conventional media has many advantages that do not exist in digital media, and vice versa. The influence of new media has<br>changed the strategy in advertising for the millennial generation then advertiser better to pay attention for data, media, creative communication, and synergy of conventional media and new media.</p> <p>Keyword: effectivity, advertising, conventional media, millenials.</p> Cindy Annisa Ridianty, Fadillah Fadillah ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1139 Fri, 02 Oct 2026 06:02:40 +0000 Influencer Marketing as an Effective Strategy in Millenial Era; A Case Study of Suhay Salim https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1140 <p>Millenials has inevitable attachment towards social media. What they see on social media has the ability to change their behavior and affect their decision-making<br>process, thus the advertising industry adapting in order to reach them as target market. Social media utilization becomes an essential part of a marketing strategy on current millenial era, and one of it is to use social media influencer as its spearhead which later given the term influencer marketing. This paper aims to fathom influencer marketing through case study and analysis ofSuhay Salim as Indonesian beauty influencer who actively posts on her YouTube channel and Instagram account. The result shows that Suhay Salim fulfilled several important characteristics namely credibility, attractiveness, confidence, authenticity, and interactivity which generates trust and loyality ofher audience. Hence, influencer marketing can count as successful if the brand managed to elect the right influencer to work with.</p> <p>Keyword: influencer marketing, millenial era, Suhay Salim</p> Laras Bening Jiwani, Agung E Budiwaspada ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1140 Fri, 02 Oct 2026 06:03:05 +0000 Mixed Reality: The Future Media of Advertising https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1141 <p>The birth of the internet has brought many changes in this world, especially the media, more precisely social media that has connected one person to another<br>without any border. Humans increasingly interact with social media until social media is no longer just a medium to deliver messages but has turned into a way of<br>life. This change provides good news for the advertising sector because of its effectiveness and strength to build valuable relationships between brands and consumers. Apart from all the social media greatness, it certainly has limitations; sense, affection, cognition. This limitation is overcome by the emergence of the media that is currently developing: Mixed Reality, and is predicted to become a media that changes the world in the future. This paper aims to analyze this new media as the latest advertising media by case study and reviewing libraries of people who are experts in the fields ofmarketing, technology, media, and advertising. Mixed Reality is basically the same as other media as “an answer to human questions about how to help one another”. How this media works will affect how advertising will adapt to continue to present something new. This media is still immature and sooner or later will overcome social media limitations.</p> <p>Keyword: mixed reality, advertising, media, experience</p> Innas Shifa Madania, Fadillah Fadillah ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1141 Fri, 02 Oct 2026 06:03:58 +0000 Digital Culture and Instagram: Aesthetics for All? https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1142 <p>Aesthetics is the study of beauty but in a cultural discourse is a representation of cultural expressions that mark its position in social reality. Thus, aesthetics is not a subjective expression of culture but rather a mechanism by which beauty is produced and distributed. The mechanism continues to operate even in a wider<br>landscape such as in multidimensional technological space. This has resulted the aesthetic deconstruction because the norm operates differently. Instagram, which attracted latest generation, has birth a digital culture oriented to the new aesthetic visual forms. The aesthetic visual on Instagram constructed through visual production that is continuously interwoven with one another. The mechanism of cultural production in Instagram tends to deconstruct aesthetics as a norm. The public is more oriented to actions rather than philosophical contemplation. However, the mechanism of culture produces the discourse of aesthetics in Instagram still needs to explore. This research is important because we facing loss of ideological and historical awareness’ of the aesthetics and aesthetics are the alternative to explore the nature of humanity. This research tries to explain how the aesthetics mechanism works on Instagram by virtual ethnography method and Bourdieu's 'Capital Culture' theory.</p> <p>Keyword: Instagram, Aesthetics, Digital</p> Lingga Agung, Novian Denny Nugraha ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1142 Fri, 02 Oct 2026 06:04:27 +0000 A Quick Look at Vertical Music Videos' Past and Future https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1143 <p>Nowadays we find more and more videos, especially music videos, that were released on a vertical or portrait format. These format certainly were uncommon<br>ten to fifteen years ago, but nowadays videos that use vertical format can be found anywhere, from amateur youtube videos to professionally made music videos.<br>Certainly, the development of mobile phone technology plays a significant part in how the format came to be but does the mobile phone itself creates the advent of the vertical format? This paper attempts to explain how the vertical format became a format that slowly became popular. From looking at various vertical format videos from the past, examining the technological advances and other contexts that may also influence the format's formation, and also the way people captures moving images; the author attempts to provide an insight on how the vertical format videos became a common thing nowadays. Based on several literature reviews, the author also compares the vertical format and the horizontal format in hopes to provide insight on how these formats differ. The author also tries to predict how the future ofthe vertical format may influence cinematography on other media in the long run. The paper concludes by pointing out several ideas on how to respond to the vertical format itself.</p> <p>Keywords: Vertical Videos, Music Video, Aspect Ratio, Cinematography</p> Brian Alvin Hananto ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1143 Fri, 02 Oct 2026 06:04:53 +0000 Curation and Presentation to Enrich Value on Intermedia Art In a Contemporary Art Exhibition https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1144 <p>The moving image has evolved into a very common medium used in both narrative and non-narrative way, exhibited in a film festival or art exhibition. Narrative film nowadays distributed digitally and can be exhibited in both the big screen and small screen (such as mobile phone, laptop screen, mini projector) without possibly losing any storytelling value. While non-narrative film/video mostly exhibited in a special treatment to enrich the main message. The small screen was commonly used to present this medium in an art exhibition. Art manager has a responsibility to curate and presents the intermedia works in order to reach either aesthetic value or financial value. There is a myth that intermedia art isn't a profitable collectible item, so when an artist uses the medium it was considered an artwork made for fun. In this research, the writer will analyze small screen exhibition on one of the largest contemporary art exhibition in Yogyakarta, ARTJOG. The research method used was qualitative with literature, archive, and interview approach. Hopefully, this research will be a good discourse between moving image and fine art.</p> <p>Keyword: Intermedia art; moving image; small screen; exhibition.<br>contemporary art</p> Putri R.A.E Harbie ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1144 Fri, 02 Oct 2026 06:05:12 +0000 The Study of Gaze Movement Patterns in Identifying Toilet Sign Pictorial Form Using Eye Tracking https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1145 <p>People's confusion in interpreting the gender of the toilet sign has caused a hesitation to the people in determining the toilet's cubicle. In this study, the toilet's pictorial sign were examined and depicted as stylized forms ofmen and women. The aim of this research is to collect the data of the people's eye gaze movement in order to identify the toilet's sign system. Other related data were also collected through literature to obtain the theories that support the study. Three volunteers were participated in this study. In the first experiment, they had to identify 6 signs with different shapes presented at the same location with their central visual field using an "Eye-tracking” device without being told in advance. In the second experiment, they had to mention the type of gender in the three pairs of 6 toilet signs displayed. The result of the study indicated a difference between the pattern of human's eyes movements in observing the sign unconsciously and the zoning at the middle represented as the "body" was the most viewed part. This research is expected to provide informations and references for academics, designers and governments in order to create sign system and universal design services.</p> <p><br>Keywords: eye gaze movement; eye tracking; sign; toilet</p> Gunanda Tiara Maharany, Martinus Pasaribu, Andar Bagus Sriwarno ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1145 Fri, 02 Oct 2026 06:05:39 +0000 Viral Marketing effectiveness on Millennial:A Case Study on Go-Jek Commercial Campaign https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1146 <p>Increasing use of the internet by millennials is a phenomenon that needs to be adapted to. The advertising-marketing world is no exception. Responds to the<br>phenomenon has been varying, for example there's a new category for advertising media besides Above The Line and Below The Line; Through The Line Media.<br>Through The Line occurred to define internet media which has the quality of both above the line and below the line medias. Anotherform of adaptation to this situation exists in the form of marketing strategies; that is viral marketing. Viral marketing is a strategy that is only relevant in internet media. This paper will try to explain the kind of impact made from this marketing strategy, and its effectiveness on millennial target audiences by using some case studies on the brand, Go-Jek.</p> <p>Keywords: viral marketing, internet marketing, advertising, millennials.</p> Ghina Ramadhani, Agung Eko Budiwaspada ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1146 Fri, 02 Oct 2026 06:06:44 +0000 Brings Reality Through Virtual Reality Impact Study of Festival Film Dokumenter’s VR Showcase on The Issue of Disability https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1321 <div dir="auto">Film festival is a place to convey specific film for specific purposes. Festival nowa-days were broaden their medium, not only on screen but also involved more audience with new technology mobile devices. As the longest running documentary film festival in Indonesia, Festival Film Dokumenter (FFD) have been concern about the impact of film screenings to the audience. Since 2016, FFD have been intend to using several medium to convey disability rights awareness. FFD conduct-ed the program Virtual Reality (2016) and The Feelings of Reality (2018). Both of those programs were using Virtual Reality (VR) technology during the festival showcase. In 2016 program, the audience even placed in the replica setting to have a similar situation with people with epilepsy. VR is the new attempt to brings the new documentary experience. This technology lead the impression of reality to the audience. VR known as a device that can enhance the audience cinematic experience. In documentary filmmaking, which always closely associated with the depiction of reality - in a way, the VR technology can provide different perspective on perceiving documentary. In documentary screenings. VR have a powerful strength on bringing the reliable reality which closer to the audience.</div> <div dir="auto">Festival offers the discourse on watching the documentary into experienc-ing the documentary using VR. This paper will discuss about how festival provide alternative medium to present disability issue to the public. Vice versa, how audience raised their awareness through VR technology. This study conducted in qualitative impact study that focused on in-depth interview with both festival organizer/programmer and audience.&nbsp; This study found out that VR technology identically constructed the reality. This method is the most effective way to raising the awareness because people would feel how to live with disability closely and clearly Rather than just watching a film, experiencing disability through VR proe a different intpression to the audience. By presenting the actual condition of people with disability, VR succeed to give more heightened impact and awareness on this issue.&nbsp;</div> <div dir="auto">&nbsp;</div> Sazkia Noor Anggraini ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1321 Fri, 02 Oct 2026 06:07:08 +0000 Marketing Campaign Combination of Batak Woven Cloth and Athleisure for Generation Z https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1322 <div dir="auto"> <p>&nbsp;</p> <p>Given the impact of the globalization, the healthy lifestyle trend has influence Indonesian's lifestyle. One influence in the economic system is the entry of a fashion series called Athleisure. The increasingly growing international fast- fashion brand H&amp;M, Stradivarius, Pull and Bear and Zara in Indonesia, has made the society, especially women wore Athleisure as a streetwear since the year 2015-2019. The modern era made Indonesian young generation, which is generation Z. forget the heritage of Indonesia textiles, one of it is Ulos, a Batak woven cloth from Sumatra. The unfamiliarity of this Batak woven cloth can be analyzed through qualitative and quantitative data collection in the form of interview and literature study. The unfamiliarity of Ulos can be socialized through an integrated marketing campaign, by providing fashion posters in instagram feeds with words describing Ulos as the inspiration, making a video adaptation about the Toba Myth and spread it through to persuade them to learn and giving discounts to get their attention, and twiller to engage with the audience</p> <p>&nbsp;</p> <p>Keyword: Ulos, Marketing Campaign. Generation Z. Integrated Campaign</p> </div> <div dir="auto">&nbsp;</div> <div dir="auto">Keyword: Ulos, Marketing Campaign. Generation Z. Integrated Campaign</div> Adelia Muliawan ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1322 Fri, 02 Oct 2026 06:08:04 +0000 Self-Storytelling Phenomenon in Social Media https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1323 <p>In this era of technology, the emergence of social media affects people behavior, They can make their self- storytelling using some features in social media to shows their existence, achievement, and happiness in life. These people include filmmaker.</p> <p>&nbsp;</p> <p>If in the past every filmmaker was only seen behind the scenes, now they can show their activities through photos and videos (moving images) in public. Therefore this paper aims to find out whether or not this self-storytelling phenomenon is also expe-rienced by filmmakers in Indonesia. The method that will be used in this paper are literature study and a case study analysis of Indonesian filmmaker, Anggy Umbara, and Fajar Bustomi. Both of them are the filmmaker who managed to make their films become the top two films with the highest number of viewers in Indonesia. Social media that used to conduct this research is Instagram. The results shows that their Instagram post fulfill four important component of storytelling (perspective, narrative, interactivity and medium), thus they also experienced the phenomenon of self-storytelling in social media.</p> <p>&nbsp;Keywords: self-storytelling, social media, filmmaker, behavior</p> <p>&nbsp;</p> Ika Angela ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1323 Fri, 02 Oct 2026 06:08:52 +0000 Applying Balinese Philosophy 'Rwa Bineda' Concept on Character & Environment Design in 3D Animated VR Short Film "GEDE" https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1324 <p>A distinctive and unique conceptual character and environment design, especially in animated films, is important as to separate itself from plethora of generic animat-ed films out there. A deep understanding of local culture and how the philosophy shaped its culture could create a new way to visualize its world, and a more faithful representative of its world. In this modern era, concept about the dichotomy of positive and negative aspects is often overshadowed by western thinking of domi-nance, that one must defeat the other. Eastern thinking about this issue is somewhat different, whereas the balance between the positive and negative is a common concept in Asian cultures and society. The Balinese understood this concept as Rwa Bhineda or two opposition, where both the aspects in life must co-exist in harmony. This paper will examine how the Rwa Bhineda concept could become a theoretical foundation to design characters and environments, using animated short "Gede" as the subject matter. The story of "Gede" is based on the myth of Barong and Rangda as both mythical characters are the physical forms of Rwa Bhineda concept. We will see how the concept is applied on the worldbuilding, character proportions, gateway designs, lands layout, and character and environment visual elements. In the end, we can conclude that a good understanding of local wisdom could produce a new approach in character and environmental design.</p> <p>&nbsp;Keywords: Rwa Bhineda, bali, character design, environment design, animated short</p> <p>&nbsp;</p> Alfiansyah Zulkarnain, Nita Virena Nathania, Putu Widyayana Putra, Priscilla Agatha ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1324 Fri, 02 Oct 2026 06:09:22 +0000 Indonesian Traditional Story Content in Animated Short Film:Case Study Students’ Animated Short Film Final Project https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1325 <p>In Indonesia, generation who were born in late 1970 and beginning 1980 have more access to entertainment, compared to earlier generations. They read storybooks, children maga-zine and comic books, and listened to stories through audio-cassette and radio. There were various contents to choose from, H.C Andersen and Brothers Grimm's classic stories, Disney's classic fairy tales, European and American super hero comic books, and Indonesian traditional stories. Indonesian traditional stories were introduced and brought by local children magazines and recorded stories from audio-cassette. As an effort to conserve local traditional content, Students of Animation specialization under Faculty of Art and Design in Universitas Multimedia Nusantara, are encouraged to promote local and traditional stories in their works. It means the students will have to explore forgotten Indonesian traditional stories, interpret and create narratives, and visualize it in animated short film. When the research took place, most students are born around 1997-2000. It was the era where Reformation took place in Indonesia and the access to anime were even easier and more various, anime became solid part of children's daily entertainment. This article tries to explain students' work in visualizing traditional story content through short animated film. We try to make connection on how the students visualize traditional story content with reference from the most vary and the most accessible reference in their era, Anime. This is an exploratory research, we try to explain referred condition using two students' final project works as case studies. The expected result is to understand better how a more accessible reference becomes more influential in students' works, and how it will/will not create a new alternative to traditional story content and visual style in Indonesian animated film's future. First, this article will describe the popular genre and visual style shifting phenomenon in children's entertainment in Indonesia in the 1990's, and how it is connected to how students visualize traditional content in their animated short film. Selected students' works will be discussed based on the description of the condition. The analysis is limited on how the students visualize the story and the structure, and how they design the characters.&nbsp;</p> RR Mega Iranti Kusumawardhani, M Cahya Mulya Daulay ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1325 Fri, 02 Oct 2026 06:09:55 +0000 Interactive Movie Storytelling With Nine Act Structure https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1326 <p>Digital Platform nowadays, especially interactive movies has rise again fulfilling the challenges and needs from modern generation of consumers. One of the basic aspect to build the premises, is to create compelling storyline with the interference of viewer's interactions. The Analysis involves the breakdowns of Siegel's Nine Act Structure for films, combined with the possibility of non-linear storytelling and narrative story branching categories from Chris Bateman.</p> <p>&nbsp;Keywords: Interactive, Storytelling, Structure</p> Naldo Yanuar Heryanto ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1326 Fri, 02 Oct 2026 06:10:28 +0000 Translating Crew Management Process Into a Simulation Video Game https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1327 <p>&nbsp;Management came from an old French word ménagement, which means "the art of implementation and regulation". It is a process of planning, organizing, coordinat-ing, and controlling resources to achieve goals effectively and efficiently, a process which could be found in everyday's activities. But, every resource management revolves around one particular resource, which is human. The only reason is because humans are the one that can change and improve resources like energy, money, and time into something more valuable. The problem is sometimes humans forget that management is necessary in everyday's life, even for the smallest thing. Therefore, a research is conducted to create a supporting media to help people learn the value and the importance of management. The media chosen is video game as it is considered as a media that can be used to simulate management process more effectively with its interactivities and fun aspect. The parable that being used is crew management as a representative of human resource to manage all the other resources. Crew allocation, timing management and anything else that could be considered as a good crew management process is to be translated into the simula-tion video game. Thus, it becomes a media with a more fun way to learn about management without the players being explicitly told that they are learning by playing.</p> <p>&nbsp;Keywords, management, human resource, resources, simulation, video game.</p> Shandhi Sayogo, Hafiz Aziz Ahmad, Dianing Ratri ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1327 Fri, 02 Oct 2026 06:12:18 +0000 The Exploration of Semiotics in Film to Convey Moral Massage in Bintang Jatuh Short Fiction https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1328 <p>Andre Bazin once said in his book that human has a tendency to preserve a life in a form of statuary or in any kind of forms. The invention by Auguste and Loniere of the moving picture is a point where moving picture is regarded as the perfect form of expression and representation of itfe, not only it captures the reality as a whole, but also gives the creator space to manipulate. Maving pictures grows and develops into cinema and not merely just a preservation of life, rather it is an expression of the reality in a form of art as new medium of communication. The civilization that we live now is almost impossible to imagine without the contribution of the internet that created many platforms that allows us to share parts of our life. Big platforms like Instagram and YouTube creates a worldwide sensation such as 'influencer' in which a person who has the power to affects their audience mainly for marketing purpose. The level of the influence mostly determined by the numbers of the followers. In some cases, parents are tempted to share their children activity in social media to showcase their children. However, in some occasion children are unwillingly to share their private life. This action could lead to child exploitation even abusing the --children for the sake of fame and fortune. Bintang Jatuh is a short fiction that reflects the society's behavior towards social media more specifically the sensation created by influencers which is known as selebgram in Indonesia. Besides, becoming an influencer does not have un age restrit tion, hence everyone can be an influencer. Child influencer, which sparks a lot of criticism on the style of parenting todays. Many accuse the parents of exploiting their own children by gaining profits from sharing their children's photo and video online. The case goes deeper than just sharing photos or videos, public questioning the effectiveness of parental control to protect their children's privacy online.&nbsp;</p> Felicia Sugianto, Madeline Aubrey ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1328 Fri, 02 Oct 2026 06:12:38 +0000 The Online Marketing Strategy of Remake Film in Indonesia; https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1329 <p>&nbsp;</p> <p>&nbsp;</p> <p>A strategy in promoting a film is critically needed in order to be able to reach the targeted audience. Various strategies are needed to reach various segmented audience as well, because each segmented audience comes with various characters. The main concept in this research is to know the online marketing strategy of remade movies at Indonesia, which in this case study is of Warkop DKI Part 1: Jangkrik Boss! and Satan Slaves. Warkop DKI Reborn Part 1: Jangkrik Boss! and Satan Slaves are remade movies in Indonesia. The amount of viewers they generat-ed were so satisfying because it proved that the film industries' development in Indonesia is getting better. That was the effect of a new media that has eased the publicists to reach their targeted audience. That media is called social media that can spread two way information simultaneously in a really short time. This research used qualitative method with the data collected by researching through books and interviews. The interview needed eight sources in order to get the data about marketing strategy of Warkop DKI Part 1: Jangkrik Boss! and Satan Slaves. From the collected data, it was found that both movies used a different marketing strategy according to their own segment.</p> <p>&nbsp;Keywords: Online marketing strategy, Warkop DKI Reborn Part 1; Jangkrik Boss!,Satan Slaves</p> Theresia Theresia ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1329 Fri, 02 Oct 2026 06:13:06 +0000 Creative Process of Bulikan the Movie https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1330 <p>Nowadays, as time goes by, many younger generations lack in knowing the history of Indonesian Chinese (Tionghoa) life in the past. As an alternative solution to respond to this problem, a short film was made with one of the main objectives as a means of information and education to broaden the horizons of the wider communi-ty, including the younger generation in Indonesia.&nbsp;"Bulikan" which means, "going home" in Banjar Samarinda language is a short film that tells about the discrimination felt by a Chinese - Hokchia ethnic family in Samarinda, during the New Order. This film was inspired by the author's father family. Therefore, the process of collecting data for making this film is mostly obtained from the interview process and archives of old photographs of the author's family.&nbsp;The process of making the "Bulikan" film which takes about eight months (pre-pro-duction - production - post-production), produced a 20-minute film with the drama genre. From the process of making this film, although not easy, the writer as a director learns to direct all the crew and players to be able to achieve the expected vision regardless of the various obstacles faced.</p> <p>&nbsp;Keywords: Tionghoa, New Order, Hokchia, Drama</p> Olivia Oktavian Nursalim ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1330 Fri, 02 Oct 2026 06:13:36 +0000 Procedural Animation Algorithm For Sasandu Playing Performance in 3D Animated Film 'Bako' https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1331 <p>Many techniques can be implemented to create a 3D animation; one of them is procedural animation. Procedural animation is a type of animation in which all movements are created using programming languages or scripting. This technique is very effective to animate repetitive movements. Therefore, the motion created using procedural algorithms in "Bako" 3D animation short film is playing musical instruments. Phyton is used as the scripting language, with Sasandu as the musical instrument. Sasandu is a unique musical instrument of the island of Rote that is starting to go extinct. Playing the Sasandu is rela-tively difficult to animate manual-ly, as we have to keep synchronizing it with the melody and tempo of the music. In the attempt of creating a fluid and believable animation of the finger striking, the rig should also be adjusted to mimics the structure of the hand and the human joints. Also, the logic of the algorithm cre-ated should be able to create a proper strum-ming movement with the tone and timing. This is to make sure that the resulting animated movements are correct according to the song's notations.</p> <p>&nbsp;Keywords: Procedural animation, scripting, rigging, music, Sasandu</p> Chanel Maria Novela, Andrew Willis ##submission.copyrightStatement## https://proceeding.umn.ac.id/index.php/IMOVICCON/article/view/1331 Fri, 02 Oct 2026 06:15:26 +0000