Punster的Amanuensis:人类和机器在文字游戏翻译中的适当位置

Tristan Miller
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引用次数: 7

摘要

文字游戏的翻译是翻译研究中研究最广泛的问题之一,但在自然语言处理和机器翻译领域却很少受到关注。这是因为今天的语言技术将输入中的异常和歧义视为必须解决的事情,以支持单一的“正确”解释,而不是保留和解释自己的权利。但是,如果计算机还不能自己处理这种创造性的语言,它们至少可以为翻译专业人员提供专门的支持吗?在本文中,我调查了幽默文字游戏的计算处理技术的现状,并提出了如何适应和扩展现有的理论,资源和技术,以支持交互式,计算机辅助翻译的愿景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Punster’s Amanuensis: The Proper Place of Humans and Machines in the Translation of Wordplay
The translation of wordplay is one of the most extensively researched problems in translation studies, but it has attracted little attention in the fields of natural language processing and machine translation. This is because today’s language technologies treat anomalies and ambiguities in the input as things that must be resolved in favour of a single “correct” interpretation, rather than preserved and interpreted in their own right. But if computers cannot yet process such creative language on their own, can they at least provide specialized support to translation professionals? In this paper, I survey the state of the art relevant to computational processing of humorous wordplay and put forth a vision of how existing theories, resources, and technologies could be adapted and extended to support interactive, computer-assisted translation.
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