Chapter
2. Expansion of Confucius Institutes
2.2. Structure and Management of Confucius Institutes
2.3. Growth in Number of Confucius Institutes
2.4. The Role and Impact of ‘Soft Power’
3. Growth of Language Centres in European Higher Education
3.1. Increased Demand for Foreign Languages
3.2. The Rise of University Language Centres
3.3. The Emergence of Language Centres in European Higher Education
4. Teaching Chinese in European Higher Education
5. Towards Cooperation and Collaboration
5.1. Multilingual and Monolingual Perspectives
5.2. Chinese Language Teacher Education
5.3. Creating Cross-Language Associative Structures
The Creation of an Active Learning Context for a Chinese Class
2.3. The Zone of Proximal Development (ZPD)
5.1. The Zone of Proximal Development (ZPD)
5.2. Learner Autonomy as Coteachers
The Translation of Gender Representation in Keyes’s Watermelon and Ahern’s P.S. I Love You into Vietnamese
1. Background to the Chapter
2. Gender Representation in Contemporary Female Popular Fiction
3. Translation as a Form of Representation
5. Selection of Material for Analysis
6. The Representation of Women and Its Translation
6.1. Appearance and Personality
7. The Representation of Men and Translation
An Investigation of Chinese National Cinema through the Representation of Nationalism in Chinese Martial Arts Films
2. Nationalism in Chinese Martial Arts Films
2.1 Martial Arts Cinema during the 1920s and 1930s
2.2 The Revival of Martial Arts Films in the 1930s and 1940s
2.3 Martial Arts Pictures in Hong Kong and Taiwan from the 1950s to the 1970s
2.4 The Return of Martial Arts Films to Mainland China in the 1980s and 1990s
3. Crouching Tiger Hidden Dragon: Before and After
Re-Routing Intercultural Theatre?: A Chinese Perspective on the Royal Shakespeare Company’s The Orphan of Zhao
1. An Overview of Intercultural Theatre Since the 20th Century
2. The RSC’s Adaptation of The Orphan
2.1 White Skin, Yellow Masks: The Shift of Socio-Cultural Background
2.2 Aesthetic Alteration and Its Discontent
Game Localisation as Emotion Engineering: Methodological Exploration
1. Introduction: Video Games and Asia
2. Game Localisation: Translation Quality and User Emotion
3. User Experience (UX), Player Experience (PX) and User Affect
4. Testing Player Experience with Localised Games
4.1 Selection of the Game and the Type of Stimuli
Play Trajectory and Eyetracking
Video Recording of the Participant’s Facial Expressions
Heart rate and Galvanic Skin Response (GSR)
Self-Reporting/Post-Task Interview
Towards the Optimal Use of Impact Captions on TV Programmes
2. Impact Caption in Entertainment Programmes
3. Impact Caption in the News
4. Impact Caption in Drama
5. Development and Prevalence of Impact Captioning in Japan
6. Open Issues of Impact Captioning
7. Current Insights into Impact Captioning
9. Concluding Remarks: Impact Captioning and Societal Implications
A Place for Translation Technologies in Disaster Settings: The Case of the 2011 Great East Japan Earthquake
2. Overview of Translation Technologies
3. Outline of the 2011 Disaster
6.1 Linguistic Mediation Was Needed
6.2 Developing Situation Awareness Was Key
6.3 Mediation of Live Speech by Volunteers Featured Frequently
6.4 Television Networks and Local Government Played a Key Role
6.5 Lack of Mediation, Consistency, and Speed Were Problems
7.1 Some Reasons Translation Technology Use Was Limited
7.2 Television and Online News Was a Likely Focus for Translation Technology
7.3 Use Translation Technology to Encourage Volunteer Collaboration
7.4 Use TMs to Support Local Government Efforts
8. Conclusions and Future Work
The View from Asian Writing Systems: Eye Movement Control in Reading Thai and Chinese
2. Eye Movements in Reading
3. Landing Site Distributions
4. Unspaced Writing Systems
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