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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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Nadine Gordimer
Paperback
(2)
R205
R168
Discovery Miles 1 680
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