20 Language and Translation in Film: Dubbing and Subtitling
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Using Languages in Legal Interpreting
UsIng LangUages In LegaL InterpretIng edItor’s note: In this issue of The Language Educator, we continue our series of articles focusing on different career opportunities available to language pro- fessionals and exploring how students might prepare for these jobs. Here we look at different careers in the legal field. By Patti Koning egal interpreting is one of the fastest growing fields for foreign “This job gives me the opportunity to see all sides of a courtroom Llanguage specialists. In fact, the profession is having a tough proceeding. A legal interpreter is a neutral party, but you are still time keeping up with the demand for certified legal interpreters and providing a tremendous service to the community and to the court,” translators, due to the increase in the number of individuals with she explains. “It’s also a lot of fun. There is always something new— limited English language skills in the United States, along with law you are dealing with different people and issues constantly. It really enforcement efforts against undocumented foreign nationals. keeps you on your toes.” Federal and state guidelines mandate that legal interpreters be That neutrality can pose a challenge for people new to the field. provided for any speaker with limited English skills in a courtroom “If you interpret, that is the only role you can play. You aren’t a proceeding, court-ordered mediation, or other court-ordered programs social worker, friend, advocate, or advisor and that distance is some- such as diversion and anger management classes. This includes defen- thing that has to be learned,” explains Lois Feuerle, a NAJIT director. -
Piracy Or Productivity: Unlawful Practices in Anime Fansubbing
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Aaltodoc Publication Archive Aalto-yliopisto Teknillinen korkeakoulu Informaatio- ja luonnontieteiden tiedekunta Tietotekniikan tutkinto-/koulutusohjelma Teemu Mäntylä Piracy or productivity: unlawful practices in anime fansubbing Diplomityö Espoo 3. kesäkuuta 2010 Valvoja: Professori Tapio Takala Ohjaaja: - 2 Abstract Piracy or productivity: unlawful practices in anime fansubbing Over a short period of time, Japanese animation or anime has grown explosively in popularity worldwide. In the United States this growth has been based on copyright infringement, where fans have subtitled anime series and released them as fansubs. In the absence of official releases fansubs have created the current popularity of anime, which companies can now benefit from. From the beginning the companies have tolerated and even encouraged the fan activity, partly because the fans have followed their own rules, intended to stop the distribution of fansubs after official licensing. The work explores the history and current situation of fansubs, and seeks to explain how these practices adopted by fans have arisen, why both fans and companies accept them and act according to them, and whether the situation is sustainable. Keywords: Japanese animation, anime, fansub, copyright, piracy Tiivistelmä Piratismia vai tuottavuutta: laittomat toimintatavat animen fanikäännöksissä Japanilaisen animaation eli animen suosio maailmalla on lyhyessä ajassa kasvanut räjähdysmäisesti. Tämä kasvu on Yhdysvalloissa perustunut tekijänoikeuksien rikkomiseen, missä fanit ovat tekstittäneet animesarjoja itse ja julkaisseet ne fanikäännöksinä. Virallisten julkaisujen puutteessa fanikäännökset ovat luoneet animen nykyisen suosion, jota yhtiöt voivat nyt hyödyntää. Yhtiöt ovat alusta asti sietäneet ja jopa kannustaneet fanien toimia, osaksi koska fanit ovat noudattaneet omia sääntöjään, joiden on tarkoitus estää fanikäännösten levitys virallisen lisensoinnin jälkeen. -
Creating Multimedia Localisation Training Materials the Process and Resources Developed for Ecolomedia
Creating Multimedia Localisation Training Materials The Process and Resources Developed for eCoLoMedia Alina Secară, Centre for Translation Studies, University of Leeds, UK [email protected] Pascaline Merten, Haute École de Bruxelles, Belgium [email protected] Yamile Ramírez, Universität des Saarlandes, Germany [email protected] Abstract We present the online resources developed as part of eCoLoMedia, a European collaborative project in the domain of translator training, the technology used in implementing its website and in localising project materials, and discuss the impact that the rise of entertainment and cultural industries has had in this field of translation. We analyse the results of a needs analysis survey carried out in 2008 by the Institute of Translation and Interpreting (ITI) and illustrate how the results of that study influenced the design and creation of materials. The aim of this project is to encourage trainers or individuals to gain knowledge in emerging translation fields and provide a chance for hands-on practice, be it in class or at home, using online materials on topics ranging from subtitling and voice-over to games and Flash localisation. 1. Introduction Across the globe, the television and cinema sectors are becoming increasingly diversified. The market share of European films in Europe has grown from 20% in 1999 to 30% today1, and their market share also shows constant growth in China, where 45% of films distributed are foreign. Moreover, video gaming is the fastest growing European content industry, with total revenues of €6.3 billion in 20062, exceeding those of cinema box offices. Yet these audiovisual products are impressive not only in terms of economic power, but also for their linguistic and cultural diversity, which requires them to undergo several localisation processes before distribution, involving specialist translators skilled in using specialised translation tools. -
Context, Field and Landscape of Audiovisual Translation in the Arab World
Context, Field and Landscape of Audiovisual Translation in the Arab World Doctor Muhammad Y. GAMAL Australian Federal Government AUSTRALIA [email protected] Abstract: Translation, as a cultural mediation, builds bridges between the Arab world and the outside world, particularly the west and continues to occupy a pivotal place in Arab society. Over the past two centuries, and since the establishment of the school of translation in Cairo in 1835, translation has been viewed as a vehicle of Nahda (progress) and Tanweer (enlightenment). Over the past two decades, however, translation in the Arab world has been radically transformed both at the practice and policy levels. The turn of the new millennium has brought about changes that have shaken the state of affairs and challenged old thinking and the ways of doing things. First, digital technology has changed the way things are done from work, play and study to the ways we socialise, shop and entertain ourselves. Second, a report on human development in the Arab world published in 2002 by the United Nations Development Programme (UNDP), revealed the unhealthy state of translation in most Arab countries. The paper examines the state of audiovisual study in Arabic and invites scholars to focus a lot more on their own local environment. It argues that a quarter of a century after the conference that launched the concept of AVT in Europe in 1995, the time has come for Arab academia to start developing its (own) theoretical frameworks for the localisation of audiovisual translation studies with the view of making translation studies not only relevant to society but also to play the role it was envisaged two centuries earlier. -
Incorporating Fansubbers Into Corporate Capitalism on Viki.Com
“A Community Unlike Any Other”: Incorporating Fansubbers into Corporate Capitalism on Viki.com Taylore Nicole Woodhouse TC 660H Plan II Honors Program The University of Texas at Austin Spring 2018 __________________________________________ Dr. Suzanne Scott Department of Radio-Television-Film Supervising Professor __________________________________________ Dr. Youjeong Oh Department of Asian Studies Second Reader ABSTRACT Author: Taylore Nicole Woodhouse Title: “A Community Unlike Another Other”: Incorporating Fansubbers into Corporate Capitalism on Viki.com Supervising Professors: Dr. Suzanne Scott and Dr. Youjeong Oh Viki.com, founded in 2008, is a streaming site that offers Korean (and other East Asian) television programs with subtitles in a variety of languages. Unlike other K-drama distribution sites that serve audiences outside of South Korea, Viki utilizes fan-volunteers, called fansubbers, as laborers to produce its subtitles. Fan subtitling and distribution of foreign language media in the United States is a rich fan practice dating back to the 1980s, and Viki is the first corporate entity that has harnessed the productive power of fansubbers. In this thesis, I investigate how Viki has been able to capture the enthusiasm and productive capacity of fansubbers. Particularly, I examine how Viki has been able to monetize fansubbing in while still staying competitive with sites who employee trained, professional translators. I argue that Viki has succeeded in courting fansubbers as laborers by co-opting the concept of the “fan community.” I focus on how Viki strategically speaks about the community and builds its site to facilitate the functioning of its community so as to encourage fansubbers to view themselves as semi-professional laborers instead of amateur fans. -
Presenting to Elementary School Students Sample Script #1
Presenting to Elementary School Students These sample presentations, tips, and exercises that can be adapted for your needs. If you do use any of these materials, please be sure to acknowledge the author’s contribution appropriately. Sample Script #1 Please acknowledge: Lillian Clementi Please note that this presentation incorporates a number of ideas contributed by other people. Special thanks to Barbara Bell and Amanda Ennis. Length. The typical elementary school presentation is about 20 minutes, though you may have less for Career Day or more if you're doing a special presentation for a language class. There are several interactive exercises to choose from at the end: adapt the script to your needs by adding or eliminating material. Level. This is pitched largely to third or fourth grade. I usually start with the more basic exercises and then go on to the next if I have time and the group seems to be following me. For younger children, simply make them aware of other languages and focus on getting the first two or three points across. For fifth graders, you may want to make the presentation a little more sophisticated by incorporating some of the material from the middle school page. Logistics. It's helpful to transfer the script to index cards (numbered so they're easy to put back in order if they're dropped!). Because they're easier to hold than sheets of paper, they allow you to move around the room more freely, and you can simply reshuffle them or eliminate cards if you need to change your material at the last minute. -
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. -
Audiovisual Translation
The University of Manchester Research Audiovisual Translation Document Version Accepted author manuscript Link to publication record in Manchester Research Explorer Citation for published version (APA): Pérez-González, L. (2020). Audiovisual Translation. In Routledge Encyclopedia of Translation Studies (Third Edition ed., pp. 30-34). 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:06. 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, 30-34. https://bit.ly/2PxLkbp Audiovisual translation Luis Pérez-González Audiovisual translation focuses on the practices, processes and products that are involved in or result from the transfer of multimodal and multimedial content across languages and/or cultures. Audiovisual texts are multimodal inasmuch as their production and interpretation relies on the combined deployment of a wide range of semiotic resources or modes (Baldry and Thibault 2006), including language, image, music, colour and perspective. -
Breaking Through the Language Barrier – Bringing 'Dead'
Museum Management and Curatorship ISSN: 0964-7775 (Print) 1872-9185 (Online) Journal homepage: http://www.tandfonline.com/loi/rmmc20 Breaking through the language barrier – bringing ‘dead’ languages to life through sensory and narrative engagement Abigail Baker & Alison Cooley To cite this article: Abigail Baker & Alison Cooley (2018): Breaking through the language barrier – bringing ‘dead’ languages to life through sensory and narrative engagement, Museum Management and Curatorship, DOI: 10.1080/09647775.2018.1501601 To link to this article: https://doi.org/10.1080/09647775.2018.1501601 © 2018 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group Published online: 28 Jul 2018. Submit your article to this journal Article views: 37 View Crossmark data Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalCode=rmmc20 MUSEUM MANAGEMENT AND CURATORSHIP https://doi.org/10.1080/09647775.2018.1501601 Breaking through the language barrier – bringing ‘dead’ languages to life through sensory and narrative engagement Abigail Baker and Alison Cooley Department of Classics and Ancient History, University of Warwick, Coventry, UK ABSTRACT ARTICLE HISTORY Ancient inscriptions can be difficult to understand and off-putting to Received 7 December 2017 museum audiences, but they are packed with personal stories and Accepted 14 July 2018 vivid information about the people who made them. This article KEYWORDS argues that overcoming the language barrier presented by these ff Museums; interpretation; objects can o er a deep sense of engagement with the ancient epigraphy; storytelling; world and explores possible ways of achieving this. It looks at inscriptions; senses examples of effective approaches from a range of European museums with a particular emphasis on bringing out the sensory, social, and narrative dimensions of these objects. -
Domestication and Foreignisation in Dubbing and Subtitling of Duncan Jones‟ English Movie Warcraft Into Persian [PP: 162-170] Dr
Domestication and Foreignisation in Dubbing and Subtitling of Duncan Jones‟ English Movie Warcraft into Persian [PP: 162-170] Dr. Razieh Eslamieh Nillofar Javankhah Islamic Azad University, Parand Branch Iran ABSTRACT The present paper studies diverse procedures related to Venuti‟s strategies of domestication and foreignisation in Farsi dubbing and subtitling of the English movie, Warcraft directed by Duncan Jones. The procedures of both domestication and foreignisation were studied and statically analysed for the purpose of exploring the film translation method (dubbing or subtitling) which is closer to target- language-culture and the one which is closer to source-language-culture. In other words it was intended to explore which translation strategy (domestication or foreignisation) dominates dubbing and which one dominates subtitling. The tertiary purpose was to compare the reasons of differences in dubbing versus subtitling on the one hand, and the reasons of differences of the target text from the source text. The statistical analysis revealed that in dubbing, cultural equivalence is the most frequently used procedure (38.26%) apparently for making the movie visible for the public Iranian audience and adjust the movie to cultural considerations. Henceforth, dubbing orients to domestication. However, subtitling, with literal translation as the most frequently used procedure (57.4%), orients to foreignisation. In dubbing of the movie, most differences are related to cultural equivalence (38.26%) and the literal translation (29.56%) is in the next step. An interesting point is that the procedure of calque is neither used in subtitling nor in dubbing. In subtitling, cultural equivalence stands in the second place (17.34) and explanation (9.50%) occupies the third place. -
Introducing Translation Studies: Theories and Applications
Introducing Translation Studies Introducing Translation Studies remains the definitive guide to the theories and concepts that make up the field of translation studies. Providing an accessible and up-to-date overview, it has long been the essential textbook on courses worldwide. This fourth edition has been fully revised and continues to provide a balanced and detailed guide to the theoretical landscape. Each theory is applied to a wide range of languages, including Bengali, Chinese, English, French, German, Italian, Punjabi, Portuguese and Spanish. A broad spectrum of texts is analysed, including the Bible, Buddhist sutras, Beowulf, the fiction of García Márquez and Proust, European Union and UNESCO documents, a range of contemporary films, a travel brochure, a children’s cookery book and the translations of Harry Potter. Each chapter comprises an introduction outlining the translation theory or theories, illustrative texts with translations, case studies, a chapter summary and discussion points and exercises. New features in this fourth edition include: Q new material to keep up with developments in research and practice, including the sociology of translation, multilingual cities, translation in the digital age and specialized, audiovisual and machine translation Q revised discussion points and updated figures and tables Q new, in-chapter activities with links to online materials and articles to encourage independent research Q an extensive updated companion website with video introductions and journal articles to accompany each chapter, online exercises, an interactive timeline, weblinks, and PowerPoint slides for teacher support This is a practical, user-friendly textbook ideal for students and researchers on courses in Translation and Translation Studies. -
Looking Beyond the Knocked-Down Language Barrier
TranscUlturAl, vol. 9.2 (2017), 86-108. http://ejournals.library.ualberta.ca/index.php/TC No Linguistic Borders Ahead? Looking Beyond the Knocked-down Language Barrier Tomáš Svoboda Charles University, Prague 1. Introduction Our times are those of change. The paradigm-shifting technology of Machine Translation (MT) clearly comes with the potential of bringing down the so-called language barrier. This involves a vision of people using electronic devices to capture the spoken or written word, those devices then rendering the text or utterance from one language into another automatically. Already today, people use their smartphones exactly for that purpose, albeit with restricted functionality: they use a publicly available MT service with their smartphone, typing in a sentence in one language, have it translate the text, and show the on-screen result to the other party in the conversation, who then reads the translated message, and, in time, responds in the same way. This rather cumbersome procedure is quite easy to enhance by voice recognition and voice synthesis systems. For example, the Google Translate service allows for speech being dictated into the device, then speech recognition software converting the spoken text into written text, which is then fed into the translation engine. The latter transforms the text material, and speech synthesis software enables the message to be read aloud by the device. What is here today, wrapped in rather a primitive interface, is the precursor of future wearable devices (some of which have been referred to as SATS1), or even augmented-reality tools,2 which will better respect the ergonomics of human bodies and, eventually, become part of either smart clothing, or even implanted into our own organisms.