TRANSLATION OF HUMOR IN SUBTITLING. A CASE STUDY OF THE ARMENIAN FILM “LOST AND FOUND IN ARMENIA”

Author(s):  
NARINE GISHYAN

NARINE GISHYAN - TRANSLATION OF HUMOR IN SUBTITLING. A CASE STUDY OF THE ARMENIAN FILM “LOST AND FOUND IN ARMENIA” The article touches upon the translation peculiarities of humor into Armenian and the ways of their preservation in English through the use of translation strategies. A contemporary Armenian movie “Lost and Found in Armenia” is selected to give the general insight of the transfer of Armenian humor in subtitling. As a result of the study, we can state that from a semantic point of view, the translator was able to convey the meaning, often through partial or complete loss of humor. Deviations were mainly associated with interjections, which were omitted in the English translation. In all the extracted examples, interjections and sound effects, partially providing the humor of the episodes, were omitted. However, their restoration did not create an additional technical obstacle, since it corresponded to the spatial and temporal standards of subtitling.

2018 ◽  
Vol 8 (6) ◽  
pp. 629
Author(s):  
Yuying Li ◽  
Wandi Hu

With the convening of the 19th NCCPC and at the call of “Building stronger cultural confidence and helping socialist culture to flourish.” the going global of Chinese cultural classics has gained increasing importance. Jiangxi Province is the birthplace of literati and scholars throughout the ages, especially in the Song Dynasty. Among the Eight Great Literati of the Tang and Song Dynasties three were JX natives. Therefore, the study on the English translation of the classic works by them would be of great academic and practical values as well as significance for popularization. Taking Chesterman’s Translation Memetics as the guidance and from the aspects of Expectancy Norms and Professional Norms, the study analyses and explores the translation strategies and skills of Chinese classic, in the hope to contribute the author’s pygmy to the translation and spread of traditional Chinese culture.


2019 ◽  
Vol 6 (2) ◽  
pp. 158-163
Author(s):  
Selvy Kurniasari ◽  
Dewi Masitoh ◽  
Naufal Anfal ◽  
Wiwin Indiarti

The article is based on research done with the descriptive-qualitative approach and is an embedded-case study meant the result could not be generalized. The primary data are Javanese cultural terms of Lontar  YusupBanyuwangi and the English translation found in the book of Bernard Arps (a Dutch anthropologist) entitled Tembang in Two Traditions: Performances and Interpretation of Javanese Literature. LontarYusup is the only manuscript in Banyuwangi still read routinely in rituals conducted by Osing ethnic group considered as the natives of Banyuwangi. The research aims at unveiling the cultural terms used based on the category and the translation strategies applied. The technique used to collect the data is documentation and the collected data are, then, analyzed by applying content analysis technique. The research results that there are 141 cultural terms classified in 10 cultural categories: food (4), cultural materials (23), arts (2), buildings (5), socio-culture (48), religion (36), gesture (10), ecology (7), habit (7), and clothing (3). Those Javanese cultural terms are then translated into English by utilizing 8 translation strategies: synonym (62.07%), pure borrowing (16.55%), transposition (0.69%), structural addition (4.83%), descriptive equivalent (11.03%), subtraction (0.69%), componential analysis (1.38%), and cultural equivalent.


2019 ◽  
Vol 3 (3) ◽  
pp. 224
Author(s):  
Xiaoying Feng

<p align="justify">The rapid development of society drives the rapid development of language, and the core factor that can reflect the progress of language is vocabulary. From the perspective of ecological translation, this paper chooses the adaptive selection theory in ecological translation as the theoretical basis, and probes into the English translation strategies of Chinese neologisms in 2019 from three perspectives: communicative dimension, cultural dimension and linguistic dimension.</p>


2018 ◽  
Vol 3 (7) ◽  
Author(s):  
Natapon Anusorntharangkul ◽  
Yanin Rugwongwan

The objective of this paper is to study local identity and explore the potential for regional resources management and valuation of the historic environment a case study of the north-eastern provinces of Thailand, for guiding the tourism environmental design elements. The point of view has the goal creative integrate tourism model and product development from local identity embedded localism. This concept advocates the philosophy that tourism businesses must develop products and marketing strategies that not only address the needs of consumers but also safeguard the local identity. 


2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


2014 ◽  
Vol 30 (2) ◽  
pp. 113-126 ◽  
Author(s):  
Dominic Detzen ◽  
Tobias Stork genannt Wersborg ◽  
Henning Zülch

ABSTRACT This case originates from a real-life business situation and illustrates the application of impairment tests in accordance with IFRS and U.S. GAAP. In the first part of the case study, students examine conceptual questions of impairment tests under IFRS and U.S. GAAP with respect to applicable accounting standards, definitions, value concepts, and frequency of application. In addition, the case encourages students to discuss the impairment regime from an economic point of view. The second part of the instructional resource continues to provide instructors with the flexibility of applying U.S. GAAP and/or IFRS when students are asked to test a long-lived asset for impairment and, if necessary, allocate any potential impairment. This latter part demonstrates that impairment tests require professional judgment that students are to exercise in the case.


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