8 resultados para Japanese, impoliteness, online communities, BBS

em Helda - Digital Repository of University of Helsinki


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This thesis is a comparative case study in Japanese video game localization for the video games Sairen, Sairen 2 and Sairen Nyûtoransurêshon, and English-language localized versions of the same games as published in Scandinavia and Australia/New Zealand. All games are developed by Sony Computer Entertainment Inc. and published exclusively for Playstation2 and Playstation3 consoles. The fictional world of the Sairen games draws much influence from Japanese history, as well as from popular and contemporary culture, and in doing so caters mainly to a Japanese audience. For localization, i.e. the adaptation of a product to make it accessible to users outside the original market it was intended for in the first place, this is a challenging issue. Video games are media of entertainment, and therefore localization practice must preserve the games’ effects on the players’ emotions. Further, video games are digital products that are comprised of a multitude of distinct elements, some of which are part of the game world, while others regulate the connection between the player as part of the real world and the game as digital medium. As a result, video game localization is also a practice that has to cope with the technical restrictions that are inherent to the medium. The main theory used throughout the thesis is Anthony Pym’s framework for localization studies that considers the user of the localized product as a defining part of the localization process. This concept presupposes that localization is an adaptation that is performed to make a product better suited for use during a specific reception situation. Pym also addresses the factor that certain products may resist distribution into certain reception situations because of their content, and that certain aspects of localization aim to reduce this resistance through significant alterations of the original product. While Pym developed his ideas with mainly regular software in mind, they can also be adapted well to study video games from a localization angle. Since modern video games are highly complex entities that often switch between interactive and non-interactive modes, Pym’s ideas are adapted throughout the thesis to suit the particular elements being studied. Instances analyzed in this thesis include menu screens, video clips, in-game action and websites. The main research questions focus on how the games’ rules influence localization, and how the games’ fictional domain influences localization. Because there are so many peculiarities inherent to the medium of the video game, other theories are introduced as well to complement the research at hand. These include Lawrence Venuti’s discussions of foreiginizing and domesticating translation methods for literary translation, and Jesper Juul’s definition of games. Additionally, knowledge gathered from interviews with video game localization professionals in Japan during September and October 2009 is also utilized for this study. Apart from answering the aforementioned research questions, one of this thesis’ aims is to enrich the still rather small field of game localization studies, and the study of Japanese video games in particular, one of Japan’s most successful cultural exports.

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Tämä pro gradu -tutkielma vertailee korpuksen avulla erisnimien kvantitatiivista jakautumista luokkiin kahdessa saksalaisessa verkkolehdessä. Työn tavoitteena on selvittää, kuinka erisnimiä voidaan luokitella ja mitä eroja niiden avulla on havaittavissa lehtien raportoinnissa. Laajempana kehyksenä toimii kysymys siitä, voidaanko erisnimiä hyödyntäen hahmottaa lehtien sisältöjä. Korpus on kerätty Frankfurter Allgemeine Zeitungin ja Süddeutsche Zeitungin verkkolehtien http: //www.faz.net (FAZ) ja http://www.sueddeutsche.de (SZ) artikkeleista ajalta 2.11.2004-8.11.2004. Valitut sivustot edustavat Saksan arvostetuimpien päivittäisten, koko maan kattavien sanomaleh- tien verkkojulkaisuja. Näistä FAZ:ia pidetään konservatiivisena ja SZ:ia liberaalina lehtenä. Kumpikin korpus käsittelee USA:n presidentinvaaleja syksyllä 2004 ja sisältää hieman alle 30 000 sanaa noin 40 lehtiartikkelista. Aihesidonnaisen korpuksen valinta perustuu erityisesti siihen, että tutkimuksen päämääränä on saada erisnimien avulla selville, miltä osin FAZ ja SZ eroavat toisistaan käsitellessään samaa aihetta. Teoriaosassa käydään läpi saksalaisten verkkolehtien taustaa, työhön liittyviä tekstilingvistisiä teo- rioita sekä erisnimien erikoispiirteitä. Siinä käsitellään myös kolmea aiempaa, saksankielisen eris- nimitutkimuksen luokittelua ja yhtä englanninkielistä, kieliteknologian luokittelua. Näissä havaitut puutteet motivoivat yhdistelemään ja muuttamaan olemassa olevia luokitteluja tätä työtä varten. Uusi luokittelu sisältää neljä yläluokkaa (olentojen, maantieteelliset, instituutioden ja asioiden ni- met), jotka kaikki kattavat kahdesta yhdeksään alaluokkaa. Kummankin korpuksen erisnimet luo- kitellaan tämän perusteella. Kvantitatiivinen analyysi keskittyy ylä- ja alaluokkien vertailuun lehtien välillä. Lisäksi se kattaa sekä kummankin aineiston että pääluokkien frekventimpien sanojen tarkastelun. Vaikka FAZ ja SZ käyttivätkin pääosin samoja erisnimiä raportoinnissaan, voidaan lehtien välillä osoittaa selkeitä eroja alaluokkien kohdalla ja vähäisiä eroja erisnimien jakautumisessa yläluokkiin. chi2 -testin näytti kuitenkin, että erisnimien jakautuminen yläluokkiin on lehtisidonnaista. Siksi voidaan väittää, että muun muassa valittu media vaikuttaa erisnimivalintoihin. Erisnimien frekvenssit antavat ymmärtää, että SZ raportoisi monipuolisemmin kuin FAZ, joka käyttää erisnimiä keskitetymmin. SZ:in aineiston erisnimiä yhdistää eurooppalainen näkökulma vaaleihin, kun taas FAZ pyrkii tuomaan esille tapahtumia USA:n eri osavaltioissa. Niin lehdissä mainitut henkilöiden kuin instituutioden nimet tukevat tätä väitetettä. SZ korostaa maantieteellisesti kaupunkien merkitystä, FAZ osavaltioiden. Saadut tulokset osoittavat, että tämänkaltaisen erisnimitutkimuksen soveltaminen lehtiteksteihin on mahdollista. Luokitellut erisnimet heijastavat osittain käsiteltyjen aineistojen sisältöä ja paljastavat raportoinnin painopisteistä.

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The study of social phenomena in the World Wide Web has been rather fragmentary, andthere is no coherent, reseach-based theory about sense of community in Web environment. Sense of community means part of one's self-concept that has to do with perceiving oneself belonging to, and feeling affinity to a certain social grouping. The present study aimed to find evidence for sense of community in Web environment, and specifically find out what the most critical psychological factors of sense of community would be. Based on known characteristics of real life communities and sense of community, and few occational studies of Web-communities, it was hypothesized that the following factors would be the most critical ones and that they could be grouped as prerequisites, facilitators and consequences of sense of community: awareness and social presence (prerequisites), criteria for membership and borders, common purpose, social interaction and reciprocity, norms and conformity, common history (facilitators), trust and accountability (consequences). In addition to critical factors, the present study aimed to find out if this kind of grouping would be valid. Furthermore, the effect of Web-community members' background variables to sense of community was of interest. In order to answer the questions, an online-questionnaire was created and tested. It included propositions that reflect factors that precede, facilitate and follow the sense of community in Web environment. A factor analysis was calculated to find out the critical factors and analyses of variance were calculated to see if the grouping to prerequisites, facilitators and consequences was right and how the background variables would affect the sense of community in Web environment. The results indicated that the psychological structure of sense of community in Web environment could not be presented with critical variables grouped as prerequisites, facilitators and consequences. Most factors did facilitate the sense of community, but based on this data it could not be argued that some of the factors chronologically precedesense of community and some follow it. Instead, the factor analysis revealed that the most critical factors in sense of community in Web environment are 1) reciprocal involvement, 2) basic trust for others, 3) similarity and common purpose of members, and 4) shared history of members. The most influencing background variables were the member's own participation activity (indicated with reading and writing messages) and the phase in membership lifecycle (from visitor to leader). The more the member participated and the further in membership life cycle he was, the more he felt sense of community. There are many descreptions of sense of community, but the present study was one of the first to actually measure the phenomenon in Web environment, and that gained well documented, valid results based on large data, proving that sense of community in Web environment is possible, and clarifying its psychological structure, thus enhancing the understanding of sense of community in Web environment. Keywords: sense of community, Web-community, psychology of the Internet

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In boreal forests, microorganisms have a pivotal role in nutrient and water supply of trees as well as in litter decomposition and nutrient cycling. This reinforces the link between above-ground and below-ground communities in the context of sustainable productivity of forest ecosystems. In northern boreal forests, the diversity of microbes associated with the trees is high compared to the number of distinct tree species. In this thesis, the aim was to study whether conspecific tree individuals harbour different soil microbes and whether the growth of the trees and the community structure of the associated microbes are connected. The study was performed in a clonal field trial of Norway spruce, which was established in a randomized block design in a clear-cut area. Since out-planting in 1994, the spruce clones showed two-fold growth differences. The fast-growing spruce clones were associated with a more diverse community of ectomycorrhizal fungi than the slow-growing spruce clones. These growth performance groups also differed with respect to other aspects of the associated soil microorganisms: the species composition of ectomycorrhizal fungi, in the amount of extraradical fungal mycelium, in the structure of bacterial community associated with the mycelium, and in the structure of microbial community in the organic layer. The communities of fungi colonizing needle litter of the spruce clones in the field did not differ and the loss of litter mass after two-years decomposition was equal. In vitro, needles of the slow-growing spruce clones were colonized by a more diverse community of endophytic fungi that were shown to be significant needle decomposers. This study showed a relationship between the growth of Norway spruce clones and the community structure of the associated soil microbes. Spatial heterogeneity in soil microbial community was connected with intraspecific variation of trees. The latter may therefore influence soil biodiversity in monospecific forests.

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Online content services can greatly benefit from personalisation features that enable delivery of content that is suited to each user's specific interests. This thesis presents a system that applies text analysis and user modeling techniques in an online news service for the purpose of personalisation and user interest analysis. The system creates a detailed thematic profile for each content item and observes user's actions towards content items to learn user's preferences. A handcrafted taxonomy of concepts, or ontology, is used in profile formation to extract relevant concepts from the text. User preference learning is automatic and there is no need for explicit preference settings or ratings from the user. Learned user profiles are segmented into interest groups using clustering techniques with the objective of providing a source of information for the service provider. Some theoretical background for chosen techniques is presented while the main focus is in finding practical solutions to some of the current information needs, which are not optimally served with traditional techniques.