Harris Hermansyah Setiajid
Universitas Sanata Dharma Yogyakarta

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Local Voices in Creative Writing Harris Hermansyah Setiajid
International Conference on Education and Language (ICEL) Vol 1 (2014): 2nd ICEL 2014
Publisher : Bandar Lampung University (UBL)

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Abstract

Creative writing is now on the centre stage in the world literary discourse. Beside other numerous advantages, the creative writing is also used to put forward the unheard voices hidden in the mainstream literary works. In the recent development, creative writing is also a means to unearth the local voices in order to be put in a world stage, introduced to a larger audience to achieve a better understanding between cultures.Since creative writing is no longer locked in the three literary genres, namely poetry, prose, or drama, the teaching of creative writing in university classrooms needs reorienting. Traditionally, creative writing is taught within a relatively strict prescribed formula. The students have a limited freedom in terms of the format and the content. This paper tries to present the experiment done in a creative writing classroom which applies unorthodox teaching method of creative writing. The result is somewhat beyond expectation, the students are able to write fluently with more diverse issues, covering from political to cultural ones.The method is also able to uncover the local voices which are hidden and sometimes deliberately forgotten.
The Indonesian Subtitles of Qiqi and Bennett Characters’ Utterances in Genshin Impact Game: A Study of Subtitling Strategies Ivan Chandra Nova; Harris Hermansyah Setiajid
English Language and Literature International Conference (ELLiC) Proceedings Vol 5 (2022): Innovative Practices in Language Teaching, Literature, Linguistics, and Translation
Publisher : Universitas Muhammadiyah Semarang

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Abstract

Video game translation is a complex process that uses many aspects from other types of translation, such as literary translation, subtitling strategy, and audiovisual translation into a dynamic whole. Video game presents as a new medium in translation study. Even though video games translation is a new thing in translation study, the translation practice has been done many times over the past last year.This study will do research on a Game named “Genshin Impact”. The characters were chosen because both of them have different characteristics and behaviour in the game. Moreover, both of these characters come from a different town that has a different culture which leads to differences in their utterances. Therefore, both characters have different kinds of utterances which will be interesting to trace how the subtitlers apply the strategies for each character’s utterances.This research aims at analysing the subtitling strategy employed to translate the Qiqi and Bennett utterances, from English to Indonesian. All utterances of both characters will be analysed in this research. English will be the source language and Indonesian will be the target language as the data for this research. There are many strategies found which are used to translate both characters’ utterances, such as condensation, imitation, and transfer. It is expected that the research will find a result which might contribute to the game subtitlers.
The Translation Procedure Two English Translated Song Versions: A Case Study on Japanese Song “Ano Yume Wo Nazotte” by Yoasobi Vincensius Radhitya Trisnabudi; Harris Hermansyah Setiajid
English Language and Literature International Conference (ELLiC) Proceedings Vol 5 (2022): Innovative Practices in Language Teaching, Literature, Linguistics, and Translation
Publisher : Universitas Muhammadiyah Semarang

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Abstract

Translation is one of the media to provide understanding to other language users. One of the media often translated is a song. Song is a medium that is not limited by distance and language. Some of the songs have been translated into several languages. In translating the song, there are two possible versions of the translation. The first is a direct translation, that is, a translation meant to find out the meaning of the song from the source language (SL) to the target language (TL). The second is a translated version which can be performed for commercial purposes. Both have different procedures in translation. It is, therefore, challenging to examine the translation procedures applied to see the differences in how both versions are rendered. In this research, the object of the study is the Japanese song “Ano Yume wo Nazotte” by Yoasobi. This song has two English-translated versions. The first is a literal or direct translation and a translation specifically for singing. Vinay & Darbelnet’s SCFA translation procedures are applied in this research to reveal the procedures in these two versions of the translation. This research found that in the direct translation of the song, the procedure that is commonly used is transposition. As the sentence structures between the Japanese language and English are different, the use of transposition becomes dominant. Meanwhile, the translation created specifically for singing also has transposition as the dominant procedure, but this version also widely uses the inversion procedure to maintain the natural aspect of the TL. From this research, we can see that the transposition procedure is the most appropriate procedure for translating a text with different structures in their SL and TL, and if the purpose of translation is to maintain its sing ability, the procedure applied is inversion.