Lucia Lusi Ani Handayani
Universitas Indonesia

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Musical Aspects for Empowering the Black Characters in the Movie Get Out (2017) Syeikha Annisa Marasabessy; Lucia Lusi Ani Handayani
Resital: Jurnal Seni Pertunjukan (Journal of Performing Arts) Vol 20, No 2 (2019): Agustus 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/resital.v20i2.2594

Abstract

In this 21st century, the representation of Black people in many U.S. movies is still problematic, for the movies do not omit the stereotypical representations of Black people, which are often depicted being disrespectful and unintelligent compared to other races. Many movies have been trying to change them into another perspective, yet they are still unable to completely get rid of those stereotypes. By looking through the cinematic aspects, the dialogues, and the symbols along with the sounds and music used, this paper examines the stereotypes of Black characters the movie Get Out (2017) by Jordan Peele using discourse analysis. The paper observes that the representation of the movie still distinguishes Black from White in the aspects of body over mind in Black masculinity, incivility, and distinctive racial labor. As a result, Black characters are seen inferior compared to White characters despite the movie’s effort to empower them. The use of music also emphasizes the power relation difference between the two races. Overall finding of the paper reveals that the existence of Black stereotypical depiction is still found in a movie empowering Black people showing that race representation should be monitored thoroughly.
Women Emancipation and Empowerment in The Incredibles 1 and 2 Larisa Indriani Putri; Lucia Lusi Ani Handayani
Journal of Urban Society's Arts Vol 7, No 1 (2020): April 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jousa.v7i1.4356

Abstract

Movies represent women differently from men. Some try to raise women’s dignity, and some still impose traditional values on them. This paper studies the representation of the characters of female superhero in The Incredibles 1 and 2 which seem to support women’s emancipation. However, there are some ideas conveyed through the mise- en-scéne which still indicate that the movie series do not fully emancipate women. The Incredibles 1 and 2 movie series have been chosen as the object of the study for their typical characteristics when female superhero plays the role. The purpose of this paper is to examine how women are represented through visuals and character roles in The Incredibles 1 and 2. The movies were analyzed through a critical discourse approach. The analysis focused on the language beyond sentences and aspects outside the language, such as power relation, social context, and ideology. The result of the analysis shows that the female character in the movies still upholds traditional values, such as male domination, revealing that these movies are not emancipatory for women. Moreover, women are still degraded and objectified through their body. Therefore, these movies can be seen as a form of pseudo-empowerment, where something is seen as empowering but actually it is not. Emansipasi dan Pemberdayaan Perempuan dalam Film Incredibles 1 dan 2. Film menggambarkan perempuan dan laki-laki dengan cara yang berbeda. Sebagian mencoba untuk menaikkan derajat perempuan, dan sebagian masih menyajikan nilai- nilai tradisional. Artikel ini meneliti representasi karakter perempuan utama pada film The Incredibles 1 dan 2 yang terlihat mendukung emansipasi perempuan melalui karakter superhero. Namun, terdapat gagasan yang menunjukkan bahwa kedua film ini tidak sepenuhnya mengemansipasi perempuan. Artikel ini bertujuan untuk meneliti bagaimana perempuan digambarkan melalui visual dan peran pada setiap karakter di The Incredibles 1 dan 2. Kedua film ini dianalisa menggunakan pendekatan analisis wacana. Analisis dilakukan pada tingkat bahasa yang digunakan yang tidak terbatas pada kalimat dan aspek-aspek di luar bahasa, seperti hubungan kekuasaan, konteks social, dan ideologi. Hasil analisis menunjukkan bahwa karakter perempuan pada kedua film ini masih menjunjung tinggi nilai-nilai tradisional, seperti dominasi oleh laki-laki. Hal ini membuktikan bahwa film-film ini tidak merepresentasikan kebebasan pada perempuan. Lebih lagi, melalui tubuhnya, perempuan masih terlihat direndahkan dan dijadikan sebagai objek. Oleh karena itu, dapat disimpulkan bahwa film-film ini merupakan suatu pseudo-empowerment, yaitu ketika sesuatu terlihat seperti memberikan kebebasan namun dalam kenyataanya tidak sama sekali.
Dream Interpretation of an Infant and Feminine Monstrosity in Among the Sleep Karen Winardi; Lucia Lusi Ani Handayani
Journal of Urban Society's Arts Vol 6, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jousa.v6i1.2780

Abstract

Tafsir Mimpi Tokoh Utama Bayi dan Elemen Horor Feminin dalam Game Among the Sleep. Game Among The Sleep (2014) yang menyoroti perjalanan seorang bayi mencari kenangan-kenangan bersama ibunya ini memiliki ulasan beragam dari segi kesederhanaan teka-tekinya dan acaknya peletakkan simbolisme. Akan tetapi, gaya penceritaan dan aspek visual untuk membangun momentum cerita hingga mencapai resolusi penuh emosi dari game ini masih menuai pujian. Berkebalikan dari anggapan umum bahwa bayi sama sekali tidak dapat memahami kejadian di lingkungan sekitar mereka, tokoh utama bayi dalam game Among The Sleep mampu melakukan hal tersebut dengan bantuan mimpi dan fantasi.Menurut Freud, kedua hal tersebut akanmempengaruhi kepribadianbayi saat bertumbuh besar dari alam bawah sadar. Penelitian ini bertujuan memahami makna dari simbolisme mimpi tokoh utama game dengan teori tafsir mimpi Freud. Hasil dari penelitian ini menunjukkan bahwa elemen-elemen mimpi yang muncul bertujuan untuk memenuhi keinginan terpendam sang tokoh utama, dan hal tersebut merupakan wujud dari kemampuan kognitif bayi tersebut untuk bertahan di lingkungannya. Selain itu, dengan konsep abjeksi dan histeria, diketahui bahwa sosok ibu dari kenangan sang tokoh utama seringkali dipenuhi oleh elemen horor feminin demi memenuhi hasratnya memiliki sebuah penis dengan berupaya mengkastrasi anaknya. Seperti video game pada umumnya, elemen intrinsik penceritaan Among The Sleep membawa pesan untuk meyakinkan audiensnya mereka mampu melalui trauma yang mereka alami.Among The Sleep (2014) follows an infant in his quest to search for memories of his mother. The game receives mixed opinions regarding its overly simple puzzles and confusing juxtaposition of the dream symbols; nevertheless, it is still praised for its storytelling and visuals used to build the momentum leading up to the resolution invoking strong emotions in players. Contrary to a popular belief that infants are incapable of understanding the events around them, in this game the infant can process his surroundings with the help of dreams and fantasies. In Freudian perspective, they will unconsciously affect an infant’s personality when growing up. This research aims to understand the infant’s dreams using Freud’s interpretation of dreams. The findings show that the dream elements are the wish-fulfilment part of the infant’s cognitive ability to cope with his surroundings. Moreover, using the concepts of abjection and hysteria, it is revealed that memories of his mother are often filled with feminine monstrosity to satiate her desire for having a penis by attempting to castrate him. Similar to many other video games, Among The Sleep carries a message through its storytelling elements, and it is to encourage the audience to tackle their own trauma.