221 research outputs found

    Videojuegos y doblaje. La sincronización

    Get PDF
    XXI Jornades de Foment de la Investigació de la Facultat de Ciències Humanes i Socials (Any 2016)Este trabajo parte de la localización como proceso dentro del cual analizar un aspecto de la traducción audiovisual no descrito hasta ahora con estudios empíricos: la sincronización en el doblaje de un videojuego. Los videojuegos son un nuevo formato de texto audiovisual que presenta un rasgo distintivo: la interacción. Así, se diferencian del concepto tradicional de texto audiovisual en que convierten al espectador en usuario activo y no presentan un avance narrativo lineal. La idiosincrasia de este software multimedia interactivo hace que el proceso de traducción para doblaje no sea el mismo que el descrito hasta ahora para cine y televisión y, por tanto, requiere un nuevo análisis del tipo de ajuste que presenta un videojuego doblado, partiendo del modelo de sincronización de textos audiovisuales tradicionales (Chaume, 2004) en torno a los tres tipos de sincronía: labial, cinésica e isocronía. El objetivo de nuestro estudio será identificar y exponer los tipos de ajuste del doblaje al español peninsular del videojuego de aventura Assassin’s Creed Syndicate. Para ello, también habremos de plantearnos objetivos específicos que nos ayuden a construir nuestro estudio de forma sistemática: nos proponemos detectar qué situaciones de juego presenta el material concreto analizado y, en función de estas situaciones de juego, describiremos cómo es su ajuste. Por tanto, llevaremos a cabo un estudio exploratorio, descriptivo y empírico, basado en el análisis de un videojuego concreto, sobre los tipos de ajuste. A partir de este trabajo, pretendemos ampliar el conocimiento de las prácticas traductológicas actuales en la localización de un producto audiovisual novedoso y abierto aún a muchas posibilidades de estudio

    Between audiovisual translation and localization: The case of Detroit: Become Human

    Get PDF
    The concept of audiovisual translation (AVT) is changing continuously in the current technological landscape, in which localization has emerged as a key process to adapt different types of modern multimedia products. Whether AVT encompasses localization, or vice versa, or they can be conceived as different fields instead, re- mains unclear. It is not my intention to find a unique solution to this unanswered question, but rather to shed some light on the convergences of AVT and localization from the specific perspective of dubbing, in a product that, in turn, raises some questions about the genre it belongs to: the graphic adventure Detroit: Become Human (Quantic Dream, 2018). This chapter aims to highlight some of the differences and convergences between AVT and localization analyzing the dubbing synchronies applied in a video game belonging to a genre closer to traditional movies, compared to other adventure games, due to the strong presence of cinematic scenes and the lower level of interaction. The results will indicate that, even though clear differences can be found between the localization of a game and translation of non-interactive products, the convergences in terms of dubbing synchronies, particularly in the cinematographic scenes, are quite evident

    Corpus studies and localization: a research proposal for interactive material

    Get PDF
    This article aims to analyze the dubbing synchronies used in a multimodal corpus composed of three video games, dubbed into Castilian Spanish, belonging to the interactive genre of action-adventure. The methodology, adopting a descriptive approach, triangulates qualitative and quantitative data obtained, on the one hand, from the empirical analysis of the multimodal corpus and, on the other hand, from direct contact with professionals in the industry through semi-structured interviews. Additionally, some previous approaches within Corpus-Based Translation Studies—closely linked to Descriptive Translation Studies—will be reviewed, as well as the professional practice of localization, from the perspective of audiovisual translation (AVT). The goal is thus to present how different methods and perspectives can be combined to analyze the AVT mode of dubbing in a multimodal and interactive product, which remains largely unexplored in academia so far, despite the efficacy that corpus studies have demonstrated in translation studies.Este artículo pretende dar cuenta de las sincronías empleadas en el doblaje al español peninsular de un corpus multimodal compuesto por tres videojuegos del género interactivo de la acción-aventura. La metodología, de enfoque descriptivo, triangula datos cualitativos y cuantitativos obtenidos, por una parte, del análisis empírico del corpus multimodal y, por otra, del contacto directo con profesionales de la industria mediante entrevistas semiestructuradas. Asimismo, se revisarán algunos planteamientos previos de los estudios de corpus, estrechamente relacionados con los Estudios Descriptivos en Traducción, y de la práctica profesional de la localización, abordándola desde el enfoque de la Traducción Audiovisual (TAV). Se busca así exponer cómo combinar distintos métodos y perspectivas para analizar la modalidad de TAV del doblaje en un producto multimodal interactivo, aspecto escasamente investigado empíricamente en la esfera académica por el momento, a pesar de la utilidad que ya han demostrado los estudios de corpus en el panorama traductológico

    Multimodality and dubbing in video games: A research approach

    Get PDF
    This article discusses a new taxonomy of dubbing synchronies in the Spanish localized version of the video game Batman: Arkham Knight. To do so, the concept of the video game is first reviewed as the most sophisticated example of audiovisual text in terms of its multimodal nature. The article also describes how the message is conveyed through the different communication channels that form a part of its semiotic structure. Next, the research approach proposal is presented, based on the multimodal configuration of video games: game situations will be the unit of analysis used in this approach, since they are a basic unit with which to organize the content of a game and they distinguish video games as a unique type of audiovisual text. These game situations are used to analyse the specific features of dubbing and types of synchrony. Finally, some results are offered to confirm that the taxonomy of dubbing in video games discussed here applies to this particular case

    Robustness and stability in dynamic constraint satisfaction problems

    Full text link
    Constraint programming is a paradigm wherein relations between variables are stated in the form of constraints. It is well-known that many real life problems can be modeled as Constraint Satisfaction Problems (CSPs). Much effort has been spent to increase the efficiency of algorithms for solving CSPs. However, many of these techniques assume that the set of variables, domains and constraints involved in the CSP are known and fixed when the problem is modeled. This is a strong limitation because many problems come from uncertain and dynamic environments, where both the original problem may evolve because of the environment, the user or other agents. In such situations, a solution that holds for the original problem can become invalid after changes. There are two main approaches for dealing with these situations: reactive and proactive approaches. Using reactive approaches entails re-solving the CSP after each solution loss, which is a time consuming. That is a clear disadvantage, especially when we deal with short-term changes, where solution loss is frequent. In addition, in many applications, such as on-line planning and scheduling, the delivery time of a new solution may be too long for actions to be taken on time, so a solution loss can produce several negative effects in the modeled problem. For a task assignment production system with several machines, it could cause the shutdown of the production system, the breakage of machines, the loss of the material/object in production, etc. In a transport timetabling problem, the solution loss, due to some disruption at a point, may produce a delay that propagates through the entire schedule. In addition, all the negative effects stated above will probably entail an economic loss. In this thesis we develop several proactive approaches. Proactive approaches use knowledge about possible future changes in order to avoid or minimize their effects. These approaches are applied before the changes occur. Thus, our approaches search for robust solutions, which have a high probability to remain valid after changes. Furthermore, some of our approaches also consider that the solutions can be easily adapted when they did not resist the changes in the original problem. Thus, these approaches search for stable solutions, which have an alternative solution that is similar to the previous one and therefore can be used in case of a value breakage. In this context, sometimes there exists knowledge about the uncertain and dynamic environment. However in many cases, this information is unknown or hard to obtain. For this reason, for the majority of our approaches (specifically 3 of the 4 developed approaches), the only assumptions made about changes are those inherent in the structure of problems with ordered domains. Given this framework and therefore the existence of a significant order over domain values, it is reasonable to assume that the original bounds of the solution space may undergo restrictive or relaxed modifications. Note that the possibility of solution loss only exists when changes over the original bounds of the solution space are restrictive. Therefore, the main objective for searching robust solutions in this framework is to find solutions located as far away as possible from the bounds of the solution space. In order to meet this criterion, we propose several approaches that can be divided in enumeration-based techniques and a search algorithm.Climent Aunés, LI. (2013). Robustness and stability in dynamic constraint satisfaction problems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/34785TESI

    Automatic assessment of object oriented programming assignments with unit testing in Python and a real case assignment

    Full text link
    In this paper, we focus on developing automatic assessment (AA) for a topic that has some difficulties in its practical assessment: object oriented programming (OOP). For evaluating that the OOP principles have been correctly applied to a real application, we use unit testing. In this paper, we focus on prioritizing that the students understand and apply correctly complex OOP principles and that they design properly the classes (including their relationships). In addition, we focus on the Python programming language rather than the typical previous works' focus in this area. Thus, we present a real case study of a practical assignment, in which the students have to implement characters for a video game. This assignment has the particularities and advantages that it is incremental and that it applies all four OOP principles within a single assignment. We also present its solution with the UML class diagram description. Furthermore, we provide unit testing for this case study and give general advice for generalizing the unit tests to other real case scenarios. Finally, we corroborate the effectiveness of our approach with positive student evaluation

    La biblioteca del Museu Arqueològic Municipal Camil Visedo Moltó

    Get PDF
    El Museu Arqueològic Municipal Camil Visedo Moltó disposa d’una biblioteca l’origen de la qual és el llegat bibliogràfic de Camil Visedo. Posteriorment, s’ha ampliat amb altres fons i adquisicions, i s’ha integrat en l’actualitat a la Xarxa Pública de Lectura Valenciana. Paraules clau: Museu Arqueològic Municipal Camil Visedo Moltó. Camil Visedo Moltó. Biblioteca. Llegat personal.The Museu Arqueològic Municipal Camil Visedo Moltó possesses a library which origin is the bibliographical bequest of Camil Visedo. Subsequently it has been expanded with other funds and acquisitions, being currently integrated into the Xarxa Pública de Lectura Valenciana (Valencian Consortium of Public Reading). Key words: Museu Arqueològic Municipal Camil Visedo Moltó. Camil Visedo Moltó. Library. Personal bequest.El Museu Arqueològic Municipal Camil Visedo Moltó posee una biblioteca que tiene como origen el legado bibliográfico de Camil Visedo. Posteriormente se ha ampliado con otros fondos y adquisiciones, integrándose en la actualidad en la Xarxa Pública de Lectura Valenciana. Palabras Clave: Museu Arqueològic Municipal Camil Visedo Moltó, Camil Visedo Moltó, biblioteca, legado personal

    CARPANTA eats words you don't need from e-mail

    Get PDF
    [spa] Presentamos CARPANTA, un sistema de resumen automático de correo electrónico que aplica técnicas de conocimiento intensivo para obtener resúmenes coherentes. El uso de herramientas de PLN de amplia cobertura garantiza la robusteza y portabilidad del sistema, pero también se explota conocimiento dependiente de lengua y dominio. CARPANTA ha sido evaluado por comparación con un corpus de resúmenes confeccionados por jueces humanos, con resultados satisfactorios. [eng] We present CARPANTA, an e-mail summarization system that applies a knowledge intensive approach to obtain highly coherent summaries. Robustness and portability are guaranteed by the use of general-purpose NLP, but it also exploits language- and domain-dependent knowledge. The system is evaluated against a corpus of human-judged summaries, reaching, satisfactory levels of performance

    Com difondre una innovació pedagògica? El cas de l'aprenentatge servei a Catalunya.

    Get PDF
    quest text té per objectiu analitzar la difusió de l'aprenentatge servei (APS), una pràctica educativa innovadora que s'ha estès al llarg dels darrers anys a Catalunya. L'article comença presentant els principis que ha seguit la seva implantació; continua analitzant l'acció dels agents, entitats i persones que s'han dedicat expressament a difondre i ajudar a arrelar projectes educatius d'APS; també estudia les relacions de partenariat i la creació de xarxes que s'han produït al llarg d'aquests anys, i acaba apuntant algunes línies de futur per avançar en la implantació de l'APS. Entre d'altres, es destaquen consideracions com ara que l'APS s'ha difós sabent que és més un descobriment que no pas un invent, i reconeixent les bones experiències que ja es duien a terme seguint aquesta pràctica educativa al nostre país, vinculant-lo a una determinada concepció de l'educació i cooperant entre tots els agents implicats en els diferents àmbits i territoris educatius
    • …
    corecore