作为架构文本和元文本的丹木:由观众(翻译)评论塑造的网络视频消费的符号学分析

IF 2.2 2区 文学 0 LANGUAGE & LINGUISTICS Translation Studies Pub Date : 2023-08-16 DOI:10.1080/14781700.2023.2236108
Yuhong Yang
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引用次数: 0

摘要

摘要本文从概念和实证两个层面探讨了丹木中介的网络视频消费。在概念层面上,沿着并列文本研究的思路,首先介绍了赵的符号学理论及其对共文本的分类,然后将丹木作为构文本和元文本的概念化置于这一框架内。在实证层面上,根据对观众翻译实践的兴趣,研究了丹木上三种类型的翻译元文本(即语际翻译、趣味字幕和同音翻译)对视频消费的影响。案例分析表明,参与式观众的翻译元文本可以促进后续观众对视频意图的理解,但也可能导致不同的解释意义,并开辟符号参与的外部路径,有效地将视频观看转化为字幕游戏,甚至是屏幕上展示的大规模符号仪式或行为艺术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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Danmu as archi-text and meta-text: a semiotic analysis of online video consumption shaped by viewers’ (translational) comments
ABSTRACT This article approaches danmu-mediated online video consumption on both a conceptual and an empirical level. On the conceptual level, moving along the line of paratextual studies, it first introduces Yiheng Zhao’s semiotic theory and his categorization of co-texts, and then situates the conceptualization of danmu as both archi-text and meta-text within this framework. On the empirical level, following an interest in viewers’ translational practices, it investigates how video consumption is shaped by three types of translational meta-texts on danmu, i.e. interlingual translation, fun subtitles, and soramimi (homophonic translation). Case analysis reveals that participatory viewers’ translational meta-texts could facilitate subsequent viewers’ understanding of the intended meaning of the video, but they may also lead to a different interpreted meaning and open up an outward path of semiotic engagement, effectively transforming video viewing into a subtitling game or even a massive semiotic ritual or performance art showcased on screen.
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来源期刊
CiteScore
2.10
自引率
10.00%
发文量
27
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