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This book traces the development of audio description (AD), a form
of audiovisual translation delivered orally or consumed aurally
that makes visual elements accessible primarily to people who are
visually impaired, and in particular, art AD as an emergent
sub-genre. Perego reflects on the static arts and the role of
modern museums as key sites for art AD and multisensory
environments that create memorable experiences for visitors. Based
on professional, pre-recorded British and American English AD
scripts, this book outlines the textual and linguistic features of
art AD and its most relevant textual patterns. It explores diverse
AD practices across different contexts, including stand-alone ADs
for specific paintings and sculptures that can be consumed
independently to enhance the appeal and accessibility of cultural
environments. Moreover, the book investigates AD tours, which
provide descriptions of a selection of interconnected artworks
while also assisting, through focused instructions, visually
impaired individuals in navigating the museum space, as well as
touch tours, which incorporate procedural instructions on how to
experience three-dimensional art or reproductions through tactile
senses. Offering unique insights and future research directions for
this growing area, this volume will be of interest to students and
scholars in translation studies and media accessibility.
The American Council of the Blind (ACB) Recipient of the 2022 Dr.
Margaret Pfanstiehl Audio Description Achievement Award for
Research and Development This Handbook provides a comprehensive
overview of the expanding field of audio description, the practice
of rendering the visual elements of a multimodal product such as a
film, painting, or live performance in the spoken mode, for the
benefit principally of the blind and visually impaired community.
This volume brings together scholars, researchers, practitioners
and service providers, such as broadcasters from all over the
world, to cover as thoroughly as possible all the theoretical and
practical aspects of this discipline. In 38 chapters, the expert
authors chart how the discipline has become established both as an
important professional service and as a valid academic subject, how
it has evolved and how it has come to play such an important role
in media accessibility. From the early history of the subject
through to the challenges represented by ever-changing technology,
the Handbook covers the approaches and methodologies adopted to
analyse the "multimodal" text in the constant search for the
optimum selection of the elements to describe. This is the
essential guide and companion for advanced students, researchers
and audio description professionals within the more general spheres
of translation studies and media accessibility.
Topics covered include: Psychoactive consumption in Cypriot Bronze
Age mortuary ritual; food consumption and ritual at the Early Iron
Age tholos cemetery of Moni Odigitria, south-east Greece; elite
ideology and feasting practices in Early Iron Age Greece;
intoxicating drinks and drunkards in ancient Indian art and
literature; sixteenth-century polemics about cold-drinking; food in
prehistoric coastal southern Brazil; the deceased as metaphorical
food in Iron Age Veneto; food diversity in Mesolithic Scotland;
ritualized feasting goods from Norwegian graves; feasting and the
state in Uruk Mesopotamia; prehistoric spoons.
Humour found in audiovisual products is, of course, performative in
nature. If we consider instances of humour – any droll moment
occurring in today’s fare of mixed-genre products as a composite
of cognition, emotion, interaction and expression – we see that
the verbal code becomes just one component of four equally
significant elements. And, as ‘expression’ is not limited to
verbal output alone, humour may of course be created in absence of
a verbal code. Translating humour for audiovisuals is not too
different from translating verbal humour tout court. What makes
humour occurring within audiovisual texts more problematic is the
fact that it may be visually anchored; in other words a gag or a
joke may pivot on verbal content directed at a specific element
that is present within the graphic system of the same text. As the
term itself suggests, audiovisuals contain two overlying
structures: a visual and an auditory channel each of which contain
a series of both verbal and non-verbal elements which inextricably
cross-cut one another. The contributors in this collection of
essays present a series of case studies from films and video-games
exemplifying problems and solutions to audiovisual humour in the
dubs and subs in a variety of language combinations.
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