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Translating the same text twice 把同一篇文章翻译两遍
Q1 Arts and Humanities Pub Date : 2018-12-31 DOI: 10.1075/JIAL.18003.KIL
Jeffrey Killman
This article presents the results of a study in which students in a graduate translation technologies course post-edited a text they had previously translated earlier in the semester without using machine translation (MT). The results show that post-editing allowed students with performance levels below, at, and just above an established median to improve the quality of their translation products, while students with performances well above the median actually experienced a decrease in quality. Nevertheless, the post-edited products and post-editing performances of the latter remained superior to those of the former. The study shows how different translators experienced gains or not in quality by accepting different aspects of MT output and how the accepted output relates to their human renditions. It also tracks whether their post-edits were necessary and correct and how they relate to their human renditions. Tracking such behaviors attempts to provide a more holistic view of how post-editing might be qualitatively advantageous or disadvantageous.
本文介绍了一项研究的结果,在该研究中,研究生翻译技术课程的学生在不使用机器翻译(MT)的情况下对本学期早些时候翻译过的文本进行了后编辑。结果表明,后期编辑允许成绩水平低于、达到或略高于既定中位数的学生提高翻译产品的质量,而成绩远高于中位数的学生实际上经历了质量下降。尽管如此,后者的后期编辑产品和后期编辑表现仍然优于前者。该研究表明,不同的译者如何通过接受MT输出的不同方面来体验质量的提高或不提高,以及所接受的输出与他们的人工翻译之间的关系。它还跟踪他们的帖子编辑是否必要和正确,以及它们与人类演绎的关系。跟踪这样的行为试图提供一个更全面的观点,即后期编辑在质量上可能是有利的或不利的。
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引用次数: 3
Common risks in the translation industry 翻译行业的常见风险
Q1 Arts and Humanities Pub Date : 2018-12-31 DOI: 10.1075/JIAL.00012.VAE
H. Vaezian, Mahmoud Akbari
The present research aimed at identifying and categorizing the common risks in the operations of translation companies. It further investigated the maturity level of translation companies in terms of risk management and their attitudes toward the application of a comprehensive risk management framework into their activities. The study had two phases of qualitative and quantitative research. During the qualitative phase, a total of 400 translation projects were observed in four translation companies and further based on the results of the qualitative phase, three questionnaires were developed and sent to 226 translation companies around the world. The researchers identified 44 risk candidates in the operation of translation companies and statistically grouped them into six risk categories. The results further indicated that translation company managers hardly know what risk management is about, while they demonstrated a significant interest in the application of a risk management framework into their activities.
本研究旨在识别和分类翻译公司运营中的常见风险。它进一步调查了翻译公司在风险管理方面的成熟度水平,以及他们对将全面的风险管理框架应用于其活动的态度。该研究分为定性和定量研究两个阶段。在定性阶段,共观察了四家翻译公司的400个翻译项目,并根据定性阶段的结果,编制了三份问卷,发送给世界各地的226家翻译公司。研究人员确定了翻译公司运营中的44个风险候选者,并将其统计分为六个风险类别。研究结果进一步表明,翻译公司的管理人员几乎不知道什么是风险管理,而他们对将风险管理框架应用到他们的活动中表现出了极大的兴趣。
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引用次数: 1
When a robot understands Brazilian Portuguese 当机器人能听懂巴西葡萄牙语时
Q1 Arts and Humanities Pub Date : 2018-08-10 DOI: 10.1075/JIAL.00010.VID
Cristiane Denise Vidal
This paper sets out to highlight some of the complexities involved in the game localization process by presenting a case study centered on the educational game Ludwig. It was released in Austria in 2011 just in German and later, due to its success, it was later localized into English, Brazilian Portuguese, Chinese and Japanese. The case study focusses on the localization of the language pair English-Brazilian Portuguese and the theoretical framework relies on the notion of Paratranslation (Yuste Frías 2012).
本文将通过以教育游戏《Ludwig》为中心的案例研究来强调游戏本土化过程中的一些复杂性。2011年,它在奥地利发行了德语版本,后来,由于它的成功,它后来被翻译成英语、巴西葡萄牙语、中文和日语。案例研究的重点是英语-巴西-葡萄牙语语言对的本地化,理论框架依赖于准翻译的概念(Yuste Frías 2012)。
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引用次数: 1
Creativity and playability in the localisation of video games 电子游戏本地化中的创造性和可玩性
Q1 Arts and Humanities Pub Date : 2018-08-10 DOI: 10.1075/JIAL.00011.BER
Miguel Á. Bernal-Merino
Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimedia interactive entertainment software (MIES), a. k. a. video games, adds levels of complexity never seen before in translation due to their functional requirements. In order to identify the features that separate other entertainment products from MIES, this article analyses also the translation of novels, comics and films. The concept of playability is utilised as a way of isolating the pragmatic challenges of video game localisation.
创造力是翻译中最具争议的话题之一,这不仅是因为它与作者的关系,还因为不可避免的文化影响和对所有相关方的商业影响。识别娱乐媒体中创造性翻译的参数需要一个复杂的过程,这个过程包括语言变量之外的大量变量。符号学被认为是一种强有力的分析工具,可以研究娱乐产品中意义制造的分层,换句话说,它们的多义性。多媒体互动娱乐软件(MIES),也就是视频游戏,由于其功能要求,在翻译中增加了前所未有的复杂性。本文还对小说、漫画和电影的翻译进行了分析,以确定其他娱乐产品与MIES的区别。可玩性的概念被用来隔离视频游戏本地化的务实挑战。
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引用次数: 6
Harnessing the roar of the crowd 驾驭人群的吼声
Q1 Arts and Humanities Pub Date : 2018-08-10 DOI: 10.1075/JIAL.00009.ELL
Ugo Ellefsen, Miguel Á. Bernal-Merino
Through quantitative data analysis, this study explores the attitudes of gamers from different French-speaking locales (Belgium, France, Canada, and Switzerland) in relation to their language preference and opinions of translated material while playing video games. The intended goal is to develop a replicable methodology for data collection about the linguistic preferences of video game players. The research strategy is based on online questionnaires distributed to gamers through social media. The results highlight players’ level of satisfaction regarding the localisation of games and suggest that industry strategies put forward till recently may be rather inadequate. Linguistic preferences seem to vary within locales based on factors such as English language proficiency and personal background. The results of this research may serve the implementation of new localisation strategies for video game products in French-speaking countries of emerging markets or other multinational languages.
通过定量数据分析,本研究探讨了来自不同法语地区(比利时、法国、加拿大和瑞士)的玩家在玩电子游戏时对语言偏好和对翻译材料的看法的态度。其目标是开发一种可复制的方法,用于收集有关电子游戏玩家语言偏好的数据。该研究策略基于通过社交媒体向游戏玩家分发的在线问卷。研究结果突出了玩家对游戏本地化的满意度,并表明直到最近提出的行业战略可能相当不足。语言偏好似乎因英语水平和个人背景等因素而异。这项研究的结果可能有助于在新兴市场的法语国家或其他多国语言中实施电子游戏产品的新本地化战略。
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引用次数: 9
期刊
Journal of Internationalization and Localization
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