Visual semiotic analysis of Nusantara cultural elements in the Aniwayang Desa Timun animation opening song
DOI:
https://doi.org/10.30998/jd.v13i2.841Keywords:
Animation, Cultural Preservation, Wayang, SemioticsAbstract
This study is motivated by concerns over the erosion of local cultural values among Indonesian youth due to the massive influx of foreign popular culture. Meanwhile, Aniwayang Studio has successfully adapted traditional wayang culture into a contemporary medium of animation. This innovative success is validated by significant global achievements, including appearances at the World Osaka Expo 2025 and the Kineko International Children's Film Festival in Japan, alongside recognition and support from the Indonesian Ministry of Education and Culture. Employing a qualitative descriptive method and the Charles Sanders Peirce semiotic approach the research seeks to understand how the studio adapts wayang and Nusantara culture by analyzing the visual and auditory signs within the animation. Data were collected through observation and documentation of the “Opening Song” episode of Serial Desa Timun. The findings indicate that the visual design, including the two-dimensional profiled characters, batik motifs, and a limited black color palette on a cream-brown background, effectively function as icons and indices of traditional wayang kulit (shadow puppet) theater. The appearance of various objects, along with the use of gamelan music acts as a strong index and symbol of Nusantara cultural heritage. The analysis suggests that the animation recontextualizes traditional wayang elements into a modern, accessible, and culturally rich format. The study concludes that this innovative approach positions "Aniwayang" as a good reference for cultural preservation, evidenced by its significant achievements. This research serves as a globally recognized case study for understanding how to revitalize cultural identity through digital media.
Downloads
References
Adinata, I., & Irfan, M. A. (2022). ‘Interpretasi Semiotika dalam Title Sequence Pertama Anime Attack On Titan: The Final Season.’ Jurnal Barik, 3(3), 1–15. https://ejournal.unesa.ac.id/index.php/JDKV/
Agung, L., Kartasudjana, T., & Permana, W. (2021). ‘Estetika Nusantara dalam Karakter Gim Lokapala.’ Gorga : Jurnal Seni Rupa, 10(2), 473–477.
Arsana, I. G. Y. (2023). ‘Visualisasi Karakter Superhero Film Animasi 2D Satria Barong.’ Gorga : Jurnal Seni Rupa, 12(2), 270–275. https://doi.org/10.24114/gr.v12i2.46217
Aurelia, D., & Zulkarnain, A. (2023). Perancangan Film Animasi Pendek Jelajah Bersama Fara Mengenal Budaya Yogyakarta. Cipta, 2(2), 224–239. https://doi.org/10.30998/cipta.v2i2.2419
Bania, L., & Milawaty. (2019). ‘Nilai Resistensi Kelas Bawah di Indonesia dalam Cerita Kancil (The Value of Lower Class Resistance in Indonesia in the Mousedeer Story).’ Mozaik Humaniora, 19(2).
Cahyani, N. P. D. D., Martha, I. N., & Sriasih, S. A. P. (2021). ‘Analisis Video Animasi Youtube Channel “Dongeng Kita” Serta Kaitannya Dengan Pembelajaran Cerita Rakyat di SMA.’ Jurnal Pendidikan Bahasa Dan Sastra Indonesia, 229–240. https://ejournal.undiksha.ac.id/index.php/JJPBS
Difitrian, D., & Saleh, S. (2024). ‘Semiotic Analysis of Kaonashi’s Character Transformation In The Movie Spirited Away By Hayao Miyazaki.’ Gorga : Jurnal Seni Rupa, 13(2), 416–425. https://doi.org/10.24114/gr.v13i2.62309
Fahas, E. (2024, December 7). Daud Nugraha: Lestarikan wayang dengan teknik animasi. Pikiran-Rakyat. https://www.pikiran-rakyat.com/news/pr-018854236/daud-nugraha-lestarikan-wayang-dengan-tenik-animasi?page=all
Farosa, A. W., & Irfansyah. (2023). ‘Board Game RPG Sebagai Media Pengenalan Cerita Wayang Mahabharata Versi Jawa Untuk Remaja.’ Gorga: Jurnal Seni Rupa, 12(1), 237–244.
Feriana, C., Rachman, A., & Kurniawan, R. A. (2022). ‘Pembuatan Animasi Pendek 2D Cerita Rakyat Timun Mas.’ Jurnal Desain, 10(1), 61–72. https://doi.org/10.30998/jd.v10i1.13063
Halim, B., & Yulius, Y. (2023). ‘Analisis Semiotika Ferdinand De Saussure Pada Film “Selesai”.’ Gorga: Jurnal Seni Rupa, 12(1), 63–69.
Krasner, J. (2013). Motion Graphic Design Motion Graphic Design Third Edition. Focal Press.
Kusuma, R. F., Martadi, Sabri, I., Suryandoko, W., & Agista, Y. A. (2025). ‘Instalasi publik patung naga dan gunungan wayang sebagai media informasi dan identitas budaya di Telaga Sarangan.’ Jurnal Desain, 12(2), 299–312. https://doi.org/10.30998/jd.v12i2.26626
Mariska, S. (2021). Pembuatan Buku Cerita Anak tentang Pengenalan Tokoh Wayang Punakawan Berbasis Augmented Reality [Universitas Surabaya]. http://digilib.ubaya.ac.id/pustaka.php/262090
Mudjiyanto, B., & Nur, E. (2013). ‘Semiotika Dalam Metode Penelitian Komunikasi.’ Jurnal Penelitian Komunikasi, Informatika dan Media Massa - PEKOMMAS, 16(1), 73–82.
Nadya, & Santoso, L. (2021). ‘Analisa Visual Desain Karakter Serial Animasi “Kuku Rock You”.’ Jurnal Titik Imaji, 4(1), 35–44. https://doi.org/10.30813/.v4i1.2758
Natsir, M., Purba, A. S., Amal, B. K., & Suroso, P. (2021). ‘Semiotic Interpretation In Javanese Wayang Kulit Performance Equipments In Deli Version.’ International Journal of Aquatic Science, 12(3), 215-224. https://digilib.unimed.ac.id/id/eprint/53237/1/Turnitin.pdf
Nazaré, T. (2023). The Anime Sound: An Analytical and Semiotic Study of Contemporary Anime Music. McGill University.
Octaviani, A. W. (2022). ‘Narasi Visual pada Game Edukasi Berjenis Aksi.’ Jurnal Desain Komunikasi Visual, 1(1), 12–23.
Putra, G. L. A. K., Pramayasa, I. M. H. M., & Yasa, G. P. P. A. (2023). ‘Penggunaan Semiotika dalam Film Animasi “Singa Dan Tikus” Yang Ditujukan Untuk Anak-Anak.’ Amarasi: Jurnal Desain Komunikasi Visual, 4(1), 29–36.
Saidi, A. I. (2020). Homo artem: Seni baca tulis untuk penelitian seni dan desain. ITB Press.
Setiaji, A. (2017). ‘Perancangan Animasi Cerita Wayang Sebagai Media Pembelajaran Pada Siswa Kelas V SD Negeri Kutosari 02 Gringsing.’ Pixel: Journal Ilmiah Komputer Grafis, 10(1), 1–8.
Sobur, A. (2016). Semiotika Komunikasi. Remaja Rosdakarya.
Sofia, N. (2025, July 29). Aniwayang Studio brings modern twist to wayang at World Osaka Expo 2025. Rri.Co.Id. https://rri.co.id/en/entertainment/1799268/aniwayang-studio-brings-modern-twist-to-wayang-at-world-osaka-expo-2025
The Cucumber Village (Desa Timun). (2024, December 6). Jalan Timun ke Kineko Festival Jepang! 🇯🇵. Youtube. https://www.youtube.com/watch?v=txk0bC9PT70&t=342s
Wibowo, I. S., Budiman, M. A., & Untari, M. F. A. (2018). ‘Analisis Buku Dongeng Si Kancil Karya Tira Ikranegara dalam Peningkatan Nilai Moral.’ International Journal of Community Service Learning, 2(3), 199–206. https://ejournal.undiksha.ac.id/index.php/IJCSL
Wicaksono, R. S., & Wardhana, M. I. (2024). ‘Perancangan Animasi Wayang Bima sebagai Pendekatan Nilai-Nilai Kepemimpinan untuk Anak Usia 7-12 Tahun.’ Journal of Language, Literature, and Arts, 4(8), 882–897. https://doi.org/10.17977/um064v4i82024p882-897
Yunus, R. N., & Aswar, L. (2024). ‘Semiotic Study of the Animation Film Mother’s Power: Representative Of Women’s Power.’ International Journal of Multilingual Education and Applied Linguistics, 1(4), 67–79. https://doi.org/10.61132/ijmeal.v1i4.157
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Raden Daru Ramadinoto, Apsari Wiba Pamela, Rizka Rachmawati (Author)

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Articles published in Jurnal Desain are licensed under the Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0), unless otherwise indicated.
This license allows users to:
- Share: Copy and redistribute the material in any medium or format.
- Adapt: Remix, transform, and build upon the material.
These permissions apply for non-commercial purposes and are subject to the following terms:
1. Attribution (BY)
Users must give appropriate credit to the original author(s), acknowledge the article’s original publication in Jurnal Desain, provide a link to the CC BY-NC 4.0 license, and indicate if changes were made.
Attribution may be provided in any reasonable manner, but not in a way that suggests that the author(s) or Jurnal Desain endorse the user or the use of the material.
Where available, users are encouraged to include the article’s Digital Object Identifier (DOI) when citing or redistributing the work to ensure persistent identification of the Version of Record.
2. NonCommercial (NC)
The material may not be used for commercial purposes.
Commercial use refers to use that is primarily intended for or directed toward commercial advantage or monetary compensation.
Users wishing to make commercial use of material covered by the license must obtain separate permission from the relevant copyright holder(s).
3. No Additional Restrictions
Users may not apply legal terms or technological measures that legally restrict others from exercising any rights permitted by the license.
4. Third-Party Material
The CC BY-NC 4.0 license applies to the article unless otherwise indicated. Figures, photographs, artworks, illustrations, tables, data, or other third-party materials may be subject to separate copyright or licensing terms.
Users are responsible for determining whether separate permission is required before reusing material that is excluded from the article’s Creative Commons license.
Official License Terms
The complete terms of the license are available from the Creative Commons Attribution-NonCommercial 4.0 International License: https://creativecommons.org/licenses/by-nc/4.0/






