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Hidden Object Game As A Supporting Media For The Introduction Of New Vocanulary Setiasih Niode, Syarifah F; Grahita, Banung; Sulistyaningtyas, Tri
Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni Vol 25, No 2 (2023): Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni
Publisher : LPPM Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/ekspresi.v25i2.3216

Abstract

Teaching and learning new/foreign vocabulary (language) using game must consider the needs and objectives of teaching and learning. Hidden object games are a type of puzzle game that has many educational benefits. The purpose of this study is to analyze hidden object games by formulating how hidden object games can be a stimulate medium for learning vocabulary, formulating elements of vocabulary education in them, and describing the motivation to recognize and increase insight into new/foreign language vocabulary for hidden object game players. The method for analyzing hidden object games as educational media uses the basic element game theory approach by Fullerton which focuses on analysis on the formal and dramatic elements of games for learning purposes. The results of the study show that hidden object games can educate and increase the players' vocabulary knowledge independently, especially the initial level vocabulary, namely receptive types, basic noun word classes. Hidden object games can accommodate vocabulary learning at the pre-teaching stage for beginner levels. However, hidden object games have not been able to maximize their benefits for higher vocabulary educational purposes such as productive vocabulary.Keywords: Hidden object game; Educational Game; Vocabulary Learning  
ANALISIS MAKNA OBJEK TEMPAT DUDUK DALAM ANIMASI “LA DIPLOMATIE DE L’ECLIPSE” (2022) Lawrence, Kezia; Grahita, Banung
VCoDe : Visual Communication Design Journal Volume 3, Nomor 2, Juni 2024
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/vcode.v3i2.4285

Abstract

 La Diplomatie De L'eclipse (2022) is a short animation work done by five students from Ecole MoPA. In this animation, it was found that objects in the form of "seats" are often shown significantly in numerous scenes. Objects or properties themselves can have a supporting function in conveying the narrative in films. This research aims to examine the narrative function of "seats" in this animation using Roland Barthes' semiotic theory. The results show that visual signs in the form of character interactions with said objects function as a reflection of character development, relationships between characters, and the overall message of the story.  
Analisa Tema Cerita Psychological Horror Berdasarkan Teori Elemen Komik dari Webtoon Indonesia Syafri, Syafiah; Grahita, Banung
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 6, No 2 (2024): Visual Heritage: Jurnal Kreasi Seni Dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v6i2.6990

Abstract

Industri kreatif Indonesia memiliki berbagai macam bentuk, seperti Film, Animasi, komik, dsb. Salah satu contoh Industri kreatif Indonesia adalah Komik Web. Dalam Komik Web tentu dibituhkan sebuah proses perancangan karakter dan narasi komik. Dari berbagai kategori di industri web komik di dalam website Webtoon, tak banyak yang mengangat tema Horror maupun Psychological Horror. Genre horor adalah salah satu genre yang paling diminati di Indonesia. Dengan perkembangan teknologi, saat ini genre horor tidak hanya dapat dinikmati dalam bentuk film, tetapi juga komik, dan bentuk terbaru dari komik yaitu webcomic. Tak Jarang industri kreatif Indonesia hanya ingin mengambil jalan pintas melalui kategori-kategori tersebut agar dapat menarik Khalayak, seperti konten Horror berbau Psychological. Indonesia tidak terlalu paham tentang kesehatan mental. Kerap mereka mengabaikan bahkan menyiksa korban gangguan mental. Penelitian ini bertujuan untuk menganalisa dan membandingkan beberapa Webtoon Indonesia dengan tema Psychological Horror dalam menceritakan hal-hal yang berbau horror dan psikologis, serta struktur-struktur komiknya. Metode yang dipakai adalah menggunakan pendekatan kualitatif, dengan Teknik struktur cerita dan elemen-elemen komik, dan dapat memperlihatkan tema ini kepada banyak pembaca.
A FRAMEWORK TO DESIGN MASCOT CHARACTER AS SUPPORTING TOOL FOR CITY BRANDING BASED ON YURU-CHARA CONCEPT Wiratmo, Triyadi Guntur; Grahita, Banung; Maslan, Riama; Fadillah, Fadillah; Ratri, Dianing
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 7 No. 01 (2021): February 2021
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v7i01.4379

Abstract

AbstrakPemanfaatan maskot, yang juga disebut "Yuru-chara", untuk place branding. adalah hal yang biasa dilakukan di Jepang. Dalam beberapa kasus, seperti Kumamon yang digunakan sebagai maskot kota Kumamoto, terbukti sukses. Beberapa tahun terakhir kota-kota di Indonesia seperti Surabaya, Malang, dan Balikpapan telah mencoba menggunakan maskot dalam membentuk citra kotanya. Meski demikian, sebagian besar maskot tersebut tidak diterima dengan baik oleh masyarakat. Penelitian ini bertujuan untuk menemukan kerangka kerja praktis dalam merancang maskot yang efektif untuk city branding yang menarik bagi publik dan merepresentasikan kota dengan baik. Framework tersebut dibuat dengan mengadopsi pendekatan desain yang digunakan untuk mendesain Yuru-chara di Jepang dengan menggunakan Metodologi Penelitian Desain. Hasilnya, kerangka kerja desain yang terdiri dari empat tahap, yaitu 1) menentukan pesan, (2) membuat penamaan, (3) mendesain, (4) menciptakan dan memelihara visibilitas dapat dikembangkan. Berdasarkan evaluasi yang dilakukan oleh para desainer dan ahli, ditemukan bahwa framework tersebut dapat dimengerti dan berguna untuk menciptakan desain maskot yang menarik, tetapi memiliki kelemahan untuk memenuhi tujuan city branding. Sebagai rekomendasi, perlu ditambahkan tahapan penelitian yang mendalam sebagai proses pendefinisian pesan yang digunakan sebagai dasar ide desain. Kata Kunci: yuruchara, desain maskot, desain karakter, city branding, metode desain  AbstractThe utilization of a mascot called “Yuru-chara” for place branding is a common practice in Japan. In several cases, for instance, Kumamon, the mascot of Kumamoto city proven to be successful. In recent years, cities in Indonesia such as Surabaya, Malang, and Balikpapan have tried to use mascots in their city branding. Nevertheless, most of the mascots are not well-received by the public. This research intends to find a practical framework to design an effective mascot for city branding that is appealing to the public and properly represents the city. The framework is created by adopting the design approach that is used for designing Yuru-chara in Japan, using Design Research Methodology.  As a result, a design framework that consists of four phases, which are 1) specifying message, (2) creating naming, (3) designing, (4) creating and maintaining visibility to developed. Based on the evaluation performed by designers and experts, it is discovered that the framework is understandable and useful for creating appealing mascot design, but has a weakness to fulfill the city branding purpose. As a recommendation, an in-depth research phase needs to be added as a process for defining the message used for the basis of the design idea.  Keywords: yuru-chara, mascot design, character design, city branding, design method
Analisis Technical Immersion pada Film Animasi Berbasis Virtual Reality “Crow The Legend” Kusumo W, Eko Cahyo; Grahita, Banung
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 01 (2023): March 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i01.5258

Abstract

Abstrak Film konvensional menggunakan aspek cerita dan aspek sinematografi untuk membangun penceritaan visual dalam film. Pada film VR, terdapat pengalaman imersif yang dapat mengurangi fokus penonton pada konten cerita. Film animasi Crow: The Legend (2018) merupakan animasi yang memiliki penceritaan visual yang dinilai berhasil menyeimbangkan sisi imersif dan storytelling, salah satunya karena memenangkan penghargaan di kategori Immersive Storytelling Narrative VR di My Hero Film Festival 2018.  Penelitian ini bertujuan untuk mengkaji bagaimana aspek sinematografi yang biasa digunakan dalam film konvensional, digunakan untuk penceritaan visual dalam film animasi VR Crow: The Legend. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan analisis data menggunakan teori aspek sinematografi dan aspek imersif. Analisis dilakukan dengan menggunakan teori Technical Immersion (Elmenzeny, 2018). Peneliti menemukan bahwa aspek sinematografi yang dibagi menjadi; sudut pandang, continuity, cutting, komposisi dan tata cahaya yang disesuaikan dengan aspek Technical Immersion dapat diadaptasi untuk penggunaan dalam film VR. Kata kunci: animasi, immersion, sinematografi, virtual reality AbstractConventional films use story and cinematographic aspects to build visual storytelling in films. In VR movies, there is an immersive experience that can reduce the audience's focus on the story content. The animated film Crow: The Legend (2018) is an animation that has a visual storytelling that is considered successful in balancing the immersive and storytelling sides, one of which is because it won an award in the Immersive Storytelling Narrative VR category at My Hero Film Festival 2018. This study aims to examine how the cinematographic aspects which are commonly used in conventional films are used for visual storytelling in the animated film VR Crow: The Legend. The research method used is descriptive qualitative with data analysis using the theory of cinematographic aspects and immersive aspects. The analysis was carried out using the Technical Immersion theory (Elmenzeny,2018). The researcher found that cinematography aspects which were divided into point of view, continuity, cutting, composition and lighting adapted to Technical Immersion aspects could be adapted for use in VR films. Keywords: animation, cinematography, immersion, virtual reality
Aesthetic Morphology of Animation Wikayanto, Andrian; Damayanti, Nuning Yanti; Grahita, Banung; Ahmad, Hafiz Aziz
Harmonia: Journal of Arts Research and Education Vol 23, No 2 (2023): December 2023
Publisher : Department of Drama, Dance and Music, FBS, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v23i2.41668

Abstract

Aesthetic morphology does not judge whether a work is good or bad but is a study of form in art that focuses on description, comparison, and stylistic analysis. Aesthetic morphology emphasizes great attention to the discussion of form, content, and style. However, this theory is still general, and there needs to be more research that explicitly discusses how it applies to animated artworks. This research will use the Comprehensive Literature Review (CLR) method. CLR is a methodological approach for critical and in-depth research activities on a particular topic in several stages of the research process. The CLR research process consists of three phases: exploration, interpretation, and dissemination. The result of this research is that the form consists of aspects of animation design, movement and kinetics, and sound and structural design. The content aspect consists of 2 main elements: story and character. Meanwhile, the style aspect is influenced by two main elements, namely the technology used in the production process and the appearance of the animation. The results of this research are expected to be used to explore the characteristics of animation works of certain creators, countries/locations, or periods in the history of the development of the aesthetic form of animation in the world.
The Impact of Different Media Materiality on the Creative Process Fauzan Sidik, Muhamad; Damayanti, Nuning Yanti; Mutiaz, Intan Rizky; Grahita, Banung
Journal of Visual Art and Design Vol. 16 No. 2 (2024): Journal of Visual Art and Design
Publisher : ITB Journal Publisher, DRPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2024.16.2.4

Abstract

As a complex phenomenon, the creative process is shaped by multiple factors such as emotions, cognitive abilities, and contexts. Media materiality, as one of the contextual aspects of the creative process, has a significant impact on shaping and informing creative outcomes. To better understand the impact of different media materiality on the creative process, nineteen published studies were analyzed adhering to the PRISMA guidelines, focusing on four comparison groups: physical media vs non-immersive 2D/3D media, physical media vs immersive 3D media, digital 2D media vs immersive 3D media, and non-immersive 3D media vs immersive 3D media. The findings suggest that the choice of media materiality significantly influences the creative process, impacting factors such as ideation, expression, collaboration, and the overall experience of creating. This review concluded that media materiality in immersive virtual reality has the potential to enhance creativity, but traditional media may have more significant psychological benefits compared to virtual reality experiences. Future research directions in fine arts and design will be discussed based on the review results.
GAAS-BASED Virtual Pets for Engaging Generation Z in Borneo Wildlife Conservation: a Preliminary Research: A Preliminary Research Pahlevy, Trianata; Grahita, Banung
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.65462

Abstract

This preliminary research investigates the potential of a Game as a Service (GaaS)-based virtual pet game to enhance Generation Z's engagement in wildlife conservation efforts for endangered species in Borneo. Employing a Design Research approach and the Double Diamond Framework (Discover and Define phases), the study analyzes data from semi-structured interviews with ten Generation Z respondents to examine in-app purchase motivations (IAP), gameplay preferences, and design considerations. The results identify five key game pillars: (1) empathy-building through character personalization and anthropomorphism; (2) a progression system linking in-game achievements to real-world conservation actions; (3) layered monetization strategies leveraging fear of missing out (FOMO) and aesthetic appeals; (4) social mechanics integrating collaborative and competitive elements; and (5) adaptive educational narratives tailored to player types. These findings delineate an emotionally engaging game design framework that responds to the discourse on creative conservation funding while enabling potential partnerships with conservation organizations. This study contributes to virtual pet design exploration and offers an adaptable framework for addressing wildlife conservation challenges in other regions.
PERANCANGAN APLIKASI MOBILE œTEMAN TIROID SEBAGAI MEDIA SELF-MONITORING UNTUK PASIEN TIROID Hasanah, Zulfah; Grahita, Banung
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i01.55538

Abstract

According to research from the Health Research and Development Agency of the Ministry of Health of the Republic of Indonesia in 2013, Indonesia is the country with the highest rate of thyroid disorders in Southeast Asia. There are more than 1.7 million Indonesians who suffer from goiter, which can be caused by hyperthyroidism, hypothyroidism, or euthyroidism. Currently, there is still no mobile health application specifically available for thyroid in Indonesia that supports monitoring activities for thyroid patients, even though Indonesia is the third-ranked country in the global use of health applications. Based on this potential, this research proposes designing a thyroid health mobile application to assist in monitoring the health of thyroid patients. A deep understanding of these needs was used to create a mobile application interface design that can support self-monitoring activities for thyroid patients. The Design Thinking method is used in this research because it provides a user-centered approach that focuses on an in-depth understanding of users where the process of empathizing and defining is used to identify user needs through a qualitative approach with questionnaires and direct interviews with thyroid patients who are actively undergoing treatment, at this stage. defining the discovery of non-medical needs of thyroid patients related to emotional support, information support, and also practical support, from these needs features were created at the ideate stage that could support these needs, namely designing medication reminder features, treatment schedules, symptom tracking and archive checking. The final stage is testing carried out to test the usability of the application. The role of main features in self-monitoring activities include the medication reminder feature and schedule checking as a reminder of the medication schedule which allows users to set medication reminders according to the type of medication, name of the medication, interval between taking the medication, and the duration of the reminder according to medical instructions and schedules. Doctor visits, symptom tracker as a daily symptom record, and a health archive feature used to record and store health files make it easier for patients to store laboratory files. This research shows that non-medical support, in this case practical support, can support thyroid patients' self-monitoring activities very well and can help them in managing treatment activities.Keywords: Mobile Health Apps, Self-monitoring, UI/UX Design.AbstrakMenurut Riset Badan Penelitian dan Pengembangan Kesehatan Kementerian Kesehatan Republik Indonesia tahun 2013, Indonesia merupakan negara dengan tingkat gangguan tiroid tertinggi di Asia Tenggara. Ada lebih dari 1,7 juta masyarakat Indonesia yang mengalami penyakit gondok, yang dapat disebabkan oleh hipertiroid, hipotiroid, maupun eutiroid. Saat ini, masih belum tersedianya aplikasi kesehatan mobile khusus tiroid di Indonesia yang mendukung kegiatan monitoring pasien tiroid, padahal Indonesia merupakan negara dengan peringkat ketiga global pemanfaatan aplikasi kesehatan. Berdasarkan potensi tersebut, penelitian ini mengajukan perancangan aplikasi mobile kesehatan tiroid untuk membantu dalam memonitoring kesehatan pasien tiroid. Pemahaman mendalam terhadap kebutuhan ini digunakan untuk menciptakan rancangan antarmuka aplikasi mobile yang dapat mendukung kegiatan self-monitoring untuk pasien tiroid. Metode Design Thinking digunakan dalam penelitian ini karena memberikan pendekatan user-centered yang fokus pada pemahaman mendalam terhadap pengguna dimana proses emphatize dan define yang digunakan untuk mengidentifikasi kebutuhan pengguna melalui pendekatan kualitatif dengan kuesioner dan wawancara langsung kepada pasien tiroid yang sedang aktif melakukan pengobatan, pada tahap define ditemukan kebutuhan non-medik pasien tiroid terkait dukungan emosional, dukungan informasi dan juga dukungan praktis, dari kebutuhan tersebut dibuat fitur-fitur pada tahap ideate yang dapat mendukung kebutuhan tersebut yakni perancangan fitur pengingat obat, jadwal pengobatan, tracking gejala dan arsip pemeriksaan. Tahap akhir yaitu testing dilakukan untuk menguji usabilitas aplikasi. Perancangan fitur utama dalam kegiatan self-monitoring meliputi fitur pengingat obat dan jadwal pemeriksaan sebagai reminder jadwal minum obat yang memungkinkan pengguna mengatur reminder obat sesuai dengan jenis obat, nama obat, jarak waktu minum obat, serta durasi waktu pengingat yang disesuaikan dengan instruksi medis dan jadwal kunjungan Dokter, tracker gejala sebagai catatan gejala harian dan fitur arsip kesehatan yang digunakan untuk mencatat dan menyimpan file kesehatan memudahkan pasien dalam menyimpan berkas file laboratorium. Penelitian ini menunjukan bahwa dukungan non-medik dalam hal ini dukungan praktis (practical support) dapat mendukung kegiatan self-monitoring pasien tiroid dengan sangat baik serta dapat membantu mereka dalam mengatur aktivitas pengobatan.Kata Kunci: Aplikasi Kesehatan Mobile, Self-monitoring, UI/UX Design.Authors:Zulfah Hasanah : Institut Teknologi BandungBanung Grahita : Institut Teknologi Bandung References:Badan Penelitian dan Pengembangan Kesehatan. (2013). Riset Kesehatan Dasar (Riskesdas 2013). Jakarta: Lembaga Penerbit Badan Penelitian dan Pengembangan Kesehatan.Creswell, J. W. (2014). A Concise Introduction to Mixed Methods Research. Michigan: SAGE Publications, Inc.Crosby, H., Pontoh, V., & Merung, M. (2016, Januari). Pola kelainan tiroid di RSUP Prof. Dr. R. D. Kandou Manado periode Januari 2013 - Desember 2015. Jurnal e-Clinic (eCl), 4(1), 430-437.Farosa, A. W., & Irfansyah. (2023). Perancangan Mobile Apps Kamus Sebagai Media Dokumentasi Bahasa Isyarat Khas Bandung Dengan Peraga Animasi 3d. Goga: Jurnal Seni Rupa.Haynes, R. B., Mcdonald, H. P., & Garg, A. X. (2002, December 11). Helping patients follow prescribed treatment: clinical applications. JAMA(22), 2880-2883. https://doi.org/10.1001/jama.288.22.2880Kaharuddin, R., Permatasari, H., & Fitriyani, P. (2022, februari). Penggunaan Aplikasi M-health Dalam Perubahan Gaya Hidup Pasien Gagal Jantung di Masyarakat. Jurnal keperawatan jiwa (jkj), 10(1), 111-120.Kemenkes. (2022, Oktober 12). Kementrian Kesehatan: Direktotst Jendral Pelayanan Kesehatan. Retrieved November 2023, from Mengenal Penyakit Gondok dan Apa yang Menyebabkannya: https://yankes.kemkes.go.idLee, S. (2022, Februari 8). Hyperthyroidism and Thyrotoxicosis Treatment & Management. Retrieved Agustus 2023, from Medscape: https://emedicine.medscape.comMiller, N. H., Hill, M., Kotkke, T., & Ockene, I. (1997, Februari 18). The Multilevel Compliance Challenge: Recommendations for a Call to Action. Circulation, 95(4), 1085-1090. https://doi.org/10.1161/01.CIR.95.4.1085Moleong, J. (2017). Metode Penelitian Kualitatif. Bandung: Remaja Rosdakarya.Mushcab, H., Kernohan, W. G., Wallace, J., Harper, R., & Martin, S. (2017, January). Self-Management of Diabetes Mellitus with Remote Monitoring: A Retrospective Review of 214 Cases. International Journal of E-Health and Medical Communications, 8(1), 52-61.Nasution, W. S. (2021). UI/UX Design Web-Based Learning Application Using Design Thinking Method. ARRUS Journal of Engineering and Technology, 1(1), 18-27.Nielsen, J. (2012, Januari 3). Usability 101: Introduction to Usability. Retrieved Maret 2023, from Nielsen Norman Group: https://www.nngroup.comNorman, D. (2013). The Design of Everyday Things. Cambridge, Mass., New York: MIT Press.Pusparisa, Y. (2020, Oktober 13). Indonesia Peringkat ke-3 Global Memanfaatkan Aplikasi Kesehatan. Retrieved Maret 2023, from Katadata Media Network: https://databoks.katadata.co.idRizaty, M. A. (2022, Januari 17). KJumlah Unduhan Aplikasi Kesehatan & Kebugaran Global (Q1-2018 - Q4-2021). Retrieved Maret 2023, from Katadata media Network: https://databoks.katadata.co.idSharfina, Z., & Santoso, H. B. (2016). An Indonesian adaptation of the System Usability Scale (SUS). nternational Conference on Advanced Computer Science and Information Systems (ICACSIS), 145-148. https://doi.org/10.1109/ICACSIS.2016.7872776Swarnadwitya, A. (2020, Maret 17). Design Thinking: Pengertian, Tahapan dan Contoh Penerapannya. Retrieved Desember 2023, from Binus University; School of Information System: https://sis.binus.ac.idTim Brown. (2008). Design Thinking. Massachusetts: Harvard Business School Publishing Corporation.Viandarisa, N., Suriadi, & Djoko, P. (2022). Penggunaan Mobile Health Berbasis Smartphone untuk Meningkatkan Self Management pada Pasien Diabetes Melitus Tipe 2: Literature Review. Jurnal UNTAN, Vol 7(1), 1-18.World Health Organization . (2011). mHealth: new horizons for health through mobile technologies: second global survey on eHealth. Switzerland : WHO Press.Yunitawati, D., & Latifah, L. (2016, Juni). AKecemasan Dan Gangguan Fungsi Tiroid Pada Wanita Usia Subur. Media Gizi Mikro Indonesia, 7(2), 107-116. 10.22435/mgmi.v7i2.6017.107-116. 
Representation of Feminism in Nausicaa’s Character Explicit Trait Baskarani, Laurencia Karenina; Grahita, Banung
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i2.62381

Abstract

The media has the power to attract its audience to believe in what they consume. The depiction of feminism in female characters in animated films is still mainly focused on the visual aspect, with personalities that tend to be sexual and passive. Female character design needs special attention to show variations in capabilities, providing a positive view to the audience. Therefore, this research aims to identify design elements of characters’ explicit traits that can be used as categories in analyzing the representation of feminism in female character design. The research uses a content analysis method to analyze the animated film Nausicaä of the Valley of the Wind from Studio Ghibli. The movie was released in 1984 during a change in perspective towards women’s empowerment in Japan. The film is analyzed using three categories of characters’ explicit traits, which are body shape, costume, and attributes. The movie is separated into segments that fit the power-with category in the depiction of feminism in film. The researcher identifies each segment based on the categories. This research concludes that the characters’ explicit traits represent the third wave of feminism. Those traits explained the process and outcome of the character’s experience and fight throughout the film. They also portray an active female character.