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 conce…
Audiovisual translation: research and use
« This book explores two strands of Audiovisual Translation referred to as «research» and «use». As their points of convergence as well as divergence are brought to light, the contributors show that the two tend to overlap and cross-pollinate. The volume's inquiries of linguisti…
Audiovisual Translation - Research and Use
Cover -- Contents -- Introduction (Mikołaj Deckert) -- Mapping audiovisual translation investigations: research approaches and the role of technology (Anna Matamala) -- Exploring the potential of machine translation and other language assistive tools in subtitling: a new era? (R…
Audiovisual translation: research and use
Audiovisual translation - research and use
Audiovisual translation: research and use
This book explores two strands of Audiovisual Translation referred to as 'research' and 'use'. As their points of convergence as well as divergence are brought to light, the contributors show that the two tend to overlap and cross-pollinate. The volume?s inquiries of linguistic,…
Audiovisual translation: research and use
This book offers a range of complementary perspectives on Audiovisual Translation. Inquiries of linguistic, cultural, sociological, computational, educational and historical nature give a comprehensive account of AVT as an expanding and heterogeneous, yet internally coherent, fi…