User-Centric Studies in Game Translation and Accessibility

User-Centric Studies in Game Translation and Accessibility
Title User-Centric Studies in Game Translation and Accessibility PDF eBook
Author Mikołaj Deckert
Publisher Taylor & Francis
Pages 197
Release 2024-11-05
Genre Language Arts & Disciplines
ISBN 1040130631

Download User-Centric Studies in Game Translation and Accessibility Book in PDF, Epub and Kindle

This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.

English Classics in Audiovisual Translation

English Classics in Audiovisual Translation
Title English Classics in Audiovisual Translation PDF eBook
Author Irene Ranzato
Publisher Taylor & Francis
Pages 310
Release 2024-10-23
Genre Language Arts & Disciplines
ISBN 1040130887

Download English Classics in Audiovisual Translation Book in PDF, Epub and Kindle

This collection explores the translation of dialogue from the adaptations of literary classics across audiovisual media, engaging with the question of what makes a classic through an audiovisual translation lens. The volume seeks to fill a gap on the translation of classic texts in AVT research which has tended to focus on contemporary media. The book features well-known British literary texts but places a special emphasis on adaptations of the works of Jane Austen and William Shakespeare, figures whose afterlives have mirrored each other in the proliferation of film and television adaptations of their work. Chapters analyze myriad modes of AVT, including dubbing, subtitling, SDH, and voice-over, to demonstrate the unique ways in which these modes come together in adaptations of classics and raise questions about censorship, language ideologies, cultural references, translation strategies, humor, and language variation. In focusing on translations across geographic contexts, the book offers a richer picture of the linguistic, cultural, and ideological implications of translating literary classics for the screen and the enduring legacy of these works on a global scale. This book will be of interest to scholars in audiovisual translation, literary translation, comparative literature, film and television studies, and media studies.

Game Localization

Game Localization
Title Game Localization PDF eBook
Author Minako O'Hagan
Publisher John Benjamins Publishing
Pages 388
Release 2013-08-29
Genre Language Arts & Disciplines
ISBN 9027271860

Download Game Localization Book in PDF, Epub and Kindle

Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.

Audiovisual Translation and Media Accessibility at the Crossroads

Audiovisual Translation and Media Accessibility at the Crossroads
Title Audiovisual Translation and Media Accessibility at the Crossroads PDF eBook
Author
Publisher BRILL
Pages 439
Release 2012-01-01
Genre Language Arts & Disciplines
ISBN 940120781X

Download Audiovisual Translation and Media Accessibility at the Crossroads Book in PDF, Epub and Kindle

This third volume in the Media for All series offers a diverse selection of articles which bear testimony to the vigour and versatility of research and developments in audiovisual translation and media accessibility. The collection reflects the critical impact of new technologies on AVT, media accessibility and consumer behaviour and shows the significant increase in collaborative and interdisciplinary research targeting changing consumer perceptions as well as quality issues. Complementing newcomers such as crowdsourcing and potentially universal emoticons, classical themes of AVT studies such as linguistic analyses and corpus-based research are featured. Prevalent throughout the volume is the impact of technology on both methodologies and content. The book will be of interest to researchers from a wide range of disciplines as well as audiovisual translators, lecturers, trainers and students, producers and developers working in the field of language and media accessibility.

Universal Access in Human-Computer Interaction. Design Methods and User Experience

Universal Access in Human-Computer Interaction. Design Methods and User Experience
Title Universal Access in Human-Computer Interaction. Design Methods and User Experience PDF eBook
Author Margherita Antona
Publisher Springer Nature
Pages 660
Release 2021-07-03
Genre Computers
ISBN 3030780929

Download Universal Access in Human-Computer Interaction. Design Methods and User Experience Book in PDF, Epub and Kindle

This two-volume set constitutes the refereed proceedings of the 15th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2021, held as part of the 23rd International Conference, HCI International 2021, held as a virtual event, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. UAHCI 2021 includes a total of 84 papers; they focus on topics related to universal access methods, techniques and practices, studies on accessibility, design for all, usability, UX and technology acceptance, emotion and behavior recognition for universal access, accessible media, access to learning and education, as well universal access to virtual and intelligent assistive environments.

Translation and Localisation in Video Games

Translation and Localisation in Video Games
Title Translation and Localisation in Video Games PDF eBook
Author Miguel Á. Bernal-Merino
Publisher Routledge
Pages 323
Release 2014-09-19
Genre Games & Activities
ISBN 1317617843

Download Translation and Localisation in Video Games Book in PDF, Epub and Kindle

This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.

Multilingual Information Retrieval

Multilingual Information Retrieval
Title Multilingual Information Retrieval PDF eBook
Author Carol Peters
Publisher Springer Science & Business Media
Pages 232
Release 2012-01-05
Genre Computers
ISBN 3642230083

Download Multilingual Information Retrieval Book in PDF, Epub and Kindle

We are living in a multilingual world and the diversity in languages which are used to interact with information access systems has generated a wide variety of challenges to be addressed by computer and information scientists. The growing amount of non-English information accessible globally and the increased worldwide exposure of enterprises also necessitates the adaptation of Information Retrieval (IR) methods to new, multilingual settings. Peters, Braschler and Clough present a comprehensive description of the technologies involved in designing and developing systems for Multilingual Information Retrieval (MLIR). They provide readers with broad coverage of the various issues involved in creating systems to make accessible digitally stored materials regardless of the language(s) they are written in. Details on Cross-Language Information Retrieval (CLIR) are also covered that help readers to understand how to develop retrieval systems that cross language boundaries. Their work is divided into six chapters and accompanies the reader step-by-step through the various stages involved in building, using and evaluating MLIR systems. The book concludes with some examples of recent applications that utilise MLIR technologies. Some of the techniques described have recently started to appear in commercial search systems, while others have the potential to be part of future incarnations. The book is intended for graduate students, scholars, and practitioners with a basic understanding of classical text retrieval methods. It offers guidelines and information on all aspects that need to be taken into consideration when building MLIR systems, while avoiding too many ‘hands-on details’ that could rapidly become obsolete. Thus it bridges the gap between the material covered by most of the classical IR textbooks and the novel requirements related to the acquisition and dissemination of information in whatever language it is stored.