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Multilingual Persuasion Dataset ...
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Multilingual Persuasion Dataset ...
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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)
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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)
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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)
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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)
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7
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
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Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
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Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
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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
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What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? ...
Behnke, Maciej. - : Zenodo, 2021
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What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? ...
Behnke, Maciej. - : Zenodo, 2021
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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)
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14
Found in translation : evolving approaches for the localization of japanese video games
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Más que nombres : analizando las traducciones de los antropónimos de la serie de videojuegos "Animal Crossing"
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The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition
Calvo-Ferrer, José Ramón. - : IGI Global, 2021
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As identidades na localização de jogos ; Identities in game localization
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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
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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
Abstract: El siguiente trabajo se basa en el estudio de las estrategias de traducción que pueden emplearse para trasladar elementos léxicos relacionados con la medicina en mundos ficticios creados en múltiples modalidades narrativas. Para ello, se seleccionan ocho ejemplos provenientes de diferentes obras compuestas en la lengua inglesa y traducidas al español, y se analizan de forma contrastiva para observar los procedimientos utilizados y la funcionalidad final de los equivalentes propuestos. ; This paper studies the translation strategies that can be applied to render lexical elements related to medicine in fictional worlds created in multiple narrative modalities. Examples drawn from eight different works composed in English and translated into Spanish are contrastively analyzed to observe the procedures employed and the final functionality of the proposed equivalents.
Keyword: audiovisual; cómic; comic books; fictional world; literatura; literature; mundo ficticio; traducción; translation; video games; videojuego
URL: http://hdl.handle.net/10234/192638
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