Fan Culture As an Informal Learning Environment
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Confronting the Challenges of Participatory Culture: Media Education for the 21St Century
An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. Robison Margaret Weigel Building the new field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life.Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org.To engage in conversations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation is a private, independent grantmaking institution dedicated to helping groups and individuals foster lasting improvement in the human condition.With assets of $5.5 billion, the Foundation makes grants totaling approximately $200 million annually. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. The MacArthur Foundation 140 South Dearborn Street, Suite 1200 Chicago, Illinois 60603 Tel.(312) 726-8000 www.digitallearning.macfound.org An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. -
Current Developments in Translation Technology
T21N – Translation in Transition 2011-09 Frank Austermühl (Auckland) On Clouds and Crowds: Current Developments in Translation Technology Editors: Viktorija Bilić Anja Holderbaum Anne Kimmes Joachim Kornelius John Stewart Publisher: Christoph Stoll Wissenschaftlicher Verlag Trier T21N – Translation in Transition ISSN: 2191-1916 www.t21n.com T21N – Translation in Transition 2011-09 Frank Austermühl (Auckland) On Clouds and Crowds: Current Developments in Translation Technology Abstract: This paper presents two recent developments in translation technology: statistical machine translation (MT) and massive online collaboration (MOC), and their impacts on the translation process in general, and on the working conditions of individual translators in particular. Considering machine translation, we will focus on online MT systems and the paradigm of statistical machine translation. Concerning massive online collaboration, the discussion will focus on both crowdsourcing and on Wiki resources for translators. Finally, potential ways of reacting to the challenges posed by MT and MOC for both translation research and teaching will be provided. Ziel des Artikel ist es, zwei jüngere Entwicklungen im Bereich der Übersetzungstechnologie – Statistik-basierte maschinelle Übersetzung (MÜ) und massive online collaboration (MOC) – und ihre Auswirkungen auf den Übersetzungsprozess im Allgemeinen und die Arbeitsbedingungen von professionellen Übersetzerinnen und Übersetzern im Besonderen zu diskutieren. Mit Blick auf die maschinelle Übersetzung liegt der Fokus der Diskussion auf Onlinelösungen sowie bei statistischen MÜ-Ansätzen. Beim Thema massive online collaboration stehen sowohl das Konzept des crowdsourcing als auch die kollaborative Entwicklung von Wiki-Ressourcen für Übersetzer im Vordergrund. Im Schlussteil des Artikels werden mögliche Wege aufgezeigt, wie in Forschung und Lehre im Bereich der Übersetzungswissenschaft auf die durch MÜ und MOC entstehenden Herausforderungen reagieren kann. -
Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation
Intellectual Property Brief Volume 8 Issue 2 Article 1 2016 Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation Mynda Rae Krato George Washington University Follow this and additional works at: https://digitalcommons.wcl.american.edu/ipbrief Part of the Intellectual Property Law Commons Recommended Citation Krato, Mynda Rae (2016) "Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation," Intellectual Property Brief: Vol. 8 : Iss. 2 , Article 1. Available at: https://digitalcommons.wcl.american.edu/ipbrief/vol8/iss2/1 This Article is brought to you for free and open access by the Washington College of Law Journals & Law Reviews at Digital Commons @ American University Washington College of Law. It has been accepted for inclusion in Intellectual Property Brief by an authorized editor of Digital Commons @ American University Washington College of Law. For more information, please contact [email protected]. Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation This article is available in Intellectual Property Brief: https://digitalcommons.wcl.american.edu/ipbrief/vol8/iss2/1 FICTITIOUS FLATTERY: FAIR USE, FANFICTION, AND THE BUSINESS OF IMITATION Mynda Rae Krato INTRODUCTION ............. 92 L Background............................................................. 94 A. Foundational Statutory and Case Law..................................94 B. Fanfiction Case Law..............................................96 C. Popular Culture and the Power of Fandoms ............................. -
2020 ALTA Awards
43rd Annual ALTA Sept. 30 – Oct. 18, 2020 Conference THE AMERICAN LITERARY TRANSLATORS ASSOCIATION 2020 ALTA Awards THE NATIONAL CENTER FOR ONLINE TRANSLATION CERTIFICATE INTERPRETATION has been one of the premier NCI now offers an online, non-credit Spanish/ providers of high quality interpreter training since English Translation Certificate with courses its inception in 1983. focused on legal translation, medical translation, and business translation. Contact us for more information: [email protected] More about the Certificate: nci.arizona.edu/online-translation-certificate WEBINARS Throughout the year, NCI offers a variety of COURT INTERPRETER TRAINING INSTITUTE webinars focused on essential aspects of (CITI) interpreting, from ethical considerations to Each summer, NCI offers its prestigious Court skill-building to specialized content such as Interpreter Training Institute (CITI). Now in its drug and weapons terminology. NCI offers both 38th year, the CITI is NCI’s most comprehensive Spanish/English webinars and language neutral training and is renowned nationally. The CITI webinars that are open to interpreters of all begins in June with online pre-testing followed languages. NCI’s webinar schedule changes by a series of webinars and online work, followed throughout the year, so check back often. You by two intensive weeks in July with the CITI’s can also join our mailing list to receive updates exceptional, federally certified instructors. It’s a as we post new trainings. once-in-a-lifetime experience! Webinar Schedule: More information about the CITI: nci.arizona.edu/workshop-schedule nci.arizona.edu/training/citi Congratulations to the translators on the 2020 Italian Prose in Translation Award shortlist! See what judges Jeanne Bonner, Richard Dixon, and Tony Italian Prose Shugaar had to say about each of the shortlisted titles (in alphabetical in Translation order by title). -
Alternate Universe Fan Videos and the Reinterpretation of the Media
Alternate Universe Fan Videos and the Reinterpretation of the Media Source Introduction According to the Francesca Coppa, American scholar and co-founder of the Organization for Transformative Works1, fan videos are “a form of grassroots filmmaking in which clips from television shows and movies are set to music.”2 Fan videos are commonly referred to as: fanvid, songvid, vid, AMV (for Anime Music Video); their process of creation is called vidding and their editors (fan)vidders. While the “media tradition” described above in Francesca Coppa‟s definition is a crucial part of the fan video production, many other fan videos are created for anime, especially Asian ones (AMV), for video games (some of them called Machinima), or even for other subjects, from band tributes to other types of remix. The vidding tradition – in its current “shape” – goes back to the era of the first VCR; but the very first fan videos may be traced back to the seventies in a slideshow format. When channel mixers and numerous machines available to a large group of consumers emerged, this fan activity easily became an expanding one amongst the fan communities, who were often interested in new technology, whatever era it is. Vidding has now become a digital process, thanks to the expansion of computer and related technical means, including at least semiprofessional editing software. It seems relevant to point out how rare it is that a vidder goes through editing training when they begin to create fan videos, or even become a professional editor later on. Of course, exceptions exist, but vidding generally remains a hobby. -
The Writing and Reading of Fan Fiction and Transformation Theory
CLCWeb: Comparative Literature and Culture ISSN 1481-4374 Purdue University Press ©Purdue University Volume 13 (2011) Issue 4 Article 4 The Writing and Reading of Fan Fiction and Transformation Theory Veerle Van Steenhuyse Ghent University Follow this and additional works at: https://docs.lib.purdue.edu/clcweb Part of the Comparative Literature Commons, and the Critical and Cultural Studies Commons Dedicated to the dissemination of scholarly and professional information, Purdue University Press selects, develops, and distributes quality resources in several key subject areas for which its parent university is famous, including business, technology, health, veterinary medicine, and other selected disciplines in the humanities and sciences. CLCWeb: Comparative Literature and Culture, the peer-reviewed, full-text, and open-access learned journal in the humanities and social sciences, publishes new scholarship following tenets of the discipline of comparative literature and the field of cultural studies designated as "comparative cultural studies." Publications in the journal are indexed in the Annual Bibliography of English Language and Literature (Chadwyck-Healey), the Arts and Humanities Citation Index (Thomson Reuters ISI), the Humanities Index (Wilson), Humanities International Complete (EBSCO), the International Bibliography of the Modern Language Association of America, and Scopus (Elsevier). The journal is affiliated with the Purdue University Press monograph series of Books in Comparative Cultural Studies. Contact: <[email protected]> Recommended Citation Van Steenhuyse, Veerle. "The Writing and Reading of Fan Fiction and Transformation Theory." CLCWeb: Comparative Literature and Culture 13.4 (2011): <https://doi.org/10.7771/1481-4374.1691> This text has been double-blind peer reviewed by 2+1 experts in the field. -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
The Cultural Logic of Media Convergence
76T 04 040603 (ds) 1/3/04 9:37 am Page 33 ARTICLE INTERNATIONAL journal of CULTURAL studies Copyright © 2004 SAGE Publications London, Thousand Oaks, CA and New Delhi www.sagepublications.com Volume 7(1): 33–43 DOI: 10.1177/1367877904040603 The cultural logic of media convergence ● Henry Jenkins Massachusetts Institute of Technology, USA ABSTRACT ● Responding to the contradictory nature of our current moment of media change, this article will sketch a theory of media convergence that allows us to identify major sites of tension and transition shaping the media environment for the coming decade. Media convergence is more than simply a technological shift. Convergence alters the relationship between existing technologies, industries, markets, genres and audiences. ● KEYWORDS ● collective intelligence ● creative industries The American media environment is now being shaped by two seemingly contradictory trends: on the one hand, new media technologies have lowered production and distribution costs, expanded the range of available delivery channels and enabled consumers to archive, annotate, appropriate and recirculate media content in powerful new ways;1 on the other hand, there has been an alarming concentration of the ownership of mainstream commercial media, with a small handful of multinational media conglom- erates dominating all sectors of the entertainment industry. Few media critics seem capable of keeping both sides of this equation in mind at the same time. Robert McChesney (2000) warns that the range of voices in policy debates will become constrained as media ownership concentrates. Cass Sunstein (2002) worries that fragmentation of the web is apt to result in the loss of shared values and common culture. -
Fan Audiovisual Translation Academiaedu
The University of Manchester Research Fan Audiovisual Translation Document Version Accepted author manuscript Link to publication record in Manchester Research Explorer Citation for published version (APA): Pérez-González, L. (2020). Fan Audiovisual Translation. In M. Baker, & G. S. (Eds.), Routledge Encyclopedia of Translation Studies (Third Edition ed., pp. 172-177). Routledge. Published in: Routledge Encyclopedia of Translation Studies Citing this paper Please note that where the full-text provided on Manchester Research Explorer is the Author Accepted Manuscript or Proof version this may differ from the final Published version. If citing, it is advised that you check and use the publisher's definitive version. General rights Copyright and moral rights for the publications made accessible in the Research Explorer are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Takedown policy If you believe that this document breaches copyright please refer to the University of Manchester’s Takedown Procedures [http://man.ac.uk/04Y6Bo] or contact [email protected] providing relevant details, so we can investigate your claim. Download date:09. Oct. 2021 This is an author’s manuscript accepted for publication in: Mona Baker and Gabriela Saldanha (eds) Routledge Encyclopedia of Translation Studies, 3rd edition, London and New York: Routledge, 172-177. https://bit.ly/2PxLkbp Fan Audiovisual Translation Luis Pérez-González Fan audiovisual translation (Dwyer 2018) encompasses three modes of mediation. Romhacking involves accessing a video game’s ROM (read-only memory) data to localize its spoken and written language components (Muñoz Sánchez 2009). -
Game On! Burning Issues in Game Localisation
Game on! Burning issues in game localisation Carme Mangiron Universitat Autònoma de Barcelona _________________________________________________________ Abstract Citation: Mangiron, C. (2018). Game on! Game localisation is a type of audiovisual translation that has gradually Burning issues in game localisation. been gathering scholarly attention since the mid-2000s, mainly due Journal of Audiovisual Translation, 1(1), 122-138. to the increasing and ubiquitous presence of video games in the digital Editor: A. Jankowska & J. Pedersen society and the gaming industry's need to localise content in order Received: January 22, 2018 to access global markets. This paper will focus on burning issues in this Accepted: June 30, 2018 field, that is, issues that require specific attention, from an industry Published: November 15, 2018 and/or an academic perspective. These include the position of game Funding: Catalan Government funds localisation within the wider translation studies framework, 2017SGR113. the relationship between game localisation and audiovisual translation, Copyright: ©2018 Mangiron. This is an open access article distributed under the game accessibility, reception studies, translation quality, collaborative terms of the Creative Commons translation, technology, and translator training. Attribution License. This allows for unrestricted use, distribution, and reproduction in any medium, provided the original author and source are Key words: video games, game localisation, audiovisual translation credited. (AVT), game accessibility, reception studies, quality, collaborative translation, technology, translator training [email protected]; https://orcid.org/0000-0002-6421-8581 122 Game on! Burning issues in game localisation 1. Introduction Over the last four decades, video games have achieved a ubiquitous role in the digital society. Not only have they become one of the most popular leisure options, they are also being used for purposes beyond entertainment, such as education, health, and advertising. -
Making European Cult Cinema European Making
TRANSMEDIA Carter Making European Cinema Cult Oliver Carter Making European Cult Cinema Fan Enterprise in an Alternative Economy Making European Cult Cinema Transmedia: Participatory Culture and Media Convergence The book series Transmedia: Participatory Culture and Media Convergence provides a platform for cutting-edge research in the field of media studies, with a strong focus on the impact of digitization, globalization, and fan culture. The series is dedicated to publishing the highest-quality monographs (and exceptional edited collections) on the developing social, cultural, and economic practices surrounding media convergence and audience participation. The term ‘media convergence’ relates to the complex ways in which the production, distribution, and consumption of contemporary media are affected by digitization, while ‘participatory culture’ refers to the changing relationship between media producers and their audiences. Interdisciplinary by its very definition, the series will provide a publishing platform for international scholars doing new and critical research in relevant fields. While the main focus will be on contemporary media culture, the series is also open to research that focuses on the historical forebears of digital convergence culture, including histories of fandom, cross- and transmedia franchises, reception studies and audience ethnographies, and critical approaches to the culture industry and commodity culture. Series editors Dan Hassler-Forest, Utrecht University, the Netherlands Matt Hills, University of Aberystwyth, -
Transcreation: Intersections of Culture and Commerce in Japanese Translation and Localization
TRANSCREATION: INTERSECTIONS OF CULTURE AND COMMERCE IN JAPANESE TRANSLATION AND LOCALIZATION by Dylan Reilly B.A. in Asian and Middle Eastern Studies, College of William and Mary, 2014 Submitted to the Graduate Faculty of The Dietrich School of Arts & Sciences in partial fulfillment of the requirements for the degree of Master of Arts University of Pittsburgh 2016 UNIVERSITY OF PITTSBURGH DIETRICH SCHOOL OF ARTS & SCIENCES This thesis was presented by Dylan Reilly It was defended on April 8, 2016 and approved by Carol M. Bové, PhD, Senior Lecturer Hiroshi Nara, PhD, Department Chair Thesis Director: Charles Exley, PhD, Assistant Professor ii Copyright © by Dylan Reilly 2016 iii TRANSCREATION: INTERSECTIONS OF CULTURE AND COMMERCE IN JAPANESE TRANSLATION AND LOCALIZATION Dylan Reilly, M.A. University of Pittsburgh, 2016 This study looks at text-heavy examples of translated Japanese popular media, such as recent video games and manga (Japanese comics) to explore the recent evolution of Japanese-English translation and localization methods. While acknowledging localization’s existence as a facet of the larger concept of translation itself, the work examines “translation” and “localization” as if they were two ends of a spectrum; through this contrast, the unique techniques and goals of each method as seen in translated media can be more effectively highlighted. After establishing these working definitions, they can then be applied as a rubric to media examples to determine which “translative” or “localizing” techniques were employed in the