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| Language & Media Conferen | PRINT | | The Digital Revolution - Boon or Bane? |
Berlin (GER), February 2010 - At the eighth Languages & The Media conference and exhibition, participants will discuss changes, innovations, and the latest developments in the global media world with a focus on language transfer in the audiovisual media. The international event takes place from 06-08 October at Berlin's Hotel InterContinental.
"New Media - New Contexts - New Translator Profiles?" is the theme of this year's event. A multitude of sessions, presentations, workshops, and discussions will focus on pivotal topics such as the impact of Facebook, MySpace, and other social networks on audiovisual media. The participatory culture evolving from this movement, community translations (crowdsourcing), as well as the adaptation of games to specific cultures (games localisation) are also at the top of the agenda.
International experts will discuss the challenges that lie in worldwide and local distribution, as well as topics such as audiovisual literacy, language requirements, and acquisition. The subject of how we can enable a deaf or hard-of-hearing, as well as blind or partially sighted audience to access media will be another important aspect of the event.
The target audience includes decision-makers on language issues from the media, distributors of audiovisual media products and services, producers of media programmes, film festival organisers, website developers and translators, subtitling and dubbing companies, language-industry specialists, researchers in media studies, as well as representatives of consumer organisations.
Bringing together a highly international audience, the conference will be accompanied by an exhibition where vendors, manufacturers and providers will present their latest language-technology products and services.
Proposals for the conference can be submitted until 03 May.
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| | | | | | | | | | Premium Content |  | Second Life as an eLearning Platform | | 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"
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