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This book provides a theoretical and practical framework for researchers and practitioners who focus on the construction, interpretation and retextualisation of audiovisual texts. It defines translation as a communicative and interpretative process, with translators seen as cross-cultural mediators who make the denotative-semantic and connotative-pragmatic dimensions of source scripts accessible to target receivers, prompting equivalent perlocutionary effects, while still respecting the original illocutionary force. While existing research on audiovisual translation generally adopts a product-
Films --- Dubbing of motion pictures. --- Dubbing of television programs. --- Dubbing. --- Ondertiteling. --- Motion pictures --- Massamedia en taal. --- Humor --- Television programs --- Televisieseries --- Audiovisuele vertaling. --- Videospellen --- Videogames --- Translating and interpreting. --- Mass media and language. --- vertalen. --- Titling. --- Audio-visual translation --- Language and mass media --- Language and languages --- Interpretation and translation --- Interpreting and translating --- Literature --- Translation and interpretation --- Translators --- Translating
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This book examines the English Lingua Franca (ELF) uses in a corpus of online and scripted video-game interactions. While research generally explores the playful and technological aspects of computer-mediated communication, this study focuses on the strategies of cooperation, language simplification and authentication, lexical creativity and meaning negotiation that are generally activated within the "community of practice of gamers" to facilitate cross-cultural conversations. The scripted exchanges, instead, are examined by means of the ALFA Model (Analysis of Lingua Franca in Audiovisual texts), which is devised to enquire into the extent to which the non-native participants' language variations are part of the multimodal actualisation of the cognitive construct of "non-native speakers", to which authors resort in order to prompt specific reactions on the part of the receivers. Finally, since the participants' turns in both online and scripted interactions are visually represented as written messages on screen, this research also contributes to the development of the description of written ELF variations, so far not thoroughly explored in the literature.
Jeux vidéo --- Langues véhiculaires. --- Anglais (langue) --- Aspect social. --- Variation linguistique --- Informatique. --- Discours (linguistique) --- Aspect social --- English language --- English literature --- Germanic languages --- British literature --- Inklings (Group of writers) --- Nonsense Club (Group of writers) --- Order of the Fancy (Group of writers) --- Lingua francas --- Video games --- Langues véhiculaires --- Informatique
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