Ribut Basuki
English Department, Faculty of Letters, Petra Christian University, Surabaya, Indonesia

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Representation of Aloneness in Forever Alone Guy Comic Strips Pricillia Chandra; Ribut Basuki
kata Vol 19 No 1 (2017): JUNE 2017
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (894.352 KB) | DOI: 10.9744/kata.19.1.15-24

Abstract

This study aims to discuss the representation of aloneness in Forever Alone Guy comic strips. The purpose of this research is to find out how the meaning of aloneness is constructed in the representation of Forever Alone Guy through the theory of representation described by Stuart Hall (1997, 2013). In the theory suggested by Hall, it is described that there are two ways to be done in creating representation. Those ways are through language/sign and mental representation. The mental representation is the only way used in this research with a reason that this analysis focuses to the stigmas attached to the concept of aloneness. The analysis shows that the construction of meaning is done through embedding clusters of negative stigmas to the three entities: single, alone and lonely. Thus, through the analysis, it can be concluded that the dominant meaning which represents being single and alone as the ‘imperfect’ condition plays an important role in the construction of the meaning
KONSERVASI DAN REGENERASI CAMPURSARI UNTUK PENGEMBANGAN WISATA BUDAYA DESA BEGAGANLIMO, KEC. GONDANG, MOJOKERTO Ribut Basuki; Resmana Lim; Christine Wonoseputro; Sienny Thio
Share : Journal of Service Learning Vol. 8 No. 1 (2022): FEBRUARY 2022
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (562.072 KB) | DOI: 10.9744/share.8.1.49-54

Abstract

Desa Begaganlimo, Kecamatan Gondang, Kabupaten Mojokerto ingin mengembangkan desa wisata. Permasalahan utama masyarakat, desa Begagan Limo yang memiliki banyak situs peninggalan kerajaan Majapahit ini memiliki aset berupa gamelan dan kelompok campursari yang tidak tergarap dengan baik. Masyarakat ingin meningkatkan Wisata Budaya ke situs-situs peninggalan Majapahit dengan mengembangkan seni gamelan / campursari. Namun jumlah seniman masih terbatas, keterampilannya masih perlu diasah dan dikemas-kinikan, dan ketrampilan mengelola wisata budaya pengelolaan masih perlu ditingkatkan. Solusi yang diusulkan, terutama yang dapat dilaksanakan di masa pandemi ini adalah pelatihan gamelan/campursari, penambahan alat musik gamelan, pelatihan pengelolaan obyek wisata budaya, dan pelatihan pembuatan situs daring.  Namun mereka perlu tempat untuk melaksanakan kegiatan tersebut, dan tempat itu adalah desa wisata Begagan Limo sendiri yang perlu ditingkatkan kondisinya. Kegiatan yang dilaksanakan adalah 1) Identifikasi kebutuhan pelatihan gamelan dan pelengkapan peralatan gamelan dengan metode observasi bersama para seniman, 2) Pelaksanaan pelatihan dan pelengkapan gamelan dengan metode workshop dengan mengundang pelatih/pakar gamelan, dan 3) Pelatihan dan regenerasi pemain gamelan dan tari. Saat ini gamelan sudah dilengkapi dan dilaras. Latihan sudah berjalan secara rutin dan regenerasi dengan mengajari anak-anak dan remaja sedang berjalan. Di bulan Desember 2020 dilakukan uji coba pertunjukan dalam skala kecil dengan harapan dapat mendukung wisata yang sudah mulai tumbuh di desa Begaganlimo.
PROJECT: SCREENPLAY METAMORPHOSIS Fransisca Vinybelinda; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 2, No 3 (2014)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.2.3.33-36

Abstract

This paper explains the processes and the result of my final project in a form of screenplay entitled Metamorphosis. The screenplay is a story of a man, Johan Tanuwijaya who transforms from a psychologically sound man to a psychologically disturbed man. To develop my story, I used trauma as one of the themes and the theories. At first, he experienced traumatic childhood, then he recovered until his adulthood and marriage life, where he married his dire attention-seeker wife, Renata. Slowly, he was thrown back to his childhood trauma and that drove him insane. Eventually, he killed his wife and he created another himself in his daughter. From this screenplay I expect that people will have new principles and views about domestic violence and abuse, so that Indonesian society will have improvements in the future
SKYRIM AS A REPRESENTATION OF THE AMERICAN DOMINANT CULTURE Rudi Hartanto; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 4, No 3 (2016)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.4.3.44-51

Abstract

This thesis aims to give pictures of the American values in an American cultural product, Bethesda’s Elder Scroll V: Skyrim. I will use ideology as the concept to show that cultural products contain ideologies or values of the dominant group. The study shows that in the games, traditional American values serve as the standard values of the American dominant group. Furthermore, I show that American values in the video game are the same, although some values are shifting. In conclusion, I find out that Elder Scroll V: Skyrim has all of the American traditional values. The medieval setting of the game somehow shifts some values like material wealth since bloodline status is appreciated. Thus, Elder Scroll V: Skyrim does represent the American society and how it should be.
PROJECT: SCREENPLAY GOING HOME Katarina Septi; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 5, No 1 (2017)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.5.1.90-94

Abstract

This paper explained the process and the result of my final project which is a screenplay entitled Going Home. The screenplay is about Dahlia, a thirteen-year-old girl who was born and grew up in Australia. Then, she has to return to Jakarta, Indonesia and continue her education in Indonesia. She has an assignment about history of Indonesia. She needs to write one of heroic history of Indonesia with her own words and write her reflection about it. Once, she goes to Surabaya for a holiday and stays at Majapahit Hotel Surabaya. In the hotel, she experiences the past life about several historical moments by going back and forth to a past life and present life. After experiencing it, she can feel and understand the spirit of the Indonesian revolutionary heroes. She respects Indonesia heroes more. Also, she can encourage her friends to love Indonesia better and to blend in diverse group of ethnics as strong and one Indonesian who support to improve Indonesia. I would like to show that young generations are now lack the spirit to build their country. They forget to become one; One Land, One Nation, One Language. This creative work focuses on how history of Indonesia can help young generations to gain the spirit of Indonesian revolutionary heroes to love and improve Indonesia. To put this issue into a form of entertainment, I decided to make a screenplay which type of genre is adventure fantasy. 
The Lost of Virtual and Simulated Identity in Online/Virtual Platform Written Adaptation of a Game “Digimon Story Cyber Sleuth: Hacker’s Memory” Richard Lawrence; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 8, No 3 (2020)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.8.3.297-304

Abstract

This creative project is a written adaptation of a video game entitled Digimon story Cyber Sleuth: Hacker’s Memory (2017). This adaptation will retell a story from the aforementioned video game title about an alternate Japanese society where technology has evolved so much that people can dive into a cyber space called EDEN. By using a set of computers and a special device called Digivice. In this virtual cyberspace, a physical manifestation can be achieved by having a virtual account and many people at the beginning of the story have been using EDEN for years to do many things. The story begins with a young man who lost his virtual account. In order to get his account back he has to get involved in the world of hackers which are individuals who are able to temper the programming codes of EDEN just like how it used to be in regular computers to achieve a certain purpose. In this involvement the protagonist also encounters creatures known as Digimon which will then play a major role in the story moving forward. The protagonist also meets a hacker group called Hudie which the protagonist ends up joining in order to gain support in searching for his missing account. The theme of this adaptation is how a      missing a virtual identity ends up shaping another identity for the main protagonist. This adaptation also serves as a journey for the main protagonist who at the beginning falls under the category of “hacker” which is a bad term into a “hero” at the end.        Key words: Virtual, cyber space, hacker, mental data, avatar, account, identity.
Individuation in the Main Characters of J.K. Rowling’s HARRY POTTER Series S. Ines Linando; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 1, No 1 (2013)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.1.1.%p

Abstract

This paper examines the individuation of Potter and Voldemort in Harry Potter series. To be a holistic individual, a person needs to be individuated by managing their three main archetypes. The three main archetypes are persona, shadow, and anima or animus. Potter and Voldemort have to manage their archetypes their journey as human beings. Each of them has to know his persona including his appearance, behavior and role; confront his shadow; and balance his anima. In the end, Potter manages himself to be a individuated person who can lead a good life, while Voldemort fails to be an individuated person and, as a result, he died.
THE CREATIVE PROCESS OF ENAROTALI DREAMS, A SCREENPLAY Dionisius Andrew W.; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 3, No 4 (2015)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.3.4.85-89

Abstract

This paper is about a project on a screenplay. In my screenplay, I talk about a girl from Java who has to work in remote area in Papua Island. The girl is a volunteer teacher who has to survive to teach the students who are very different from students in Java. To develop the screenplay, I used two theories, namely culture shock and maturation. I use these two theories  because in the main character experiences  culture shock and maturation whe she does her voluntary teaching in Papua. To collect data, I use survey to Eranotali, Papua and libary research on Papua and its cultures. I find the theories and survey as well as libary research help me during the creative process. The theories help me develop realistic characters; while the survey and library research help me picture Eranotali as realistic as possible.   I believe that when the screenplay is made into film, the audience will get the feel of Enarotali and ‘experience’ the main character’s jurney
Sinners for Love: A Screenplay Exploring the Destructive Nature of Obsessive Love Princessa Nathania Yuwono; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 10, No 2 (2022)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.10.2.172-178

Abstract

This thesis is created with the purpose to explore the destructive nature of obsessive love from its reasonings, symptoms, and how it affects people around the perpetrator. While love is a widely-known emotion that has been a norm for everyone, many still do not know the dark side of too much love, which can be the result of mental illnesses such as obsessive love disorder and many more. Obsessive love disorder itself is a mental disorder where someone has an overwhelming obsessive desire to possess and protect another person. Using screenplay as the form and drama-thriller as its genre, I will show the development and symptoms of obsessive love disorder through Sinclair as the main character. She will also show how she manipulates people around her to fulfill her love obsession. In the screenplay, Sinclair will manipulate Charlot’s love for her by using him to get the man she obsessively loves.
PROJECT: SCREENPLAY FINDING ANDY Timothy Hendrata; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 5, No 1 (2017)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.5.1.136-141

Abstract

This paper is about my screenplay entitled Finding Andy which I use as my final project. The screenplay itself is a story about a teenage girl who wants to improve her family’s poor communication. For my theory, I use John Gottman’s “The Four Horsemen of the Apocalypse Model” about family conflict. The theory helps me to shape my characters’ behavior towards each others. Since my characters has better relationship even though the brother dies in the end, I tend to use the worst level of family conflict in the beginning of the story and it gradually changes into successful communication which leads to good relationship. The theory helps me to give example of family’s poor communication to the audiences. I also do an observation on some families with poor communications and Rangkah Rejo neighborhood in Eastern Surabaya to build the setting’s circumstances. From this creative work, I expect that it is made into films, like what screenplay is for, so that the audiences realize that this kind of family exists.