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Cultural ergonomics in localization 本地化中的文化工效学
Pub Date : 2024-07-19 DOI: 10.1075/dt.00011.tsa
Nancy Tsai
Cultural ergonomics aims to integrate the dimension of culture into systems and products to make them safer, more useful, and more accessible to a wider range of multicultural users. This makes it an effective conceptual tool to create a localized product that is more inclusive. By using the example of security questions in drop-down menus replicated across North American English websites, this paper argues that overlooking ‘culture’ as a site of diverse experiences leads to a harder-to-navigate product for the multicultural user. By juxtaposing the reality of a multicultural context with the monoethnic, middle-class, and heteronormative cultural dimensions of security questions, the cloning of questions across websites can be seen as satisfying the needs of the dominant power rather than the subordinated peoples – both immigrant and non-heteronormative. Operationalizing cultural ergonomics in the translation workflow provides a means to recognize and address this power imbalance.
文化人体工程学旨在将文化维度融入系统和产品,使其更安全、更有用、更容易为更广泛的多元文化用户所使用。这使其成为一种有效的概念工具,用于创造更具包容性的本地化产品。本文以北美英文网站下拉菜单中的安全问题为例,论证了忽视 "文化 "这一多元体验的场所会导致多元文化用户更难浏览产品。通过将多元文化背景下的现实与安全问题中的单一种族、中产阶级和异性恋文化维度并列,可以认为网站上问题的克隆满足了主导力量的需求,而不是从属民族--包括移民和非异性恋民族--的需求。在翻译工作流程中操作文化工效学为认识和解决这种权力不平衡提供了一种方法。
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引用次数: 0
The rise of large language models informed by not so large corpora of training data 大型语言模型的兴起得益于并不庞大的训练数据集
Pub Date : 2024-06-14 DOI: 10.1075/dt.24006.lom
A. Lommel
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引用次数: 0
From screen to game: Translating Iron Man 2 cinematics into Spanish 从屏幕到游戏将《钢铁侠 2》电影翻译成西班牙语
Pub Date : 2024-06-13 DOI: 10.1075/dt.23002.rod
Alfonso Carlos Rodríguez Fernández-Peña
This article presents a descriptive empirical study of the Spanish translation of the video game Iron Man 2 (Sega 2010) in reference to its 50 cinematic sequences and its intertextual consistency across other Iron Man and related texts in the Marvel universe of movies and comic books. We used Rabadán’s (1991) translemic analysis model to analyze the translation while Vázquez Rodríguez’s (2016) taxonomy was applied to evaluate translation errors found in the dialogue script. The analysis shows that roughly one in five of the cinematic scenes contains translation errors. In addition, we have identified intertextual discrepancies of certain key names in Spanish, which, we argue, could disrupt the game’s enjoyability. Without access to the exact situational contexts we can only assume a breakdown in the work process, involving translators, dubbing directors, sound engineers, and QA testers. Additionally, our findings suggest the importance of overseeing the intertextual dimension across the transmedia franchises for coherent storytelling.
本文对电子游戏《钢铁侠 2》(世嘉,2010 年)的西班牙语翻译进行了描述性实证研究,参考了其中的 50 个电影片段,以及与漫威电影和漫画宇宙中其他钢铁侠及相关文本的互文一致性。我们使用 Rabadán(1991 年)的 Translemic 分析模型来分析译文,同时使用 Vázquez Rodríguez (2016 年)的分类法来评估对话脚本中发现的翻译错误。分析结果显示,大约每五个电影场景中就有一个存在翻译错误。此外,我们还发现了某些关键人名在西班牙语中的文本间差异,我们认为这可能会影响游戏的可玩性。由于无法获得确切的情景语境,我们只能假设翻译、配音导演、音效工程师和质量保证测试人员在工作过程中出现了故障。此外,我们的研究结果表明,在跨媒体特许经营项目中监督互文维度对于连贯地讲述故事非常重要。
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引用次数: 0
The Cake is a Lie 蛋糕是谎言
Pub Date : 2024-06-06 DOI: 10.1075/dt.23003.fon
Marina Fontolan, Janaina Pamplona da Costa, James W. Malazita
Authenticity is commonly discussed by scholars specialized in game localization. Their discussions range from the challenge professional localizers face to the role of using authentic materials in the classroom to train new localization professionals. This paper discusses the issue of localization practices and game authenticity, addressing how game developers and localization professionals debate this issue. To do so, the paper defines localization and authenticity and presents a literature review on the theme. After that, we present the results from interviews and fieldwork at game conventions on three different themes: culture and authenticity in games, game changes during localization process, and authenticity definitions. We conclude that the discussion between authenticity and localization should be based on the localizer’s language so the research about this topic can be further investigated.
游戏本地化领域的专业学者经常讨论真实性问题。他们的讨论范围从专业本地化人员面临的挑战到在课堂上使用真实材料培训新的本地化专业人员的作用。本文讨论了本地化实践和游戏真实性的问题,探讨了游戏开发者和本地化专业人员如何就这一问题进行辩论。为此,本文对本地化和真实性进行了定义,并就这一主题进行了文献综述。随后,我们介绍了在游戏大会上就三个不同主题进行访谈和实地考察的结果:游戏中的文化与真实性、本地化过程中游戏的变化以及真实性的定义。我们的结论是,真实性与本地化之间的讨论应以本地化人员的语言为基础,因此可以对这一主题进行进一步研究。
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引用次数: 0
Review of Pastor & Defrancq (2023): Interpreting Technologies – Current and Future Trends Pastor & Defrancq (2023) 的评论:口译技术 - 当前和未来趋势
Pub Date : 2024-02-06 DOI: 10.1075/dt.00010.das
Vorya Dastyar
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引用次数: 0
Review of Pastor & Defrancq (2023): Interpreting Technologies – Current and Future Trends Pastor & Defrancq (2023) 的评论:口译技术 - 当前和未来趋势
Pub Date : 2024-02-06 DOI: 10.1075/dt.00010.das
Vorya Dastyar
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引用次数: 0
The very, very diverse world of translators 翻译的世界非常非常多样化
Pub Date : 2023-07-24 DOI: 10.1075/dt.00003.zet
Jost Zetzsche
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引用次数: 1
An analysis of the Spanish dubbing of the video game Iron Man 2 分析电子游戏《钢铁侠2》的西班牙语配音
Pub Date : 2023-07-24 DOI: 10.1075/dt.22014.rod
Alfonso Carlos Rodríguez Fernández-Peña
Our study was motivated to investigate reasons why the Spanish localisation of the video game Iron Man 2 (Sega 2010) attracted extensive criticism. Scholars and gamers alike labelled it “abysmal” (Mejías-Climent 2021b, 134) and among the worst dubbing in Spanish of all time in the video game history. This article provides a descriptive and empirical analysis of the Spanish dubbing of the cinematic scenes of the game. We have focused our analysis, firstly, on the synchrony of the 50 cinematic scenes following Mejías-Climent’s (2021b) levels of restriction and types of dubbing synchronies, and, secondly, on the voice actors’ performance (acting, pronunciation and diction) and voice quality (character coherence) for the most relevant game characters by applying the methodology for voice quality analysis, drawing on Bosseaux (2015, 2018) and Rodríguez Fernández-Peña (2020). The results show that there has been a chain of oversights in the dubbing process, involving dubbing directors, voice actors and testers, which likely contributed to the negative reviews of the localised version in Spanish.
我们的研究动机是调查电子游戏《钢铁侠2》(Sega 2010)的西班牙本土化为何会招致广泛批评。学者和玩家都认为它“糟糕透顶”(Mejías-Climent 2021b, 134),是电子游戏史上最糟糕的西班牙语配音之一。本文对游戏电影场景的西班牙语配音进行了描述性和实证分析。首先,我们将分析重点放在Mejías-Climent (2021b)限制和配音同步类型的50个电影场景的同步上,其次,通过应用语音质量分析方法,借鉴Bosseaux(2015年,2018年)和Rodríguez Fernández-Peña(2020年),研究最相关游戏角色的配音演员的表演(表演,发音和用词)和语音质量(角色一致性)。结果显示,配音过程中存在一系列疏忽,涉及配音导演、配音演员和测试人员,这可能是导致西班牙语本地化版本负面评价的原因之一。
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引用次数: 0
The localization of food- and drink-related items in video games 电子游戏中与食物和饮料相关的物品的本地化
Pub Date : 2023-07-24 DOI: 10.1075/dt.22011.alb
Mohammed Al-Batineh
This study examines the localization of food- and drink-related items in The Witcher 3 (2015). It analyzes the original English and Arabic versions using the corpus approach. A list of food- and drink-related lexemes was extracted from the English original game and these lexemes were traced to their context in the English and Arabic versions using the concordance function in Sketch Engine. The concordance analysis focused on the translation strategies adopted to localize food- and drink-related lexemes into Arabic and on the success of the translation in the socio-cultural and religious contexts of the target culture. The data reveals that foreign food-related terms are mostly domesticated, whereas drink-related terms are foreignized. The findings of this study suggest that foreignization strategies can be used for localization purposes to create a target video game that minimizes the cultural gaps between the source and target cultures and provides a less disruptive gaming experience.
本研究考察了《巫师3》(2015)中与食物和饮料相关的物品的本土化。运用语料库的方法对英语原文和阿拉伯语原文进行分析。我们从英文原版游戏中提取了一系列与食物和饮料相关的词素,并使用Sketch Engine中的一致性功能将这些词素追踪到英语和阿拉伯语版本中的上下文。一致性分析侧重于将食品和饮料相关词汇本地化为阿拉伯语所采用的翻译策略,以及在目标文化的社会文化和宗教背景下翻译的成功。数据显示,与外国食品相关的术语大多是驯化的,而与饮料相关的术语则是异化的。本研究的结果表明,异化策略可以用于本地化目的,以创造目标电子游戏,最大限度地减少源文化和目标文化之间的文化差距,并提供较少的破坏性游戏体验。
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引用次数: 0
Review of Mejías-Climent (2021): Enhancing Video Game Localization Through Dubbing 回顾Mejías-Climent(2021):通过配音加强电子游戏的本土化
Pub Date : 2023-07-24 DOI: 10.1075/dt.00004.ell
U. Ellefsen
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引用次数: 0
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