This research aims to identify the types of taboo words, to identify the functions of taboo, and to observe the subtitling strategy in the translation of taboo words in Indonesian subtitles in Sex Education Season 2 TV Series. The source of data in this research is the dialogue that contained taboo words in the English subtitle and the Indonesian subtitle script in the Sex Education TV Series season 2. The researcher uses the descriptive qualitative method. The first result of this study show there were 201 data can be classified as types of taboo words where the highest type is sexual activity 70 data (35%), and the lowest type is lavatory 38 data (19%). The second result shows the 201 data can be categorized as a function of taboo words where the highest type is surprise 60 data (30%), and the lowest type is joking 15 data (8%). The most common use of sexual activity taboo words is to express anger and/or frustration. Furthermore, the lavatory is commonly used to express surprise as well as to identify the descriptive-evaluative function. Furthermore, the author discovered 5 of 10 subtitling strategies in this study, which included expansion, paraphrasing, transfer, condensation, and deletion. The transfer strategy is the most frequently used in translated taboo words, while expansion is the least frequently used.
This research aims to identify the types of directives illocutionary acts by Searle and perlocutionary acts by Austin, that occurred in the novel The Girl who Fell Beneath the Sea by Axie Oh. The data for this research were obtained using a descriptive-qualitative method. The data of this study are taken from 291 utterances that featured directives illocutionary acts. The result of this research showed seven out of eleven types of directives illocutionary acts were found; asking (184), begging (11), commanding (8), demanding (29), ordering (36), requesting (8), and warning (15). Furthermore, the researcher also found that after receiving directives illocutionary acts from the speaker, there were successful and unsuccessful perlocutionary acts from the interlocutor.
Untuk dapat meningkatkan kepuasaan Pelanggan,perusahaan dituntut untuk memiliki strategi yang tepat agar dapat membangun hubungan yang baik dengan pelanggan nya. Kualitas produk, Persepsi harga dan suasana toko dapat menjadi faktor bagi perusahaan untuk meningkatkan kepuasaan pelanggan dan minat beli ulang. Penelitian ini bertujuan untuk mengetahui apakah Kualitas Produk, Persepsi Harga, dan Suasana Toko berpengaruh secara parsial dan simultan terhadap Minat Beli Ulang. Populasi dalam penelitian ini adalah konsumen yang pernah membeli kopi nako di kota Bogor dengan jumlah sampel sebanyak 260 orang. Metode sampling yang digunakan adalah metode non probability sampling dengan tipe purposive sampling. Metode analisis data meggunakan regresi linear berganda untuk mengetahui pengaruh Kualitas Produk, Persepsi Harga, dan Suasana Toko terhadap Minat Beli Ulang. Pengujian data dilakukan dengan menggunakan Software SPSS 20. Hasil dari penelitian ini adalah sebagai berikut: (1) Kualitas Produk secara parsial berpengaruh terhadap Minat Beli Ulang dengan nilai t hitung lebih besar dari t tabel (2,473 > 1,65). (2) Persepsi Harga secara parsial tidak berpengaruh terhadap Minat Beli Ulang dengan nilai t hitung lebih kecil dari t tabel (0,826 < 1,65). (3) Suasana Toko secara parsial berpengaruh terhadap Minat Beli Ulang degan nilai t hitung lebih besar dari t tabel (12,183 > 1,65). (4) Kualitas Produk, Persepsi Harga, dan Suasana Toko secara simultan berpengaruh positif dan signifikan terhadap Minat Beli Ulang dengan nilai F hitung lebih besar dari F tabel (165,833 > 2,64) dan nilai signifikansi sebesar 0.000. (5) Ketiga variabel independen (Kualitas Produk, Persepsi Harga, dan Suasana Toko) mampu menjelaskan variasi pada variabel dependen (Minat Beli Ulang) sebesar 66%, sedangkan 34% Minat Beli Ulang dipengaruhi oleh variabel independen lainnya. KataKunci: Kualitas Produk, Persepsi Harga, Suasana Toko, dan Minat Beli Ulang
Perkembangan dunia usaha ini telah diwarnai dengan berbagai persaingan di segala bidang. Pariwisata menjadi salah satu usaha yang sangat berkembang pesat di saat ini, dimana pariwisata telah tumbuh menjadi sebuah industri yang sangat menguntungkan dan memiliki prospek yang sangat baik seakan-akan telah menjadi kebutuhan pokok manusiawi. JungleLand merupakan tempat rekreasi, hiburan, dan edutainment yang sangat tepat bagi keluarga dan bisa dinikmati oleh segala usia. Jungleland Adventure Theme Park didesain di kawasan pegunungan yang sejuk dengan udara yang bersih dan sehat, sehingga suasananya sangat nyaman untuk berwisata.Dengan semua wahana yang baru, spektakuler, dan Science Centre terbesar di Indonesia. Tujuan dari penelitian ini adalah (1) Untuk mengetahui dan menganalisis pengaruh Experiential Marketing dan Fasilitas secara bersama-sama terhadap Minat Kunjungan Ulang (2) Untuk mengetahui dan menganalisis pengaruh Experiential Marketing terhadap Minat Kunjungan Ulang, (3) Untuk mengetahui dan menganalisis pengaruh Fasilitas terhadap Minat Kunjungan Ulang. Jumlah responden dalam penelitian ini berjumlah 100 responden yang diambil dari Masyarakat Kota Bogor. Data penelitian diolah menggunakan SPSS. Hasil dari penelitian ini adalah sebagai berikut: (1) Experiential Marketing dan Fasilitas berpengaruh positif dan signifikan terhadap Minat Kunjungan Ulang pada Jungleland Advanture Theme Park dengan nilai F hitung sebesar 29,811 dan lebih besar dibandingkan dari F tabel sebesar 2,70 dan memiliki nilai signifikansi sebesar 0,000. (2) Experiential Marketing berpengaruh positif dan signifikan terhadap Minat Kunjungan Ulang pada Jungleland Advanture Theme Park dengan nilai koefisien regresi sebesar 0,054 dan memiliki nilai signifikan sebesar 0,594. (3) Fasilitas berpengaruh positif dan signifikan terhadap Minat Kunjungan Ulang pada Jungleland Advanture Theme Park dengan nilai koefisien regresi sebesar 0,440 dan memiliki nilai signifikan sebesar 0,000. KataKunci: Experiential Marketing, Fasilitas dan Minat Kunjungan Ulang.
The era of modernization is now increasingly demanding people to adapt to all forms of technology, one of which is a businessman. Many business people are competing to use the internet to promote their business. This study discusses the use of the TIX ID application which also presents the digital world in ordering cinema tickets online. The purpose of this study was to determine: 1) the effect of the completeness of the application features on the purchase decision of cinema tickets on the TIX ID application in the city of Bogor, 2) the effect of ease of transaction on the decision to purchase a cinema ticket on the TIX ID application in the city of Bogor, 3) the effect of price discounts on the purchase decision of cinema tickets on the TIX ID application in the city of Bogor, 4) the effect of the completeness of the application features, ease of transactions, and price discounts affect the purchase decision. This study uses independent variables (completeness of application features, ease of transaction, and discounted prices) and the dependent variable (purchase decision). The method used in this research is a quantitative approach. With a total of 215 respondents selected were TIX ID application users in the city of Bogor. To analyze and process data, this study uses LISREL version 8.80 and SPSS version 23. Based on the research, it can be concluded that; 1) completeness of the application features has a positive and significant effect on purchasing decisions by 31% with the acquisition of t-count 4.42, 2) ease of transaction has a positive and significant effect on purchasing decisions by 32% with the acquisition of t-count 4.75, 3) the price discount has a positive effect and significant to the purchase decision of 45% with the acquisition of t-count 2.82, 4) the completeness of the application features, ease of transaction, and discounted prices simultaneously influence the purchase decision of 89%. Keywords: Completeness of Application Features, Ease of Transaction, Discounted Prices, Purchasing Decision
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