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Game Review PAMALI: INDONESIAN FOLKLORE HORROR Storytale Studios, Point-And-Click Horror, ID 2018
Kathrin Trattner Game Review PAMALI: INDONESIAN FOLKLORE HORROR StoryTale Studios, Point-and-Click Horror, ID 2018 In indie and mainstream popular culture alike, Asian horror has been gaining world- wide recognition for quite some time. The most widely known digital cultural goods are produced in Japan and South Korea. However, as a Google search demon- strates, the global popularity of Indonesian horror narratives has also seen a sharp increase despite their being less broadly disseminated. For example, the number of Indonesian horror titles on Netflix is striking. Interestingly, the majority of those sto- ries draw on and incorporate the country’s rich folk traditions. Thus, tradition in its plural meaning is absolutely key here: with its diverse ethnic groups, languages, and religious traditions, Indonesia is anything but culturally homogenous. This cultural plurality is often depicted in Indonesian horror tales just as they are deeply embed- ded in Indonesian everyday life and its practices. In fact, the remarkable proximity of horror and the seemingly mundane is the basic premise of Pamali, an Indonesian folklore horror game. The first-person point-and-click horror game was (and is still being) developed by StoryTale Studios, a small indie studio based in Bandung, Indo- nesia.1 As Mira Wardhaningsih, co-creator of Pamali, explains in an interview, one of the intentions in creating the game was to introduce international audiences to a distinctively Indonesian approach to horror. As she elaborates: We believe that every culture has a different perception towards horror. […] In Indonesia, it’s not a big, catastrophic, one-time phenomenon that is terrifying; it is something else, something closer. -
Memahami Indonesia Melalui Sastra Buku 7: Indonesia Daiam Centa Rakyat Kementerian Pendidikan Dan Kebudayaan Republik Indonesia
e REPUBL ESA Sen Bahan D p ama Kebahasaan Pendu ng Pem _ laJaran Bahasa Indonesia bagl Penutur Asmg BIPA) Memahami Indonesia Melalui Sastra Buku 7: Indonesia daiam Centa Rakyat Kementerian Pendidikan dan Kebudayaan Republik Indonesia Seri Bahan Diplomasi Kebahasaan Pendukung Pembelajaran Bahasa Indonesia bagi Penutur Asing (BIPA) SAHABATKU INDONESIA Memahami Indonesia Melalui Sastra Buku 7: Indonesia dalam Cerita Rakyat Badan Pengembangan dan Pembinaan Bahasa 2018 Seri Bahan Diplomasi Kebahasaan Pendukung Pembelajaran Bahasa Indonesia bagi Penutur Asing (BIPA) Sahabatku Indonesia Memahami Indonesia Melalui Sastra Buku 7; Indonesia dalam Cerita Rakyat Pengarah Penyuntmg Dadang Sunendar Eri Setyowati Emma L.M. Nababan Penanggung Jav/ab Emi Emilia Redaksi Andi Maytendri Matutu Penyelia Larasati Deny Setiawan Apip R. Sudradjat Penyusun Naskah Desain dan Ilustrasi Sampul Maman S. Mahayana Evelyn Ghozalli Dewi Mindasari Penelaah Suminto A. Sayuti Ilustrasi Isi Dendy Sugono Noviyanti Wijaya Hak Cipta © 2018 Dilindungi Undang-Undang Badan Pengembangan dan Pembinaan Bahasa Kementerian Pendidikan dan Kebudayaan Republik Indonesia Katalog dalam Terbitan PB 899.218 4 Mahayana, Maman 8. MAH Sahabatku Indonesia: Memahami Indonesia melalui Sastra. Buku 7: s Indonesia dalam Cerita Rakyat/ Maman S. Mahayana; Eri Setyowati,Emma L.M. Nababan (penyunting). Jakarta: Badan Pengembangan dan Pembinaan Bahasa, Kementerian Pendidikan dan Kebudayaan,2018.7 jil.; 21 cm. ISBN 978-602-437-572-0 (jil.7) KESUSASTRAAN INDONESIA - KEMAMPUAN SASTRA KESUSASTRAAN INDONESIA -
Reappropiation and Contestation of Post-Colonial Space in Rizal
Proceeding of the 6th International Conference on Arts and Humanities, Vol. 6, 2019, pp. 1-7 Copyright © 2019 TIIKM ISSN 2357 – 2744 online DOI: https://doi.org/10.17501/23572744.2019.6101 Reappropriation and Contestation of Post-Colonial Space in Rizal Mantovani’s Kuntilanak Anton Sutandio Maranatha Christian University, Indonesia Abstract: This paper examines a contemporary Indonesian horror film titled Kuntilanak (2006) in the light of how the film attempts to reappropriate and contest the post-colonial space as an arena of decolonization. The post-colonial space here refers to historical buildings of the Dutch colonial legacy that can be found all over Indonesia, especially Java island. Those unfixed and fluid spaces have been re-appropriated, reconstructed, reproduced, negotiated, neglected, and destroyed during the post-colonial period as ongoing attempts to (re)define national identity. The analysis will focus on a single building that serves as the film set which possesses the characteristic of colonial architecture that represents the former Dutch colonial power. Horror genre is chosen as it is considered the most appropriate genre to talk about the past in the present and how they are related to each other, as allegorized by the old building and the monster in the film. The analysis focuses on several aspects of film studies that include mise-en-scene, the narrative, and the film stars which are later related to the politics of space and post-colonial theory. The findings show that there are intertwined modern and local values that the film offers which lead to hybrid identity. Keywords: post-colonial space, reappropriation, contestation, decolonization Introduction "The past is never dead. -
Malaysian Child Rearing Practices and Its Relationship to Realth
Malaysian Child Rearing Practices and Its Relationship to Realth by Wazir-Jahan Karim A Research Project Funded by the International Developmsnt Research Centre 1981 RC FÉB2].1983 IDRC ; rrz^i 3 - p-- 79_ o cc 58- Acknowledgaments I vould like to express my appreciation and gratitude to thé International Development Research Centre for agreeing to fund this research project in 1978. Z also wish to thank UNICEF for providing me with financial assistance for the section of the research on traditional médical practitioners and village medicines conducted I' in Yen, Kedah. The assistance and co-operation of the Ministry of Realth has been a major factor in ensuring the emooth implémentation of the research in Seberang Prai and I would specifically like to thank Dr. Chee Chin Seang, the Deputy Director of Health in Penang, Sister Kvan, Dr. Raj Karim from the Maternai and Child Health Division in the Ministry and other médical and nursing personnel in Seberang Prai for providing me with continuous assistance during the period of my fieldwork. I would also litre to thank the management of Malakoff Estate at Thsek Glugor, in particular the Manager, Mr. Jones and Mr. Shankar for allowing me to conduct my research on the estate and also for assistance provided when the census survey was conducted. My sincereat thanks also to the KEMAS teacher at Junjong, Rokiah Ahmad and the teachers at the Malakoff Estate pre- school, for help rendered to my research assistants, Muniamah Kandasamy, Tengku Zainah and Susan Oorijitham, during the intensive field work period. Ficnaliy, I can quite confidentiy say that this research would not have been possible without the commitment and enthusiasm of my research assistants and the keen interest of e nutritionist from Minnesota University, Misa Mary-Pat Selvaggio, to conduct a The study has taken approximately two and e half years to be completed between its period of inception in mid 1978 to ite period of completion in November 1981. -
Bahasa Dalam Ritual Pengobatan Tradisional Kebudayaan Suku Talang Mamak Kecamatan Rengat Kabupaten Indragiri Hulu Provinsi Riau Kajian : Antropolinguistik
BAHASA DALAM RITUAL PENGOBATAN TRADISIONAL KEBUDAYAAN SUKU TALANG MAMAK KECAMATAN RENGAT KABUPATEN INDRAGIRI HULU PROVINSI RIAU KAJIAN : ANTROPOLINGUISTIK SKRIPSI RATU ENDAH FITRAH NIM : 150701070 PROGRAM STUDI BAHASA DAN SASTRA INDONESIA FAKULTAS ILMU BUDAYA UNIVERSITAS SUMATERA UTARA MEDAN 2019 i UNIVERSITAS SUMATERA UTARA ii UNIVERSITAS SUMATERA UTARA ABSTRAK Penelitian ini dilaksanakan di Kecamatan Rengat, Kabupaten Indragiri Hulu, Provinsi Riau yang dikenal masih sangat melekaty dengan kebudayaan khusus Suku Talang Mamak. Hal itu ditunjukkan dengan masih adanya mantra-mantra yang digunakan dalam kehidupan untuyk tujuan tertentu yang menunjukan bahwa kehidupan meraka masih perpegang pada Tuhan dan alam atas kepercayaan terhadap makhluk gaib. Sesuai dengan judul penelitian ini, masalah yang dikaji dalam penelitian ini meliputi (1) nilai budaya yang terdapat pada mantra pengobatan gtradisonal dalam kebudayaan Suku Talang Mamak (2) makna yang terdapat dalam bahasa mantra pengobatan tradisional pada kebudayaan Suku Talang Mamak. Metode penelitian yang digunakan adalah metode penelitian deskriptif kualitatif yang dimaksudkan untuk memperoleh data dengan mengamati orang dalam lingkungan hidupnya, berinteraksi dengan mereka, berusaha memahami bahasa dan tafsiran mereka tentang dunia sekitarnya. Teknik pengumpulan data yang digunakan dalam penelitian ini, yaitu observasi partisipan, dan wawancara mendalam. Teknik analisis data dimulai dengan mengumpulkan data, melakukan traskripsi diikuti dengan terjemahan bebas, melakukan analisis berdasarkan -
Cerita Rakyat Minangkabau (2001).Pdf
- C 1£ X t a Dongeng J naka, Dongeng Berisi Nasihat, s . rta Dongeng Berisi Pendidikan Moral dan Budaya <3 e i: i t a C Dongeng Jenaka, Dongeng Berisi Nasihat, serta Dongeng Berisi Pendidikan Moral dan Budaya f- r-fS'r l> is t A".-is-iAd PUSAT BAHASA DEPAaTESSSN PEND'iOtKAN flASlOML 00003121 Pusat Bahasa Departemen Pendidikan Nasional Katalog dalam Terbitan(KDT) 899.233 1 DJA Djamaris, Edwar Sastra Rakyat Minangkabau: Dongeng Jenaka, Dongeng Berisi Nasihat, serta Dongeng Berisi Pendidikan Moral dan Budaya/Edwar Djamaris.-Jakarta: Pusat Bahasa, 2001 192; 21 cm Daftar Pustaka; him. 181 ISBN 979 685 170 9 1. Kesusastraan Minangkabau 2. Dongeng 3. Cerita Rakyat Minangkabau PERPUSl Klasifikasi (>fi> Tgt. .A '^53 .12Z ( 1 lak Cipta^Dilindung 5!dh Isi buku ini, baik sebagian maupun seluruhnya, dilarang diperbanyak dalam bentuk apa pun tanpa izin tertulis dari penerbit, kecuali dalam hal pengutipan untuk keperluan penulisan artikel atau karangan ilmiah Penyunting Penyelia: Alma Evita Almanar Penyunting: Junaiyah H.M. dan Farida Dahlan Penata Rupa Sampul: Ramlan Permana Diterbitkan pertama kali oleh Bagian Proyek Pembinaan Buku Sastra Indonesia dan Daerah-Jakarta Pusat Bahasa, Departemen Pendidikan Nasional, 2001 KATA PENGANTAR KEPALA PUSAT BAHASA Salah satu upaya pencerdasan kehidupan bangsa adalah pening- katan minat baca masyarakat Indonesia. Peningkatan minat baca ha ms ditunjang dengan penyediaan bacaan bermutu yang dapat mem- periuas wawasan dan pengetahuan para pembacanya. Keperluan buku bermutu akan tinggi bagi masyarakat yang tingkat keberaksaraan dan minat bacanya sudah tinggi. Untuk itu, perlu diupayakan ketersediaan buku dan jenis bacaan lain yang cukup. Bagi masyarakat yang tingkat keberaksaraannya rendah perlu diupayakan bacaan yang dapat me- nimbulkan rangsangan peningkatan minat bacanya agar tidak terting- gal dari kemajuan kelompok masyarakat lainnya. -
A Hyperreality Study on the Game Pamali: the White Lady (2018) Dessy Dwi Annisa Setyawati*,Trie Hartiti Retnowati, Warid Moga Nugraha
Advances in Social Science, Education and Humanities Research, volume 552 Proceedings of the 4th International Conference on Arts and Arts Education (ICAAE 2020) A Hyperreality Study on the Game Pamali: The White Lady (2018) Dessy Dwi Annisa Setyawati*,Trie Hartiti Retnowati, Warid Moga Nugraha Faculty of Languages and Arts, Yogyakarta State University, Yogyakarta, Indonesia *Corresponding Author. Email: [email protected] ABSTRACT Due to the current development of technology, video game can actively construct imaginative ideas beyond reality through impressions of signs and images. The media digitalization process supports the simulation process directed toward forms of hyperreality for game aficionados, including the game Pamali: The White Lady (2018), which is a horror simulation game which combines myths and taboos (pamali) in Indonesia. The game is centered around the main character Jaka who experiences various mythical experiences and meets supernatural creatures, including his dead sister who has turned into the ghost kuntilanak when he visits his childhood home to sell it. The combination between myths, taboos, and video game becomes very interesting to study. The current research employs the cultural study method using Jean Bauldrillard’s hyperreality theory. The sign analysis in the game Pamali: The White Lady (2018) challenges the boundaries between reality and nonreality through the Unreal Engine 4 advanced technology, which allows the user to manipulate space, time, and character in the game. The game presents reality in the form of supernatural experience by allowing the user to see and feel the presence of the spirits, which most people may not have access to in reality. Through this game, anyone can experience the horror as real as possible in the hyperreality world. -
BAB II. LANDASAN TEORI II.1 Pengertian Folklor Folklore Atau
BAB II. LANDASAN TEORI II.1 Pengertian Folklor Folklore atau dalam bahasa Indonesia biasa disebut dengan istilah folklor, merupakan cabang ilmu pengetahuan yang mengulas serta membahas mengenai kebudayaan. Folklor terdiri dari dua suku kata yaitu folk dan lore. Dundes menjelaskan (dalam Danandjaja, 1997) folk adalah sekumpulan manusia dengan ciri-ciri fisik, budaya serta sosial yang sama sehingga dapat kenali dari kelompok yang lain. Ciri-ciri pengenalan fisik yang disebutkan dapat berupa bahasa, mata pencaharian, warna kulit, bahasa atau logat, dan kepercayaan. Menurut Wulandari (2017) Pengertian suku adalah suatu kelompok manusia yang dapat mengenali dirinya dengan seksama berdasarkan garis keturunan dari para nenek moyangnya yang dianggap sama dan memiliki ciri khas seperti bangsa, bahasa, perilaku dan agama. Maka dari itu dapat disimpulkan bahwa folk dapat diartikan sebagai sebuah suku atau ras. Sedangkan pengertian dari lore adalah adat ataupun pengetahuan dari nenek moyang yang diwariskan secara turun temurun baik itu secara lisan (verbal), tingkah laku (non verbal) atau melalui bukti- bukti fisik yang ada seperti barang-barang peninggalan dari zaman dulu. Dari penjelasan diatas, folklor dapat diartikan sebagai sekelompok orang (suku) yang mempunyai tradisi yang diakui oleh bersama serta diwariskan ke setiap generasinya. Sehingga suatu folklor akan tetap ada walaupun perkembangan zaman terus berkembang. Menurut Brunvard (Danandjaja, 1997, h.21) folklor dikategorikan menjadi tiga jenis, yakni : • Folklor lisan (verbal folklore) Misal: dongeng, mite, anekdot, legenda, pantun, syair • Folklor sebagian lisan (partly verbal folklore) Misal: Biasanya dalam bentuk permainan • Folklor bukan lisan (non verbal folklore) Misal: pakaian, makanan dan minuman 6 II.1.1 Folklor Lisan Folklor lisan adalah sebuah tradisi yang disampaikan seutuhnya melalui lisan dari generasi ke generasi selanjutnya. -
Visualisasi Karakter Pocong, Kuntilanak, Dan Tuyul Pada Film Animasi Keluarga Hantu Indonesia
Vol.7, No.1, September-Desember 2019, pp. 1-11 p-ISSN: 2339-0107, e-ISSN: 2339-0115 http://dx.doi.org/10.30998/jurnaldesain.v7i1.5468 VISUALISASI KARAKTER POCONG, KUNTILANAK, DAN TUYUL PADA FILM ANIMASI KELUARGA HANTU INDONESIA Aji Dwi Saputra1), Edo Galasro Limbong2) Program Studi Desain Komunikasi Visual Fakultas Bahasa dan Seni Universitas Indraprasta PGRI Jl. Nangka No. 58. Tanjung Barat, Jakarta Selatan. 12530 Abstrak. Hantu merupakan bagian dari sebuah legenda menurut sebagian masyarakat. Dikatakan sebagai legenda karena berbentuk kisah yang dianggap benar-benar terjadi dan pernah dialami seseorang. Fungsi legenda semacam ini adalah untuk meneguhkan kebenaran ”takhayul” atau kepercayaan masyarakat. Contoh legenda ini yaitu adanya kepercayan terhadap hantu, seperti pocong, kuntilanak, dan tuyul. Bagi orang-orang tertentu, hantu justru dianggap sebagai tantangan hidup (memedi) dan bagi sebagian lain hantu justru akan dapat mendatangkan sebuah keuntungan. Bagi yang takut, jangankan meneliti mendengar saja membuat. Walau begitu, cerita dan wujud hantu bisa menjadi daya tarik dalam dunia hiburan, baik dibuat menjadi film bergenre horor, animasi atau bahkan dibuatkan wahana rumah hantu. Hal ini merupakan kelebihan dari objek hantu jika diangkat menjadi sebuah hasil karya. Dalam penelitian ini, metode yang dilakukan untuk melakukan riset ini menggunakan metode kualitatif dengan teknik pengumpulan data berupa studi literatur dari jurnal dan beberapa website resmi. Adapun tujuan dari penulisan ini, peneliti ingin merancang visual karakter pocong, kuntilanak, dan tuyul pada cerita “Keluarga Hantu Indonesia” yang diambil dari penggambaran mitos hantu yang berkembang di masyarakat. Kata Kunci: Hantu, Animasi, Karakter Abstract. Ghosts are part of a legend according to some people. It is said as a legend because it is in the form of a story that is considered truly happened and has been experienced by someone. -
We Choose What to Fear in Indonesian Horror Cinema
Communicare : Journal of Communication Studies Volume 8 No. 1, June 2019, p 62 - 75 P-ISSN: 2089-5739, E-ISSN: 2502-2091 DOI : https://doi.org/10.37535/101008120215 http://journal.lspr.edu/index.php/communicare We Choose What to Fear in Indonesian Horror Cinema Achmad Ridwan Noer Universitas Indonesia, Jakarta Timur, DKI Jakarta, Indonesia ABSTRACT Horror movies in Indonesian cinemas have seen a recent surge of viewers despite KEYWORDS being associated with exploiting sensualism under the blanket of horror. Meanwhile, horror; the top ten viewed Indonesian horror movies in recent years managed to somewhat movie; acquire the trust of Indonesians to come back to watch more horror movies in their trailer; favourite cinemas. This paper employs the qualitative content analysis method to Indonesia; better grasp what movie trailer elements are employed by the top 10 viewed marketing Indonesian horror movies and see what are the similarities and differences in the elements of horror they present. Ultimately, as the market demands it, a natural selection for the kinds of horrors Indonesians watch is currently on going. Keywords: horror; movie; trailer; indonesia; marketing INTRODUCTION The Indonesian horror movie trailers have been a remarkable tool to seduce the eyes and minds of the population to return to the cinemas. Despite having a rather negative view in the eyes of the usual moviegoers (Downes, 2014), there are ten Indonesian horror movies in 2017 and 2018 which are expected to restore the nation’s thrust in the genre. As a marketing an effective marketing tool, the trailers of these movies played a role to terror millions of people in the theatre. -
Amityville Horror, the 23
A the shape of an awe-inspiring agency of guilt, Abjection the repressed fi gure of maternal authority ELISABETH BRONFEN returns either as an embodiment of the Holy Mary’s sublime femininity or as a monstrous As an adjective, “abject” qualifi es contemptible body of procreation, out to devour us and actions (such as cowardice), wretched emo- transform us into the site for further grotesque tional states (such as grief or poverty), and self- breeding. By drawing attention to the manner abasing attitudes (such as apologies). Derived in which a cultural fear regarding the uncon- from the Latin past participle of abicere, the trollability of feminine reproduction has con- word has come into use within Gothic studies sistently served as a source of horror, abjection primarily to discuss processes by which some- has proven a particularly resonant term for a thing or someone belonging to the domain of study of Gothic culture. the degrading, miserable, or extremely submis- The abject is not to be thought of as a static sive is cast off. Julia Kristeva’s Powers of Horror concept, pertaining to something monstrous (1982) fi rst introduced abjection as a critical or unclean per se. Instead, it speaks to a thresh- term. Picking up on the anthropological study old situation, both horrifying and fascinating. of initiation rites discussed by Mary Douglas in It involves a tripartite process in the course of her book Purity and Danger (1966), Kristeva which forces that threaten stable identities addresses the acts of separation necessary for come again to be contained. For one, abjection setting up and preserving social identity. -
M. Peletz Poisoning, Sorcery and Healing Rituals in Negeri Sembilan
M. Peletz Poisoning, sorcery and healing rituals in Negeri Sembilan In: Bijdragen tot de Taal-, Land- en Volkenkunde 144 (1988), no: 1, Leiden, 132-164 This PDF-file was downloaded from http://www.kitlv-journals.nl Downloaded from Brill.com09/26/2021 12:49:16PM via free access MICHAEL G. PELETZ POISONING, SORCERY, AND HEALING RITUALS IN NEGERI SEMBILAN ' 'AlaVd-din [the Sultan of Malacca from about 1477-1488] died in the prime of life, probably before the age of thirty, and it was soon rumored among his subjects that he had been poisoned. This was the normal assumption in the Malay world when a man died young. The pious might say that an allotted span in the Book of Life had been rubbed out, but the common man tended to be more concerned with the instrument of fate, and in the absence of keris or spear, could only assume poison.' P.Wheatley(1964:151) 'A person entering a Malay home is generally presented with a green cocoa-nut and a little coarse sugar . The young cocoa-nut is opened with the ever ready parang, always in the presence of the person to whom it is offered, to ensure its juice not having been poisoned or charmed.' T. J. Newbold (1839 11:176-177) Spirit cults, shamanism, and traditional midwifery are in sharp decline in Malay communities in Negeri Sembilan and elsewhere in the Malay Peninsula (West Malaysia) due to modernizing developments bolstered by Islamic nationalism and reform.1 Traditional healers (dukun), how- ever, are still in great demand despite long-standing western predictions to the contrary (e.g., Maxwell 1907:306).