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Languages & The Media

November 2–4, 2016, Berlin, Germany

Pre-Conference Workshops

November 2, 2016, Radisson Blu Hotel, Berlin

 

This workshop aims to provide a comprehensive introduction to the application of portable eye trackers to research in accessibility, with special reference to museums and cultural spaces. Relying on light, wireless technology, ease of use and extreme flexibility, eye tracking glasses offer great opportunities for innovative empirical research.

Inspired by a project funded by the University of Macerata (FACS), the workshop focuses on the use of Tobii Pro Glasses 2, i.e. the latest model of wearable eye trackers with wireless live view function (ensuring data recording at 50 or 100 Hz) for the exploration and fruition of dynamic cultural spaces.

The eye-tracking equipment, as well as the software for post-analysis and visualisation of data, will be presented with the expert help of Carsten Gondorf (Tobii AB). Moreover, all participants will have the chance to test the equipment.

Workshop participants will be guided through the entire experiment set up and development, from planning to data gathering and analysis. By way of example, a series of tests recently carried out at the Museo Nazionale del Cinema in Torino, Italy, and its interesting results, will be duly illustrated.


The workshop will start with an overview of Transcreation, focusing on the features that distinguish it from Translation. We will discuss the nature and purpose of the copy it is used for, the linguistic and technical challenges it faces, as well as the type of materials and specific processes involved. A particular mention will be made to the interconnected Cultural Consultation service. We will then move on to a hands-on session, during which participants will be asked to transcreate copy in a live project setting: following a client brief, adhering to brand guidelines and tone of voice, and producing the required formats. Finally, we will build on all the knowledge gained in an open discussion.


When deciding which of the many visual aspects of a film to describe, it is common to fix on the methodology offered by narratology, so that the AD helps its users answer the narrative questions: Who? What? Where? When? However, not all AV products have story telling as their prime function nor are watched by sighted viewers primarily for the story. Ben Winters (2010) has highlighted “the non-diegetic fallacy,” and argues against the “tendency to see cinema in overtly literary narrative terms.” Kenneth Branagh's Hamlet, for example, has the same story as Laurence Olivier’s, but as viewing experiences they are fundamentally different. A lack of primacy of the narrative, is also true of spectacle film (Matamala & Remael, 2015) Likewise in auteur cinema e.g. Brief Encounter ( Lean, 1945) the central character, Laura, narrates the story making it easy for blind people to follow, but it's how Lean adapted this play to a film that's remarkable ( it’s the same with his Oliver Twist - if you only want the story you could read Dickens).

This workshop offers participants a chance to try out alternative strategies to take AD beyond a purely narrative function and explore possibilities beyond narrative AD to reinstitute the awe of Audio Description.


The video game industry has experienced a huge boom in the last few years. Indeed, the video game industry made twice as much money in 2015 than did the film industry. That makes video game localization an interesting niche market for audiovisual translators, newcomers and academics.

This workshop is designed for academics and professional translators willing to start working on the video game localization market. The workshop will start with a short introduction of the history of video games and an overview of the whole localization process, so that the attendees can assimilate all the necessary tasks, the workflows and the agents involved in the localization process. After that, the class will focus on the role of the video game translator (also called localization engineer) and will analyse the different challenges that they have to go through by means of practical exercises. These will include video game jargon and terminology, variables, character limitations or lack of context, among others.

The workshop will be language-neutral; we will focus on the processes, strategies and best practices required to translate a video game appropriately. English will be the source language for all the exercises and activities. The students will have absolute freedom to choose their target languages and will be free to decide whether they wish to work in teams or individually, so that they can feel as comfortable as possible.

In short, this workshop will be a great opportunity for academics and professional translators to get an insight into this fascinating and growing field, and to become aware of the challenges and issues that translators have to face on a daily basis.

This three-hour workshop is an introduction to interlingual subtitling with speech recognition software, which combines all the challenges of intralingual respeaking with various aspects of simultaneous interpreting. Participants will gain practical knowledge of every step of this process (respeaking, editing and broadcasting), different translation strategies and the importance of teamwork in this discipline.