Technology for subtitling: a 360-degree turn



Palabras clave:

subtitulación, tecnología de la subtitulación, contenido en 360º, estudio de recepción, realidad virtual, usabilidad


La subtitulación se ha convertido en uno de los modos de la traducción audiovisual más importantes y no puede estudiarse fuera del contexto tecnológico que la hace posible. Asimismo, nuevos medios audiovisuales, como los vídeos de 360º, están emergiendo y la necesidad de subtitular este tipo de contenidos para hacerlos accesibles es evidente. En este artículo se presenta una revisión de la tecnología de subtitulación existente para contextualizar el estudio. A continuación, se presenta una revisión de los principales entornos inmersivos (3D, realidad aumentada y realidad virtual) y sus implicaciones para la subtitulación. El estudio se centra en la realidad virtual y, por lo tanto, se presentan los principales retos de la subtitulación de contenidos en 360º. Para responder a las necesidades de subtitulación de este tipo de vídeos, se ha desarrollado una primera versión de un editor de subtítulos que se ha presentado a veintisiete subtituladores profesionales que han probado la herramienta y aportado sus opiniones y sugerencias. En este estudio se ha demostrado la importancia de realizar pruebas de usabilidad con los usuarios finales a la hora de desarrollar software específico, así como los retos a los que se enfrentan los subtituladores en nuevos medios audiovisuales como los contenidos 360º.


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Biografía del autor/a

Belén Agulló, Universitat Autònoma de Barcelona

Belén Agulló is a predoctoral researcher in the Department of Translation, Interpreting and East Asian Studies at the Universitat Autònoma de Barcelona (UAB). The topic of her PhD is subtitling for the deaf and hard of hearing in virtual reality. She works in the EC-funded H2020 project ImAC (Immersive Accessibility). She is member of the research group Transmedia Catalonia ( She holds an MA in Audiovisual Translation from UAB. She has taught the Audiovisual Translation course at the Translation and Interpreting degree at UAB (2017-2018/2018-2019). She is currently teaching the specialisation of game localisation in several audiovisual translation master’s degrees: Universidade de Vigo (Spain), Universitat Pompeu Fabra (Spain), ISTRAD (Spain) and Université de Strasbourg (France). Before starting her career in the academic field, she was working in the game localisation industry for more than 5 years. She worked as a Translator and Reviewer, Project Manager, Consultant and Department Director (Translation  and QA), and she was also the co-founder of the company KiteTeam. She has been speaking about game localisation around the world, for example at the Game Localization Summit (GDC) in San Francisco or the Localization World Conference in Berlin and Barcelona. Her research interests include audiovisual translation, game localization and media accessibility.


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