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Marina Wardaya

Biographic Data

ID8799133
NAMEMarina Wardaya
GIVEN NAMESMarina
FAMILY NAMEWardaya
SIGNATUREWARDAYA M
AFFILIATIONSUniversitas Ciputra
ORCID0000-0002-4377-6410
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS0
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Culture-Based Character Design as Structured Visual Communication Strategy in Contemporary Popular Media

    Open Access•Shienny Megawati Sutanto, Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2026

    The global development of the comic, game, and animation industries has increased the demand for character designs that are not only visually appealing but also possess strong and communicative cultural identities. The problem identified is that local practices of culture-based character design often remain trapped in superficial aesthetic approaches, where cultural elements are used merely as visual ornaments without deep meaning. This research …

  • Comparative Study of University Mascots in Indonesia

    Open Access•Viny Fitria, Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    This study investigates Indonesian university mascots as instruments of visual identity and branding through a descriptive-comparative qualitative methodology employing Roland Barthes' semiotic analysis. Methodological study conduct used Roland Barthes semiotic framework to examine how visual element represent institutional ideology. The analysis included four mascots: YUCCA (Ciputra University), ROGA (Bandung Institute of Technology), BRONE (Bra…

  • Analysis of Visual Elements of YouTube Videos as a Medium for Teach Character Values in Children

    Open Access•Dylan Sebastian Soetio, Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    Digital Natives, the new generation of kids who have had an early exposure to digital tech since childhood and have since grown alongside technological advancements of the early 21st century. These advancements would be the rise of digital platforms such as YouTube, a collective digital network purpose-built for children for entertainment, play, and learning. Digital content produced provides various visual stimuli, such as characters and gesture…

  • Genshin Impact's Role in Preserving Chinese Cultural Heritage

    Open Access•Marina Wardaya, Gracelyn Elizabeth et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2024

    Genshin Impact, a popular video game, has attracted attention for its success in integrating elements of Chinese Cultural Heritage into its world design. This study aims to to describe the integration of Chinese cultural heritage (CCH) in the world design of Genshin Impact, while assessing its success in encouraging players' interest in visiting China. This study used a qualitative methods approach through literature studies, surveys, and in-dept…

  • "Reconstruction of Creative Products Based Using a Design Thinking Approach The "Spirit of Majapahit” Case Study

    Open Access•Shienny Megawati Sutanto, Marina Wardaya et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2023

    Indonesia is a country rich in culture and heritage. This richness of culture can be seen from artifacts and historical sites found throughout Indonesia. However, Indonesia's younger generations are less familiar with their own culture. This is caused by various things, one of which is the rarity of historical heritage products reconstructed to be introduced to Indonesia's younger generation. This research was conducted to analyze the process of …

  • Penggunaan Nirmana-Komposisi Tak Berbentuk Sebagai Dasar Pembuatan Pola Surface Design

    Open Access•Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    The Nirmana course is a compulsory basic course for students studying design or fine arts. Nirmana teaches elements and elements contained in images, designs and the beauty of art in classifying elements and elements in order to create a work of art that is good and has meaning, therefore creating an aesthetic value. Art and aesthetics are a unity between elements that have harmony, harmony and balance. Beauty is an abstract concept that cannot b…

No prominent works on this page.

  • Penggunaan Nirmana-Komposisi Tak Berbentuk Sebagai Dasar Pembuatan Pola Surface Design

    Open Access•Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    The Nirmana course is a compulsory basic course for students studying design or fine arts. Nirmana teaches elements and elements contained in images, designs and the beauty of art in classifying elements and elements in order to create a work of art that is good and has meaning, therefore creating an aesthetic value. Art and aesthetics are a unity between elements that have harmony, harmony and balance. Beauty is an abstract concept that cannot b…

  • "Reconstruction of Creative Products Based Using a Design Thinking Approach The "Spirit of Majapahit” Case Study

    Open Access•Shienny Megawati Sutanto, Marina Wardaya et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2023

    Indonesia is a country rich in culture and heritage. This richness of culture can be seen from artifacts and historical sites found throughout Indonesia. However, Indonesia's younger generations are less familiar with their own culture. This is caused by various things, one of which is the rarity of historical heritage products reconstructed to be introduced to Indonesia's younger generation. This research was conducted to analyze the process of …

  • Genshin Impact's Role in Preserving Chinese Cultural Heritage

    Open Access•Marina Wardaya, Gracelyn Elizabeth et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2024

    Genshin Impact, a popular video game, has attracted attention for its success in integrating elements of Chinese Cultural Heritage into its world design. This study aims to to describe the integration of Chinese cultural heritage (CCH) in the world design of Genshin Impact, while assessing its success in encouraging players' interest in visiting China. This study used a qualitative methods approach through literature studies, surveys, and in-dept…

  • Comparative Study of University Mascots in Indonesia

    Open Access•Viny Fitria, Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    This study investigates Indonesian university mascots as instruments of visual identity and branding through a descriptive-comparative qualitative methodology employing Roland Barthes' semiotic analysis. Methodological study conduct used Roland Barthes semiotic framework to examine how visual element represent institutional ideology. The analysis included four mascots: YUCCA (Ciputra University), ROGA (Bandung Institute of Technology), BRONE (Bra…

  • Analysis of Visual Elements of YouTube Videos as a Medium for Teach Character Values in Children

    Open Access•Dylan Sebastian Soetio, Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    Digital Natives, the new generation of kids who have had an early exposure to digital tech since childhood and have since grown alongside technological advancements of the early 21st century. These advancements would be the rise of digital platforms such as YouTube, a collective digital network purpose-built for children for entertainment, play, and learning. Digital content produced provides various visual stimuli, such as characters and gesture…

  • Culture-Based Character Design as Structured Visual Communication Strategy in Contemporary Popular Media

    Open Access•Shienny Megawati Sutanto, Marina Wardaya•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2026

    The global development of the comic, game, and animation industries has increased the demand for character designs that are not only visually appealing but also possess strong and communicative cultural identities. The problem identified is that local practices of culture-based character design often remain trapped in superficial aesthetic approaches, where cultural elements are used merely as visual ornaments without deep meaning. This research …

Semiotics (3 works) · Aesthetics (2 works) · Archaeology (2 works) · Art (2 works) · Cultural and Artistic Studies (2 works) · Cultural and Communication Design Research (2 works) · Cultural heritage (2 works) · History (2 works) · Qualitative research (2 works) · Blockchain Technology in Education and Learning (1 work)

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