SF Luthfie Arguby Purnomo
Universitas Islam Negeri Raden Mas Said Surakarta

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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.
Beveragraphy: Revisiting the Typology of Food Writing from the Perspective of Culinary Linguistics Yustin Sartika; Luthfie Arguby Purnomo; Lilik Untari; Lukfianka Sanjaya Purnama
Langkawi: Journal of The Association for Arabic and English Vol 8, No 2 (2022)
Publisher : Institut Agama Islam Negeri (IAIN) Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/lkw.v0i0.4154

Abstract

From the perspectives of culinary linguistics, food writing typology, as proposed by Gerhardt, circumnavigates around food recipes, restaurant menus, and food labeling. This study attempts to propose the fourth food writing type, beveragraphy, which deals with beveragraphs or writings on drinking wares and the drink or liquid itself. This phenomenon of beveragraphy has caught Indonesian coffee shops by storm. To prove the existence of beveragraphy, we investigated this type of food writing by visiting 20 coffee shops, examined 60 beveragraphs, and interviewed the coffee shop managers, baristas, and customers. To prove that beveragraphy deserves a scholarly attention in the studies of food writing, we attempted to reveal its characteristics and functions by implementing the theory of food writing by Gerhardt, text typology by Reiss, meta-narrative loss in food discourse by Srinivas, and archetype theory in brand setting by Mark and Pearson. The findings indicate that beveragraphy is characterized by spatial restrictive writing and it functions as narrative and archetype synchronization. Future studies might employ the findings as a point of departure in food writing discourse.
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
Proposing a Gaming Language Analysis Procedure to Reveal Video Game Ideology through Ludic Linguistics SF Luthfie Arguby Purnomo; Khristianto Khristianto
Register Journal Vol 12, No 2 (2019): REGISTER JOURNAL
Publisher : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.91 KB) | DOI: 10.18326/rgt.v12i2.235-261

Abstract

This study proposes a procedural analysis on the implementation of ludic linguistics to analyze gaming language with wordplays, the core of focus in ludic linguistics, as the point of departure. To formulate the procedural analysis, theories of language play by Crystal ideology of influence and ludonarrative model by Aarseth, wordplay in gaming context by Paul, intended meaning level by Stiles, wordplay transmission by Winter-Froemel, game interface types by Stonehouse and indexical storytelling by Fernández-Vara were applied as the theoretical foundation. To provide a vivid application of the proposed procedural analysis, wordplays appearing on game assets from Konami’s Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater were taken as examples of analysis. The five steps procedure is able to show how wordplays in gaming context are designed as mechanical cues to help gamers complete the games and as narrative cues to help them comprehend the story. Further, this proposed procedure is able to indicate that the mechanical and narrative cues have particular ideology of influence, which affects gamers in reacting and responding to particular problems presented by the games. The result of this study discloses future research on the roles of wordplays in gaming context, signifying the importance of ludic linguistics as a bridge between language studies and game studies. Keywords: Wordplay; Gaming Language; Ludic Linguistics; Game Dtudies; Metal Gear Solid 
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.
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 | 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.
Implementing Early Sexual Education as a Preventive Measure against Sexual Harassment in Children Ubaidillah, Khasan; Giyoto; Purnomo, SF Luthfie Arguby
Buana Gender: Jurnal Studi Gender dan Anak Vol. 8 No. 2 (2023)
Publisher : Universitas Islam Negeri Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/bg.v8i2.8438

Abstract

Educational Institutions must address the rising incidence of sexual harassment against children by systematic prevention measures, such as the early introduction of sexual education. Conducting this research is crucial in order to ascertain the extent to which early childhood education institutions are implementing sexual education at a young age in accordance with children's developmental stages and in a consistent effort to prevent sexual harassment against children. The research employed a qualitative descriptive technique, conducted between July and September 2023. The subject of this study is the classroom teacher, while the informants are the curriculum teacher, the health-responsible teacher, and the school principal of BA Aisiyah Cawas. The methods employed for data collection encompassed observation, interviews, and documentation. To verify the validity of the research data, the researchers used the techniques of method triangulation and source triangulation. Meanwhile, data analysis methods include condensation, presentation, and conclusion drawing. The findings of this study indicate that Early Childhood Education Institutions can effectively reduce sexual harassment by adopting comprehensive sexual education programs that specifically target early-stage sexual education. The implemented measures encompass acquainting children with anatomical structures and their respective functions, instructing children on independent genital hygiene (toilet training), educating children on permissible and impermissible contact with body parts, segregating sleeping arrangements by gender, exemplifying healthy interpersonal relationships, fostering adherence to hygienic practices, and imparting knowledge on safeguarding oneself against sexual harassment. Keywords: Prevention strategies, sexual harassment, sexual education & children.
Speaker-Dependent Based Speech Recognition Lilik Untari; SF. Luthfie Arguby Purnomo; Nur asiyah; Muhammad Zainal Muttaqien
Register Journal Vol 9, No 1 (2016): REGISTER JOURNAL
Publisher : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/rgt.v9i1.1-12

Abstract

This is the first part of the two parts of a qualitative focused RD research aimed at designing an application to assist students with visual impairment (VI) in learning English writing and reading skills. The designed application was a speaker-dependent based speech recognition. Conducting alpha and beta testings, it was revealed that MAKTUM, the name of the application, exposed weaknesses on the selection of Ogden’s Basic English as the linguistic resources for the application and on the recording complexities. On the other hand, MAKTUM displayed strengths in individualized pronunciation and simple interfaces to operate. 
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 : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | 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