109 research outputs found
The Localisation of Video Games
The present thesis is a study of the translation of video games with a particular emphasis on
the Spanish-English language pair, although other languages are brought into play when they offer a
clearer illustration of a particular point in the discussion. On the one hand, it offers a
descriptive analysis of the video game industry understood as a global phenomenon in entertainment,
with the aim of understanding the norms governing present game development and publishing
practices. On the other hand, it discusses particular translation issues that seem to be unique to
these entertainment products due to their multichannel and polysemiotic nature, in which verbal and
nonverbal signs are intimately interconnected in search of maximum game interactivity.
Although this research positions itself within the theoretical framework of Descriptive Translation
Studies, it actually goes beyond the mere accounting of current processes to propose changes
whenever professional practice seems to be unable to rid itself of old unsatisfactory habits. Of a
multidisciplinary nature, the present thesis is greatly informed by various areas of knowledge such
as audiovisual translation, software localisation, computer assisted translation and translation
memory tools, comparative literature, and video game production and marketing, amongst others.
The conclusions are an initial breakthrough in terms of research into this new area, challenging
some of the basic tenets current in translation studies thanks to its multidisciplinary approach,
and its solid grounding on current game localisation industry practice. The results can be useful
in order to boost professional quality and to promote the
training of translators in video game localisation in higher education centres.Open Acces
A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness
People increasingly use videos on the Web as a source for learning. To
support this way of learning, researchers and developers are continuously
developing tools, proposing guidelines, analyzing data, and conducting
experiments. However, it is still not clear what characteristics a video should
have to be an effective learning medium. In this paper, we present a
comprehensive review of 257 articles on video-based learning for the period
from 2016 to 2021. One of the aims of the review is to identify the video
characteristics that have been explored by previous work. Based on our
analysis, we suggest a taxonomy which organizes the video characteristics and
contextual aspects into eight categories: (1) audio features, (2) visual
features, (3) textual features, (4) instructor behavior, (5) learners
activities, (6) interactive features (quizzes, etc.), (7) production style, and
(8) instructional design. Also, we identify four representative research
directions: (1) proposals of tools to support video-based learning, (2) studies
with controlled experiments, (3) data analysis studies, and (4) proposals of
design guidelines for learning videos. We find that the most explored
characteristics are textual features followed by visual features, learner
activities, and interactive features. Text of transcripts, video frames, and
images (figures and illustrations) are most frequently used by tools that
support learning through videos. The learner activity is heavily explored
through log files in data analysis studies, and interactive features have been
frequently scrutinized in controlled experiments. We complement our review by
contrasting research findings that investigate the impact of video
characteristics on the learning effectiveness, report on tasks and technologies
used to develop tools that support learning, and summarize trends of design
guidelines to produce learning video
Human-Computer Interaction
In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
Volume 32, Number 4, December 2012 OLAC Newsletter
Digitized December 2012 issue of the OLAC Newsletter
Rise of the Modern Mediatrix: The Feminization of Media and Mediating Labor, 1865-1945
This dissertation uncovers a vast archive of fictional female telegraph, telephone, and typewriter girls, combining rigorous historical research with feminist, psychoanalytic readings of mass cultural texts to show how the global gendering of low-level communication work shaped modern media. It begins in the United States, where women first performed this work, and explores three further national contexts (France, Germany, and Britain) where female operators and typists circulated as media icons of techno-social connection in an increasingly atomized age. The title “modern mediatrix” describes the essential mediating role white-collar woman workers have played in modern media infrastructure, from switchboard to editing bench. This role has been promoted by corporations, nations, and mass media as feminine for over a century. Across four chapters that engage ad campaigns, plays, novels, and films, I reveal the modern mediatrix to be a uniquely flexible character, capable of creating continuity across industrial ruptures and activating new narrative forms. To trace this character’s construction, I tie her unique semiotic tools and social skills to evolving Christian notions of sanctified feminine transmission, weaving as women’s work, and Hollywood’s reliance on an invisible feminized clerical proletariat. Media scholars who point out telegraphs and typewriters still rarely note the girl behind the machine. For too long, my field has clung to the male factory worker as an all-purpose archetype for cinematic labor and depicted female tech users at home, alone, in the thrall of the apparatus. Instead, my project proposes the rise of the modern mediatrix as an essential theoretical and material foundation for film and media studies. Each of my chapters explores a different facet of the modern mediatrix. I begin in the 1860s, when Western Union began recruiting lady telegraphers and the Catholic Church premiered its Blessing of the Telegraph, with Mary cast as a pure channel for man’s natural use of electricity. Framed by this techno-romantic mother-figure, Chapter 1 examines three teenage girls enshrined in US popular history as the first users of the telegraph, telephone, and typewriter. I show how inventors and companies used virginal foremothers to claim paternity over communications technologies and their feminized workforces. Chapter 2 argues Bell’s speech-weaver ad campaigns coded onscreen operators as vernacular translators of transitional cinematic syntax. Highlighting telephone girls’ enlistment as temp techno-pedagogues during US film’s introduction of cross-cutting and European film’s polyglot transition to sound, it offers women’s film-weaving labor as an alternative to the surgical rhetoric (suture) and patriarchal authorship model typically used to historicize film editing conventions. Chapter 3 traces the secretary’s construction as an automatic audience member in interwar European modernist media. Suggesting that the hypnotic effects of taking dictation stoked Weimar-era anxieties about women workers’ receptivity to media-savvy fascist dictators, it catalogs secretarial symptoms that trouble Frankfurt school divisions of worker-spectators into shocked factory workers and absorbed little shopgirls. Chapter 4 uses the metallic echoes of taps to read Astaire-Rogers musicals as anxious allegories for the Production Code’s reliance on typists, and as encrypted channels to two fleetingly feminized languages, Morse and binary code. A postwar coda draws out the clerical conduit’s transgressive potential, hinted at by her narrative flexibility and explicitly reclaimed in the 1970s and 80s by feminist filmmakers and techno-scientists. With access to the codes of information capitalism, virginal electric muses and hysterical film fans became canny decipherers of mystified techno-cultural matrilineages
Thumb Culture: The Meaning of Mobile Phones for Society
Mobile communication has an increasing impact on people's lives and society. Ubiquitous media influence the way users relate to their surroundings, and data services like text and pictures lead to a culture shaped by thumbs. Representing several years of research into the social and cultural effects of mobile phone use, this volume assembles the fascinating approaches and new insights of leading scientists and practitioners. The book contains the results of a first international survey on the social consequences of mobile phones. It provides a comprehensive inventory of today's issues and an outlook in mobile media, society and their future study
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