Banung Grahita
Bandung Institute of Technology

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Analyzing the Adaptation of Ramayana Wayang Characters in Code Atma Video Game Ariel Marsha Luana Brahmana; Banung Grahita
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3230

Abstract

Promotion of Wayang is important for future generations to continue cherish the value, meaning and pure passion just like how it is intended to be. As a traditional culture surviving the modern era, a modern adaptation is one of the many ways to promote towards the younger generations alongside other modern pastimes. The game “Code Atma” developed by Agate in 2020 has attracted the younger generation due to its appealing character design, that is a modern rendition to what is familiar, traditional culture. To ensure focus of the research, the chosen Code Atma characters would be the ones from Ramayana story: Shinta, Rama, Rahwana, and Hanuman. This qualitative research uses the comparative analysis to group and breakdown further the elements of a character, namely visual aspect, personality, and skills of each Code Atma characters to the original Ramayana Wayang Kulit characters. The essential elements of each character are presented by analyzing the similarities using the Jungian Archetypes by Carl Jung. There are limits in redesigning a Wayang character for a modern adaptation, because posture, proportion, and clothing are core elements that must remain to keep the character’s identity recognizable. Keywords: adaptation; archetype; character; game
REPRESENTATION OF FEMINISM IN NAUSICAA’S CHARACTER EXPLICIT TRAIT Laurencia Karenina Baskarani; Banung Grahita
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.