• Title/Summary/Keyword: 문화번역

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Translation and Cross-Cultural Adaptation Study on a Korean of Sensory Processing Measure Home Form (가정용 Sensory Processing Measure(SPM)의 국내적용을 위한 번역연구)

  • Lee, Hye-Rim;Yoo, Eun-Jung;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.19 no.3
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    • pp.22-31
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    • 2021
  • Purpose : This study aimed to conduct a translation, backtranslation, and content validity test of the Sensory Processing Measure (SPM) for Korean children. Methods : The translation and content validation process involved direct and backward translation; a test of equivalence between the two versions (the original SPM and the Korean version SPM; K-SPM) was performed using content-related evidence collected by a group of experts and a group of parents. Data analysis was carried out using Excel Content validity indices (CVI), mean, and standard deviation were used for the analysis of content validity. Results : The result of the comparison between the original SPM and K-SPM in the group of experts was 3.54 ± .74, the S-CVI/Avg for semanticity was .92, and the S-CVI/Avg for structure was .86. The results for the mean of the understanding test and the S-CVI/Avg were 3.48 ± .63 and .94, respectively. Conclusion : K-SPM will considerately be used as an assessment to identify sensory processing, praxis, and social participation issues for children in Korea. Further studies are suggested to increase the age range and the sample size for a more comprehensive applicability of the K-SPM to Korean children.

지금 번역중

  • Korean Publishers Association
    • The Korean Publising Journal, Monthly
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    • s.2
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    • pp.5-5
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    • 1987
  • PDF

지금 번역중

  • Korean Publishers Association
    • The Korean Publising Journal, Monthly
    • /
    • s.4
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    • pp.10-10
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    • 1987
  • PDF

지금 번역중

  • Korean Publishers Association
    • The Korean Publising Journal, Monthly
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    • s.7
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    • pp.13-13
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    • 1987
  • PDF

The aspect and attitude toward translation of a prodigy man story - in The Classical Novels of Korea (이인전류 영역(英譯) 양상과 번역 태도)

A Lesson Plan and Class Effect of Audiovisual Translation Class (영상번역 수업 지도안과 수업 효과)

  • Joo Eun Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.213-219
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    • 2023
  • The purpose of this study is to prove the students' understanding of audiovisual translation and the class effect by using the lesson plan that can efficiently teach the audiovisual translation class, which is one of the major elective courses at S University. After taking the course, a questionnaire was surveyed and the results were analyzed. The response and satisfaction with the content of the class was positive and very high, and it was confirmed that the background knowledge of the movie was especially helpful for translation practice. The effect of the class was focused on translating subtitles, and only the abbreviated part of the response to the questionnaire was expressed in a table, and the rest was expressed descriptively. Specifically, the response rate for abbreviations, pronouns, titles suitable for personal relationships, putting subjects and predicates close together were the most positive, followed by natural expressions, sign writing, handling of honorifics and informal words, attaching subject and predicates closer, translating them in reverse, and converting units.

Study on Explicitation Strategy in English-Korean Game Translation A Case Study of 'League of Legends' - (영한 게임 번역에서의 명시화에 관한 고찰 게임 '리그 오브 레전드'를 중심으로 -)

  • Kim, Hong-kyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.117-132
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    • 2021
  • This paper investigates how information game users needs to play game is offered to game user by applying the notion of explicitation toward translated game texts. By using League of Legends' Character lines, Character Abilities and Equipment Description texts as a case, this paper focused on how 'Insertion(addition)' and 'Replacement' method are applied toward game translation and which information is being explicitated. As a result, this paper found out that translation on Player vs. Player genre game, explicitation occurs by adding or replacing words containing information needed, and information about game control was prioritized among other information related with game universe and culture.

A Study on Tourists Information and Language Transference (관광정보와 언어전환에 관한 연구)

  • Lee, Seung Jae
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.451-458
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    • 2014
  • The purpose of this paper is to examine website information as well as promotional texts comparing source texts of Korean with translated versions of English, and drew characteristics of tourism texts from a discourse and communicative perspective. This study shows that the website or promotional texts is the first source of information in tourism, which is most referred to by the in-bound tourists, and the information given by the official homepage is most trustful content of Korean tourism. With comparison of source text of Korean with the translated English version, this paper shows that Korean source texts have a tendency to prefer the longer explication and more detailed information on the scenic spots and attractions than the English translations. When it is translated into English, the translated version does not follow the literal way of translation, and is segmented for reader's understanding and adapted following the target language's communicative conventions and the target culture. Consequently, this study supports the adaption in tourism promotional English translation, and ensures that the communicative constraints of tourism, that is, politeness and Grician maxims are preserved even in the written form of communication, translation.