DE eng

Search in the Catalogues and Directories

Page: 1 2 3 4 5...7
Hits 1 – 20 of 140

1
Multilingual Persuasion Dataset ...
BASE
Show details
2
Multilingual Persuasion Dataset ...
BASE
Show details
3
Style shifts in Japanese video game commentary monologues
In: Proceedings of the Linguistic Society of America; Vol 7, No 1 (2022): Proceedings of the Linguistic Society of America; 5227 ; 2473-8689 (2022)
BASE
Show details
4
ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION
In: Jornadas del Doctorado en Traductología, Traducción Profesional y Audiovisual 2021 ; https://hal.archives-ouvertes.fr/hal-03466616 ; Jornadas del Doctorado en Traductología, Traducción Profesional y Audiovisual 2021, Mar 2021, Valladolid, Spain ; https://eventos.uva.es/59282/detail/jornadas-del-doctorado-en-traductologia-traduccion-profesional-y-audiovisual-2021.html (2021)
BASE
Show details
5
TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY
In: 11th Annual Glendon Graduate Conference in Translation Studies. Facing the Future: Translation and Technology ; https://hal.archives-ouvertes.fr/hal-03466617 ; 11th Annual Glendon Graduate Conference in Translation Studies. Facing the Future: Translation and Technology, Mar 2021, Toronto, Canada (2021)
BASE
Show details
6
Machine Translation and Gender biases in video game localisation: a corpus-based analysis
In: Colloque interdisciplinaire « Vers une robotique du traduire ? ; https://hal.archives-ouvertes.fr/hal-03466630 ; Colloque interdisciplinaire « Vers une robotique du traduire ?, Sep 2021, Strasbourg, France ; https://robotrad2020.sciencesconf.org/program (2021)
BASE
Show details
7
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
BASE
Show details
8
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
BASE
Show details
9
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
BASE
Show details
10
КОМПЬЮТЕРНЫЕ ИГРЫ КАК СОВРЕМЕННАЯ ТЕХНОЛОГИЯ ОБУЧЕНИЯ ИНОСТРАННОМУ ЯЗЫКУ В НЕЯЗЫКОВОМ ВУЗЕ ... : COMPUTER GAMES AS A MODERN TECHNOLOGY OF TEACHING A FOREIGN LANGUAGE IN A NON-LANGUAGE UNIVERSITY ...
Табуева И.Н.; Кашицин И.А.. - : The Scientific Heritage, 2021
BASE
Show details
11
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? ...
Behnke, Maciej. - : Zenodo, 2021
BASE
Show details
12
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? ...
Behnke, Maciej. - : Zenodo, 2021
BASE
Show details
13
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
In: Multimodal Technologies and Interaction; Volume 5; Issue 12; Pages: 80 (2021)
BASE
Show details
14
Found in translation : evolving approaches for the localization of japanese video games
BASE
Show details
15
Más que nombres : analizando las traducciones de los antropónimos de la serie de videojuegos "Animal Crossing"
BASE
Show details
16
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
BASE
Show details
17
Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition
Calvo-Ferrer, José Ramón. - : IGI Global, 2021
BASE
Show details
18
As identidades na localização de jogos ; Identities in game localization
Abstract: Dissertação de Mestrado em Tradução apresentada à Faculdade de Letras ; Este trabalho elencou e analisou as diferentes maneiras de manifestar identidade(s) e qual a sua relevância e o seu uso na localização de jogos. O estudo tem dois objetivos principais: (i) refletir acerca das ‘novas’ formas de manifestar identidades locais em virtude da revolução tecnológica da década de 90; (ii) analisar o uso destas ‘novas’ formas de manifestar identidades, na escolha vocabular, durante o processo de localização de jogos. Para tal, foi feita uma pesquisa que contou com leituras atualizadas acerca da localização, enquanto processo tradutivo, e das identidades no âmbito das tecnologias e dos videogames. Foram feitas, também, entrevistas a profissionais atuantes na área da localização de jogos e a gamers. Por fim foi feita uma análise sucinta da localização de dois jogos com a finalidade de ratificar as análises feitas em teoria. Observou-se que o processo de localização, no âmbito dos videogames, é executado para adequar o conteúdo de jogos para um determinado público-alvo e o uso consciente das identidades, como recurso na localização de jogos, melhora a jogabilidade e aumenta a imersão do jogador. O que pôde ser inferido desta pesquisa é que o conhecimento das manifestações identitárias linguísticas e linguísticas digitais e, consequentemente, o seu uso são expedientes necessários para uma localização de jogos que atinja o seu objetivo. Conclui-se, portanto que as manifestações identitárias são utilizadas no processo de localização de jogos para gerar acessibilidade, identificação e representatividade entre jogo e jogador. ; The present study aimed to list and analyze the different possibilities of expressing identity (ies) and what are its relevance and its use in games localization. The study have two main objectives: (i) reflect on the 'new' ways of manifesting local identities due to the technological revolution of the 1990s; (ii) analyze the use of these 'new' ways of manifesting identities, in vocabulary choice, during the process of game localization. In order to do this, a research was conducted that relied on updated readings about localization, as a translation process, and about identities in the context of technology and videogames. Interviews were also conducted with professionals working in the field of game localization and gamers. Finally, a succinct assessment of the location of two games was carried out in order to confirm the analyses made in theory. We have observed that the localization process, within video games, is executed to tailor game content to a certain target audience and the conscious use of identities, as a resource in game localization, enhances gameplay and increases player immersion. What could be deduced from this research is that knowledge of linguistic and digital linguistic identity manifestations, and consequently their use, are necessary expedients for a game localization that achieves its goal. In conclusion, therefore, identity manifestations are used in the game localization process to generate accessibility, identification, and representativeness between game and player.
Keyword: Cultura; Culture; Identidade linguística; Linguistic identity; Localização; Localization; Tradução; Translation; Video games; Videogames
URL: http://hdl.handle.net/10316/96989
BASE
Hide details
19
Metodología AICLE en el aprendizaje de la táctica y cooperación deportiva a través de la gamificación
Baixauli Sánchez, Vicente; Ribés Millet, Llorenç. - : Universitat Jaume I, 2021
BASE
Show details
20
La traducción de léxico innovador vinculado a la medicina en mundos ficticios multimodales ; The translation of innovative lexicon related to medicine in multimodal fictional worlds
Szymyślik, Robert. - : Tremédica. Asociación Internacional de Traductores y Redactores de Medicina y Ciencias Afines, 2021
BASE
Show details

Page: 1 2 3 4 5...7

Catalogues
0
0
0
0
0
0
0
Bibliographies
0
0
0
0
0
0
0
0
1
Linked Open Data catalogues
0
Online resources
0
0
0
0
Open access documents
139
0
0
0
0
© 2013 - 2024 Lin|gu|is|tik | Imprint | Privacy Policy | Datenschutzeinstellungen ändern