SF. Lukfianka Sanjaya Purnama
Universitas Islam Negeri Raden Mas Said Surakarta

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THE CULTURAL SIGNIFICANCE AND ISLAMIC VALUES OF GUGON TUHON Kurwidaria, Favorita; Rahadini, Astiana Ajeng; Purnama, SF. Lukfianka Sanjaya; Setyawan, Bagus Wahyu
El-HARAKAH (TERAKREDITASI) Vol 22, No 2 (2020): EL HARAKAH
Publisher : UIN Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/eh.v22i2.9389

Abstract

This research focused on studying gugon tuhon in Surakarta and its relation to Islamic values. The gugon tuhon was related to the marriage cycle, pregnancy cycle, and children family education. The data were obtained through interviewing the Javanese society in Surakarta area. It employed an interactive analysis with the cultural interpretation relevant to Islamic values. The result indicates that some gugon tuhon in the marriage include prohibition for brides to go out by themselves and conduct wedding ceremonies in Sura/Muharram month. In the pregnancy cycle of gugon tuhon, pregnant women are prohibited from gossip and think negatively since those result in the child personality. Husbands of pregnant women are also prohibited from killing or hurt animals because their children will be harmed. The gugon tuhon in educating children includes the prohibition to go out at Maghrib (sunset prayer) because an evil spirit will kidnap them and suggest washing hands and legs before visiting babies. The existence of gugon tuhon can be used as the character education to construct good habits. Besides, gugon tuhon functions to implant Islamic moral values in terms of tolerance, responsibility, and good deeds to build a harmonious life system.Penelitian ini mengkaji gugon tuhon di Surakarta dan kaitannya dengan nilainilai keislaman. Gugon tuhon yang dikaji adalah dalam siklus pernikahan, siklus kehamilan, dan yang digunakan untuk mendidik anak. Data diperoleh dari hasil wawancara dengan masyarakat di wilayah karesidenan Surakarta. Analisis interaktif digunakan dengan pemaknaan secara kultural selanjutnya direlevansikan dengan nilai islami. Hasil penelitian menunjukkan beberapa gugon tuhon dalam perkawinan, diantaranya adalah larangan calon penganten putri untuk bepergian sendiri dan larangan untuk melaksanakan pernikahan di bulan Sura/Muharram. Dalam gugon tuhon siklus kehamilan, wanita hamil dilarang menggunjing dan berpikiran negatif karena akan berdampak pada watak anaknya. Suami yang istrinya sedang hamil juga dilarang membunuh dan menyakiti hewan karena anaknya akan celaka. Gugon tuhon dalam mendidik anak seperti larangan untuk keluar di waktu Magrib karena akan diculik oleh wewe gombel dan anjuran untuk membasuh kaki-tangan sebelum bertemu dengan bayi. Adanya gugon tuhon dapat digunakan sebagai sarana pendidikan karakter kepada generasi muda untuk membentuk kebiasaan-kebiasaan yang baik. Selain itu, fungsi gugon tuhon juga sebagai sarana menanamkan nilai-nilai moral keislaman seperti tenggang rasa, toleransi, tanggung jawab, dan selalu berbuat baik kepada sesama untuk membentuk sistem kehidupan masyarakat yang harmonis.
Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games SF. Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari; Arynaa Azzahra; Nadya Octaviana Pramana Putri
Langkawi: Journal of The Association for Arabic and English Vol 7, No 1 (2021)
Publisher : Institut Agama Islam Negeri (IAIN) Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/lkw.v7i1.2338

Abstract

Translation technique typology indicates a lack of specific technique to evoke playful nuance – ludification. We argue that ludification might also serve as a translation technique in video game translation context. This research attempts to prove the presence of ludification translation technique. To do so, we analyzed nine PC, console, mobile, and online games from various genres and developers under the umbrella of qualitative design. The theories of lability and merrines by Huizinga, ludification of digital media by de Lange et al, and skopos by Reiss and Vermeer were applied in the analysis. The findings reveal that ludification as a translation technique is existent. This type of translation technique is made possible due to the carte blanche of video game translators. The findings also indicate that ludification as a translation technique has a distinctive typology, making it different from the other translation techniques. First, it breaks translation rules and standards to generate contextual merriness. Second, it has explanative and expressive functions. Third, it has subtypes, namely emojization, referencing, and para-localization. This study implies that the scholars of translation studies might apply this typology not only on game translation context but also audiovisual context like subtitling especially fansub, where carte blanche and creativity are required to deal with the space restriction.
Revisiting euphemisation strategies for English to Indonesian subtitle context SF. Luthfie Arguby Purnomo; Ikke Dewi Pratama; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Novianni Anggraini
Journal on English as a Foreign Language Vol 10, No 2 (2020): Issued in September 2020
Publisher : Institut Agama Islam Negeri (IAIN) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/jefl.v10i2.1480

Abstract

Character equivalence and offensive word rank in subtitling context are understudied on the previous studies on euphemisation strategies. The exclusion of these two concerns leaves the prior constructed euphemisation strategies unable to explain how shifts on narrative identity might occur and how taboo words are functionally negotiated. In addressing this issue, the study investigates the relationship between offensive word levels with character equivalence and narrative identity, types of euphemisation strategies, and the strategies' implementation. The data were collected from the English and Indonesian versions of four films containing taboo words, which were analyzed by applying the theories of offensiveness rank by Ofcom, constructed in English as a foreign language context, and character equivalence by Petrucci. The findings indicate that offensive word translation suffers a rank shift on offensive word ranks Departing from these findings. We propose euphemisation strategies with offensive word rank and character equivalence as the primary narrative basis with mediality and subtitling standard as the primary mechanical basis. Those strategies are downgrading, degrading, sidegrading, outgrading, ingrading, and retrograding. The reasons of euphemisation strategy implementation are bipolarly divided into aesthetics and mechanics in relation to distances and perspectives of the applied offensive words. 
Let the Game Begin: Ergodic as an Approach for Video Game Translation SF. Lukfianka Sanjaya Purnama; SF. Luthfie Arguby Purnomo; Dyah Nugrahani
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.636 KB) | DOI: 10.18326/rgt.v9i2.107-123

Abstract

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis
Revisiting euphemisation strategies for English to Indonesian subtitle context SF. Luthfie Arguby Purnomo; Ikke Dewi Pratama; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Novianni Anggraini
Journal on English as a Foreign Language Vol 10, No 2 (2020): Issued in September 2020
Publisher : Institut Agama Islam Negeri (IAIN) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/jefl.v10i2.1480

Abstract

Character equivalence and offensive word rank in subtitling context are understudied on the previous studies on euphemisation strategies. The exclusion of these two concerns leaves the prior constructed euphemisation strategies unable to explain how shifts on narrative identity might occur and how taboo words are functionally negotiated. In addressing this issue, the study investigates the relationship between offensive word levels with character equivalence and narrative identity, types of euphemisation strategies, and the strategies' implementation. The data were collected from the English and Indonesian versions of four films containing taboo words, which were analyzed by applying the theories of offensiveness rank by Ofcom, constructed in English as a foreign language context, and character equivalence by Petrucci. The findings indicate that offensive word translation suffers a rank shift on offensive word ranks Departing from these findings. We propose euphemisation strategies with offensive word rank and character equivalence as the primary narrative basis with mediality and subtitling standard as the primary mechanical basis. Those strategies are downgrading, degrading, sidegrading, outgrading, ingrading, and retrograding. The reasons of euphemisation strategy implementation are bipolarly divided into aesthetics and mechanics in relation to distances and perspectives of the applied offensive words. 
Ludic Taunting: Does Taunting Work Differently in Video Games? SF Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari; Agung Prasetyo Wibowo; Nabil Aqib; Yosse Vira Oktaviana
Journal of Language and Literature Vol 22, No 2 (2022): October
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.662 KB) | DOI: 10.24071/joll.v22i2.4197

Abstract

Studies on taunting in video game context tend to mull over around how players taunt other players via online chat features. Studies on how taunting works in games with in-game taunt features are under investigated. Examining twenty-seven gamestory-wise and gameplay-wise games, we argue, through this sociolinguistic study, that taunting designed for game characters is better termed ludic taunting since it has different functions from that of taunting in games with online chat feature and in real life. Ludic taunting has two major functions namely narrative and mechanical. The former which refers to taunting for game story-bound purposes is classified into archetyping, cameoing, and mythopoesing. The latter, for game play-bound purposes, is classified into buffing, cosmeticizing, cueing, debuffing, hinting, and rewarding. Game designers and scholars could employ this study as a reference in designing games with in-game taunt features.
Transadapting fable into a parable for Indonesian Muslim children: Strategies and impacts SF. Luthfie Arguby Purnomo; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Muhammad Zainal Muttaqien; Robith Khoiril Umam; Yustin Sartika; Muh Nashirudin; Shabrina An Adzhani
Indonesian Journal of Applied Linguistics Vol 12, No 2 (2022): Vol. 12, No. 2, September 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijal.v12i2.29101

Abstract

The demand for domestication and localization of children’s literature compels translators to not only translate the texts but also transadapt them. Significant problems arise when the texts have to fit the cultures and religions of the target users. This qualitative study attempts to address this issue. Gathering teachers of Taman Pendidikan Al Qur’an (TPQ) or Qur’an study club for Muslim children in the Greater Boyolali area of Indonesia, children’s literature translators, and TPQ students in a Focus Group Discussion, we investigated the strategies of transadapting fables in English into Bahasa Indonesia with Islamic values as the core teaching along with the impacts ensued. Through the FGD constructed based on the purification strategy by Klingberg (1986), translation as adaptation and selection by Gengshen (2003), children picturebook translation by Oittinen (2000), narrative connectedness by Christman (2004), proairetic decoding by Nikolajeva (2010), and skopos by Reiss and Vermeer (2014), paratextualization, insertion, and bleaching strategies are constructed. Paratextualization adds clickable religious comments on the digital versions of the fables. Insertion adds religious lessons within the text. Bleaching refines any expressions considered unfit for the target religious values. These strategies trigger an impact called drifting. To reveal the extent of faithfulness, we constructed a drifting-level assessment. This assessment enables translators to reveal whether a transadapted children’s literature is still on track, slipped, or out of track. The study finding is expected to fill up the theoretical absence of transadaptation strategies and drifting level assessment. Its practical nature also brings benefits for children’s literature translators and TPQ teachers.
King size or all size: Proposing a typology of amplification translation technique for children picturebook translation SF. Luthfie Arguby Purnomo; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Nur Asiyah; Muhammad Zainal Muttaqien; Robith Khoiril Umam; Yustin Sartika; Umi Pujiyanti; Hidayatul Nurjanah
Studies in English Language and Education Vol 7, No 2 (2020)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (554.364 KB) | DOI: 10.24815/siele.v7i2.16592

Abstract

The necessity for a children’s picturebook to generate a proairetic decoding by the children influences translators to deliver the messages of the source text as explicit as possible. This condition leads the translators to implement amplifications aimed at detailing particular information. Though a proairetic reading is achieved through amplification, negative impacts follow the implementation. This qualitative experiential study involves nine children picturebook translators. Exchanging insights and translated texts in a focused group discussion (FGD) comprising of English to Indonesian and English to Javanese children picturebook translators, we found that a typology of amplification technique constructed specifically for children picturebook translation is required to provide a guideline for the translators when forced to apply amplification. The result of the translation data, supported by FGD, indicates that amplification is classifiable into three function-based types namely naturalizing, synchronizing, and stylizing amplifications. These amplifications, when applied, generate four impacts namely congruity losses, effect rendering, reading level deviation, and deviation on the purposes of the children’s picturebooks. These impacts deal with verbosity and thus requiring a further concern on verbosity level acceptance.
PROSTHETIC TRANSLATION: RETRANSLATIONS OF VIDEO GAME REMAKES AND REMASTERS REFUTE RETRANSLATION HYPOTHESIS SF. Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari
Humanus: Jurnal Ilmiah Ilmu-ilmu Humaniora Vol 18, No 1 (2019)
Publisher : Pusat Kajian Humaniora FBS Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1563.196 KB) | DOI: 10.24036/humanus.v18i1.103507

Abstract

Retranslation Hypothesis claims that retranslations tend to be more source-oriented than the first translations. Video game translation (VGT) refutes this hypothesis since retranslations in VGT, occuring on game remakes and remasters, are target oriented. We argue that retranslations in VGT context are better to be termed prosthetic translation, a retranslation involving game mechanics adjustments at intertextual level. To prove that prosthetic translation is of existence, we applied theories of retranslation, multiplicity, commodified nostalgia, and intertextual continuity on seven titles of Square Enix’s award winning Final Fantasy series. The original Japanese versions, North American versions, their first translations, and retranslations were analyzed to prove the presence of prosthetic translation. The findings show that retranslations on the series are oriented to target gaming system and the aesthetics of mechanics and narrative intertextuality and thus refuting Retranslation Hypothesis. Based on the findings, we argue that retranslation of video game remakes and remasters focuses on repairing extremities or intertextual losses, occuring due to game narrative and mechanical aesthetics. These intertextual losses are repaired by attaching mechanical prostheses like dialogue box extension or modification, font type and size alteration, and other mechanical modification to ensure present time recontextualization of the remade and remastered games.   Keywords: Retranslation hypothesis, prosthetic translation, remakes, remasters, video game translationPENERJEMAHAN PROSTETIK: SANGGAHAN TERHADAP HIPOTESIS PENERJEMAHAN ULANG (RETRANSLATION HYPOTHESIS) MELALUI REMAKE DAN REMASTER VIDEO GAME AbstrakHipotesis Penerjemahan Ulang (Retranslation Hypothesis) menyatakan bahwa penerjemahan ulang cenderung lebih berorientasi pada sumber jika dibandingkan dengan penerjemahan pertama. Penerjemahan video game menyanggah pernyataan ini karena penerjemahan ulang dalam konteks video game yang muncul pada remake dan remaster cenderung lebih berorientasi pada target penggunanya. Tulisan ini menyarankan bahwa penerjemahan ulang dalam penerjemahan video game sebaiknya disebut dengan penerjemahan prostetik, penerjemahan ulang yang mengikutsertakan penyesuaian mekanisme game-nya pada tataran intertekstual. Untuk membuktikan keberadaan penerjemahan prostetik, teori penerjemahan ulang, multiplicity yang membahas mengenai remake dan remaster, komodifikasi nostalgia, dan kontinuitas intertekstual diaplikasikan pada tujuh judul serial Final Fantasy untuk mengungkapkan keberadaan penerjemahan prostetik. Ketujuh judul tersebut terdiri dari versi asli Jepangnya, versi terjemahan bahasa Inggrisnya, versi terjemahan pertama dan terjemahan ulangnya. Hasil penelitian menunjukkan bahwa penerjemahan ulang dalam video game berorientasi pada sistem game sasarannya dan estetika intertekstualitas mekanis dan naratif game-nya. Temuan ini menyanggah Hipotesis Penerjemahan Ulang. Temuan juga menunjukkan bahwa penerjemahan prostetik berfungsi untuk memperbaiki ekstrimitas atau rumpang intertekstual, yang muncul karena estetika mekanis dan naratif dalam sebuah game. Rumpang intertekstual ini diperbaiki melalui prostetik mekanis seperti ekstensifikasi atau modifikasi kotak dialog, alterasi ukuran font, dan modifikasi mekanis lainnya guna terjaminnya rekontekstualisasi masa kini sebuah remake dan remaster video game.Kata Kunci: Hipotesis penerjemahan ulang, penerjemahan prostetik, remake, remaster, penerjemahan video game
CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES SF. Lukfianka Sanjaya Purnama; SF. Luthfie Arguby Purnomo
Leksema: Jurnal Bahasa dan Sastra Vol. 4 No. 1 (2019)
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/ljbs.v4i1.1635

Abstract

This paper attempts to classify video game translation(VGT)studies from the perspectives of transtextuality, Genette’s term referring to the relationships a text weaves with other texts (1992). In regard to VGT studies, applying transtextuality signifies the textuality of video game and its transtextual relationship with other texts. Transtextuality is linear to the connectionist perspectives Globalization, Internationalization, Localization, and Translation (GILT) holds, a conventional concept that houses VGT, emphasizing on the intra and inter relationships between the four elements of GILT. This necessity to consider VGT as a part of GILT is the linearity to which transtextuality conforms VGT studies. Applying transtexuality, VGT studies are classified into transversality, transcreation, transfiguration, and transmediation. Transversalityreferstothestudiesaimed at applying translation theories in VGT.Transcreation refers to VGT studies that focus on cultural issues in relation to video game mechanics. Transfiguration refers to VGT studies that incorporate game studies as a response to certain VGT issues. Transmediation refers to VGT studies that focus on the influence of video game media toward the translation aspects of video games. These four classifications construct a quadrant which opens probabilities for VGT studies to depart from the combination of each element.