Ditemukan 3 dokumen yang sesuai dengan query
Dendi Pratama; Winny Gunarti W.W.; Taufiq Akbar
"Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters. The developer community of Visual Novel (VN) Project Indonesia indicated a limited local game developer that produces Visual Novel of Indonesia. In addition, Indonesian Visual Novel production was also more influenced by the style of anime or manga from Japan. Actually, Visual Novel is part of the potential of creative industries products. The study is to formulate the problem, how to understand Visual Novel as artwork of visual communication design, especially among students? This research is a case study conducted on visual communication design student at the University Indraprasta PGRI Jakarta. The results showed low levels of knowledge, understanding, and experience of the Visual Novel game, which is below 50%. Qualitative and quantitative methods combined with structural semiotic approach is used to describe the elements of the design and the signs structure at the Visual Novel. This research can be a scientific reference for further introduce and encourage an understanding of Visual Novel as artwork of Visual Communication Design. In addition, the results may add to the knowledge of society, and encourage the development of Visual Novel artwork that reflect the culture of Indonesia."
Denpasar: Pusat Penerbitan LPPM Institut Seni Indonesia Denpasar, 2017
300 MUDRA 32:3 (2017)
Artikel Jurnal Universitas Indonesia Library
Farell Navarro Rustantara
"Penelitian ini membahas makna metafora yang terdapat dalam lirik lagu pada Extended Play “月 姫 –A piece of blue glass moon—" oleh Reona. Dengan menggunakan metode analisis metafora Knowles dan Moon, penelitian ini mengkaji dua puluh tujuh metafora dari sumber data lagu yang memiliki judul 生命線 (Seimeisen), ジュブナイル (Juvenile), dan Believer. Tujuan dari penelitian ini adalah untuk mencari tahu makna dan jenis-jenis metafora yang terdapat dalam lagu-lagu tersebut. Hasil penelitian ini menunjukkan bahwa dari semua metafora yang telah dianalisis menggunakan teori metafora Knowles dan Moon, jenis metafora yang paling sering digunakan adalah jenis metafora kreatif. Makna metafora yang terdapat di dalam lagu ini lebih mudah dipahami dengan menggunakan konteks Visual novel ‘Tsukihime –A piece of blue glass moon-“ karena banyaknya metafora kreatif yang terdapat dalam lagu-lagu tersebut.
This study discusses the metaphorical meaning contained in the song lyrics in the Extended Play “月姫 –A piece of blue glass moon-“ by Reona. By using Knowles and Moon's metaphor analysis method, this study examines twenty seven metaphors from the data source of songs that have the titles 生命線 (Seimeisen), ジュブナイル (Juvenile), and Believer. The purpose of this study is to find out the meaning and types of metaphors contained in the songs. The results of this study indicate that of all the metaphors that have been analyzed using Knowles and Moon's metaphor theory, creative metaphors are the most frequently used type of metaphor. The meaning of the metaphors contained in this song is easier to understand using the context of the Visual novel 'Tsukihime –A piece of blue glass moon-“ because there are many creative metaphors contained in these songs."
2023
TA-pdf
UI - Tugas Akhir Universitas Indonesia Library
Lupita Parameswari
"Penelitian ini berfokus pada penyesuaian budaya yang terjadi dalam penerjemahan gim novel visual Jepang yang berjudul 9-nine-Kokonotsu Kokonoka Kokonoiro. Gim ini dibuat dan dikembangkan oleh Palette dan diterjemahkan ke dalam bahasa Indonesia oleh grup penerjemah penggemar Hero Soft. Penelitian ini menganalisis prosedur penerjemahan yang diterapkan oleh penerjemah berdasarkan prosedur penerjemahan gim oleh O’Hara dan Mangiron (2006) serta prosedur penerjemahan yang telah dirangkum dan dikembangkan oleh Dewi dan Wijaya (2021) dan mengkaji penyesuaian budaya yang terjadi dalam proses penerjemahan teks sumber (TSu). Penelitian ini menggunakan metode kualitatif deskriptif. Penelitian ini dilakukan dengan mengidentifikasi prosedur penerjemahan yang digunakan oleh penerjemah penggemar untuk menghadapi istilah budaya dalam gim novel visual dan mengkaji hubungan antara prosedur yang diterapkan dengan penyesuaian budaya yang terjadi. Berdasarkan berbagai prosedur penerjemahan dan jenis penyesuaian budaya yang ditemukan, peneliti mengambil kesimpulan bahwa ideologi yang diterapkan oleh penerjemah penggemar adalah domestikasi karena terlihat bahwa tujuan penerjemahan adalah mendekatkan gim kepada pemain sebagai audiens melalui penyesuaian banyak unsur budaya sumber dengan unsur budaya yang lebih dikenal dalam bahasa sasaran (BSa).
This study focuses on the cultural adjustment that occurs in the translation of the Japanese visual novel game 9-nine-Kokonotsu Kokonoka Kokonoiro. The game was created and developed by Palette and translated into Indonesian by Hero Soft, a group consisted of fan translators. This study analyzes the translation procedures applied by translators based on game translation strategies as proposed by O'Hara and Mangiron (2006) as well as translation procedures developed by Dewi and Wijaya (2021), and examines the cultural adjustments that occur in the translation process. This study uses a descriptive qualitative method. This research was conducted by identifying the translation procedures applied by fan translators when dealing with cultural terms in the game, as well as examining the relationship between the procedures applied and the cultural adjustments that occurred. Based on the variety of translation procedures and the types of cultural adjustments found, the researcher concludes that the ideology applied by fan translators is domestication because it appears that the translation’s purpose is to bring the game closer to the audience (i.e. the players) by adapting many source culture elements to more familiar source language (SL) cultural elements."
2022
TA-pdf
UI - Tugas Akhir Universitas Indonesia Library