Technology for subtitling: a 360-degree turn

Authors

DOI:

https://doi.org/10.24197/her.22.2020.11-40

Keywords:

subtitling, subtitling technology, 360º content, reception study, virtual reality, usability

Abstract

Subtitling has become one of the most important audiovisual translation modes and cannot be understood outside the context of the technology that makes it possible. New audiovisual media are appearing, such as 360º videos, and the necessity of subtitling this type of content to make it accessible is emerging. In this article, an updated review of current subtitling technology is presented to contextualise the study. Then, a review of main immersive environments (3D, augmented reality and virtual reality) and their implications for subtitling has also been introduced. The focus of the study is on virtual reality and, therefore, the main challenges of subtitling 360º content are presented. To respond to the needs of subtitling this type of content, a first version of a subtitle editor has been developed and presented to twenty-seven professional subtitlers who have tested the tool and reported the correspondent feedback on usability and preferences. This study has proven the importance of carrying out usability tests with end users when developing specific software, as well as the challenges faced by subtitlers in new audiovisual media such as 360º content.

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Author Biography

  • Belén Agulló, Autonomous University of 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 (http://grupsderecerca.uab.cat/transmedia/node/274). 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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Published

2021-01-28

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Section

ARTICLES