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《孔乙己》版本汇校及修改异文分析
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作者 孟文博 《鲁迅研究月刊》 CSSCI 北大核心 2024年第8期71-76,共6页
《孔乙己》初发表之后,还曾被鲁迅两次修改再版,形成了“最初版”“新潮版”和“北新版”三个版本。从“新潮版”到“北新版”,鲁迅把六处“烫”和“热”字改成了“温”字,从“最初版”到“新潮版”鲁迅对于篇末三处时间节点进行了修改... 《孔乙己》初发表之后,还曾被鲁迅两次修改再版,形成了“最初版”“新潮版”和“北新版”三个版本。从“新潮版”到“北新版”,鲁迅把六处“烫”和“热”字改成了“温”字,从“最初版”到“新潮版”鲁迅对于篇末三处时间节点进行了修改,由这些修改,我们不仅能感受到鲁迅严谨的精神,也能更好体会他深沉的思想和温热的情感。 展开更多
关键词 鲁迅 《孔乙己》 版本汇校 异文分析
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Analysis and Translation Strategies on Cultural Differences Between Chinese and Western
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作者 GAO Bei ZHOU Wei 《Sino-US English Teaching》 2014年第12期952-961,共10页
Language and culture are interactive and interdependent. Translation is not only the transfer between two languages, but also between two cultures. Therefore, cultural difference plays a significant role in translatio... Language and culture are interactive and interdependent. Translation is not only the transfer between two languages, but also between two cultures. Therefore, cultural difference plays a significant role in translation. In the past decades, translation study has shifted from the purely linguistic level to cultural perspective, and study on cultural differences has brought a new world for the sake of translation studies. This paper tries to illustrate the connection between language and culture, the correlation between culture and translation, analyze the main aspects of cultural differences between Chinese and Western, and sum up translation strategies of domestication and foreignization as well as specific translation methods on the consideration of cultural differences. Finally, the paper proposes that translators should pay attention to cultural differences and adjust target text in accordance with cultural differences 展开更多
关键词 cultural differences translation strategies DOMESTICATION FOREIGNIZATION
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Regulations, Nations, and Freedom of Speech: A Cultural and Legal Analysis of Video Game Regulation
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作者 Laura Stoltzfus 《Sino-US English Teaching》 2014年第3期206-218,共13页
As the video game industry has firmly established itself as an art form as well as entertainment, certain games and content have led to legal issues in several countries. These court cases usually fall under freedom o... As the video game industry has firmly established itself as an art form as well as entertainment, certain games and content have led to legal issues in several countries. These court cases usually fall under freedom of speech and expression. The author has studied three of the five top video game producing and purchasing markets in the world--the United States, Japan, and the Republic of Korea--to explore how each country regulates this industry These three countries explicitly guarantee their citizens the freedoms of speech and expression, but, due to cultural differences and historical interpretations of those rights, the policies concerned with gaming have been handled differently by each country. The argument of the author is that historic interpretations of freedom of speech in legal cases can inform how video games and content controversy will be decided by the constitutional courts in these three countries. Japan and the Republic of Korea, for example, have historically interpreted freedom of speech rights in a way that benefits the citizenry as a whole, marking them as more collective. The United States has historically interpreted freedom of speech and expression in a way that benefits individual citizens, marking it as individualistic. These cultural aspects of how legal decisions are reached has affected the relatively new technology of video games 展开更多
关键词 freedom of speech video game regulation Japan Republic of Korea individualist/collectivist
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