SF Luthfie Arguby Purnomo
Universitas Islam Negeri Raden Mas Said Surakarta

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Do We Need A Quality Assessment for Note-Taking Technologies in Technology-Assisted Interpreting? A Descriptive Study Nugrahani, Dyah -; Purnomo, SF Luthfie Arguby
Humanus Vol 21, No 2 (2022)
Publisher : Pusat Kajian Humaniora FBS Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/humanus.v21i2.116893

Abstract

Technology-assisted interpreting (TAI) signifies a binary concern encompassing not only the interpreting process but also the technology used. One of the technologies playing crucial roles in signifying the quality of interpreting is note-taking technology. Thereby we argue that note-taking technologies used in TAI require a specific quality assessment since they influence the process and result of interpreting. We propose a conceptual framework for a quality assessment specifically designed for note-taking technologies used in TAI by taking Aarseth’s textonomy theory (1997), Costa, Pastor, and Muňes’s technology aid based interpreting classification theory (2014), O’Brien and Toms’s user engagement theory (2008), Venkatesh and Davis’s technology acceptance model (2000), and Friedman’s immersion theory (2014). We propose that the note-taking technology quality assessment has to address three primary considerations. They are functional parameters, user’s function considerations, and  interpreting types. Functional parameters, which assess the interaction between users and note-taking technologies, consist of engagement, acceptance, and immersion. User’s functions, comprising of interpretive, explorative, and configurative functions, assist the assessors in comprehending the characteristics of particular note-taking technologies. Interpreting types, classified based on the technology dominantly used in the interpreting process, helps the assessors indicate which technology fits what interpreting types.
Those Good Guys who Turn Bad and Stronger Have a Morphological Marker on Their Names? Purnomo, SF. Luthfie Arguby; Gunawan, Fahmi; Kusciati, Karunia Purna; Untari, Lilik; Syafriza, Haydar Malik; Surya, Adjit Panji; Saputra, Mar'i Muhammad Bima
Celt: A Journal of Culture, English Language Teaching & Literature Vol 22, No 2: December 2022, Nationally Accredited
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/celt.v22i2.4863

Abstract

It has been a formula in films, comics, animations, and games to narrate a protagonist who turns into an antagonist to offer an alternate narrative to enjoy. This good-to-evil and weak-to-strong transformation is followed by changes in the names of the characters. We argue that the name changes are marked by what we called as umbralatives, an augmentative marker to indicate that a character has undergone a nuance shift from light to dark and an increase in power. This study attempts to address this phenomenon by proving the existence of umbralatives, their typology, and functions. Applying Zwicky and Pullum’s expressive morphology, Dressler and Barbaresi’s morphopragmatics, and Reinhart’s gestalt perception of narrative texts, we attempt to prove the existence of umbralatives. Implementing Spradleyan analysis on a corpus of characters from seventy one titles of animations, comics, films, and games, it was revealed that umbralatives are classified into colorative, stative, referentive, inventive, and elliptive. These five umbralatives function as a narrative marker in animations, comics, and films and a ludic marker in games. This study discloses a new field of study on morphology with special emphasis over the combination of morphopragmatics and onomastics – umbralatives. The results of the study might also disclose further investigations over good-to-evil narratives which we call umbral narratives.
Can We Call the Speech Acts of Heroes who Bounce Back from Defeat Ultimatives? SF Luthfie Arguby Purnomo
Journal of Language and Literature Vol 24, No 2 (2024): October
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/joll.v24i2.9017

Abstract

In animated films and video games, there is always a scene where the heroes bounce back from defeat and charge the villains with a final strike. I argue that this particular scene has a specific speech act – ultimative. To prove this claim, I employed apostrophe as a dramatic device by Wagener (1931), speech act markers by Zeevat (2003), speech act formula by Pawley (2009), and invocation by Frankfurter (2019) on twenty titles of animated films and video games to indicate the presence of ultimatives. The findings indicate that ultimatives have distinctive traits. Speech act markers of sudden changes of speech and narratives, pathic speech act markers, and speech act markers of invocation construct them. The combination of these three elements constructs the speech act of ultimatives. I also found that ultimatives in animated films and video games have different functions due to different characteristics and features of the media. In animated films, ultimatives function as a narrative marker indicating that ultimatives signify the plot progression and rationalization. In video games, ultimatives function not only as a narrative marker but also as mechanical marker. Functioning as a mechanical marker indicates that ultimatives require the players to perform certain mechanical interactions through button configuration to bounce back from possible game over. Narrative designers of both animated films and video games could employ the results of this study as a consideration in designing dramatic battle scenes that contain apostrophes to evoke narrative engagement from the audiences and gamers.
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 | 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 
The Implementation of Safe Learning Environments in Early Childhood Education Syamsiyati, Rosida Nur; Makruf, Imam; Purnomo, SF Luthfie Arguby
Buana Gender: Jurnal Studi Gender dan Anak Vol. 10 No. 1 (2025)
Publisher : Universitas Islam Negeri Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/bg.v10i2.11642

Abstract

A safe learning environment in early childhood education is an important aspect in supporting children's optimal development. This research was conducted to find out and analyze how early childhood education institutions have implemented a safe learning environment. This research used a qualitative approach with a case study method conducted from August to November 2024. The subject of this research is the class teacher, while the informants are the principal, accompanying teachers, and parents of MTA Bulu Kindergarten. The data collection methods used were observation, interview, and documentation. The validity of the research data, researchers used method and source triangulation techniques. The results showed that MTA Bulu Kindergarten has implemented several programs to create a safe learning environment. Some of the strategies that have been carried out include ensuring the safety of child-friendly buildings, compiling SOPs, making class agreements, implementing positive discipline, conducting regular safety talks and emergency drill activities, ensuring the availability of first aid facilities, implementing anti-violence policies, conducting bullying assessments, involving parents and related stakeholders, and forming violence prevention and handling teams.
Cover it up! Visual euphemisation strategies for transforming non-religious songs into Islamic songs in music videos Pratama, Ikke Dewi; Purnomo, SF Luthfie Arguby; Rohmatika, Arina; Hutami, Nestiani
Studies in English Language and Education Vol 11, No 2 (2024)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/siele.v11i2.30188

Abstract

In Indonesia, covering songs with an Islamic theme has become a trend that is gaining more and more popularity. Several content creators have recently covered non-religious songs by changing the lyrics to ones loaded with Islamic teachings. As the cover songs are uploaded on YouTube, inevitably, there are versions of cover music videos in which some elements of the original music videos are euphemized to fulfill the purpose of religious wisdom. This study not only attempts to examine the visual elements euphemized in the cover music videos but also the visual euphemization strategies employed by the content creators. The data were gathered from YouTube in the form of twelve original music videos and their covers. Furthermore, a localization approach, the theory of euphemism, and para-adaptation were employed to analyze the data. The results of the study revealed that four visual elements were euphemized in these cover songs: the properties, costumes, locations, and interactions among the singers or models. Delving deeper into this, the researchers proposed four visual euphemization strategies, including peripheralization (euphemization of the properties), vestimentarization (euphemization of the costumes), locationalization (euphemization of the locations), and interactionalization (euphemization of the interactions). These findings interestingly highlight that there is a common visual euphemization strategy used by content creators when covering music videos of non-religious songs into Islamic songs. Thus, the findings suggest that content creators may apply the four proposed strategies to create acceptable cover music videos to spread Islamic teachings.
Clickbait and translation: Proposing a typology of online news headline transcreation strategies Untari, Lilik; Purnomo, SF. Luthfie Arguby; Purnama, SF. Lukfianka Sanjaya; Giyoto, Giyoto
Studies in English Language and Education Vol 10, No 3 (2023)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/siele.v10i3.29141

Abstract

Clickbait has been widely studied within the online news headline context; however, it is still understudied under the umbrella of transcreation. By employing the theory of transcreation by Gaballo (2012) and news headline tabloidization/clickbaiting presentation by Reinemann et al. (2012) on a corpus of online news headlines in a qualitative research design, we argued that news headline is transcreated for a clickbaiting purpose through the use particular linguistic features as the strategies. Those linguistic features are bombasting, referencing, and bamboozling. The first refers to the use of high-sounding or hyperbolic expressions, the second to popular references, and the last to multi-interpretable expressions. Each of the three transcreation strategies has what we call the degree of transferability. Through the degree of transferability, whether or not a translated online news headline might fall into the category of translation, transcreation, or in between could be revealed. The degrees of transferability might also reveal how bombasting, referencing, and bamboozling influence the categorization. The findings of the study could be employed as a guideline for news translation scholars and practitioners in reviewing and assessing the translation of online news headlines regarding the tendency of the tabloidization use in the clickbait context. Future studies could address the issues of the identities of news sites, news sites, and news readers as a parameter in assessing the quality of news headline translation or transcreation.