Mikołaj Deckert
Biographic Data
| ID | 1508432 |
|---|---|
| NAME | Mikołaj Deckert |
| GIVEN NAMES | Mikołaj |
| FAMILY NAME | Deckert |
| SIGNATURE | DECKERT M |
| AFFILIATIONS | University of Lodz |
| ORCID | 0000-0003-1569-2399 |
| VERIFIED | Yes |
| TOTAL WORKS | 14 |
| TOTAL CITATIONS | 2 |
| WORKS AS AUTHOR | 13 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2009 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Building Specialized Corpora of Spoken Business Language
The creation of specialized spoken corpora is essential for linguistic research and numerous practical applications, yet it faces significant technical, methodological, and legal challenges. This paper explores three primary approaches to corpus development: in vivo (real‐life recordings), in vitro (scripted recordings), and in silicio (data generated by large language models). While in vivo offers unmatched authenticity and naturalness, legal an…
The DiaBiz-EN Corpus
The paper presents DiaBiz-EN, a parallel corpus of transcriptions of phone-based customer-agent interactions in nine business domains derived from the Polish DiaBiz corpus of transcribed call-centre dialogues (Pęzik et al. 2022). While DiaBiz-EN is a valuable resource for variety of studies of special-domain conversational language, in this paper we focus on evaluating the quality of its translation component in a reception experiment conducted w…
Industry-academia synergies for game translation user research
Video games are commercial and artistic creations whose immense popularity and ever-growing success contemporarily hinge on the world-wide distribution of access and the user-tailored experience. This resulted in specialised pipelines in the gaming sector for user-centred quality control that is well-documented and long-problematised in various academic fields. However, the experiencing of target texts – despite entire userbases relying on them –…
Mapping the research landscape of interpreter and translator education
What you see and what you hear
Various dimensions of expressivity
Between grammar and culture
The expanding role of text on screen
The aim of this article is to investigate the additional layer of text on screen present in Eugene Kotlyarenko’s Spree (2020) and explore the translator’s perspective on the incorporation of such elements. The article discusses the participatory chat messaging systems accompanying live video of today and attempts to place them within an existing framework of text on screen as understood in audiovisual translation (AVT) and media accessibility (MA…
Variantivity in audiovisual translation - a position paper
The paper proposes to construe the outcome of translation as a summation of multiple acceptable target versions. From the vantage point of interlingual subtitling, we sketch out a position that these target versions could vary across a range of dimensions like cultural-embeddedness, ideological framing, standardness of language, humour and presentation rate, to give a preliminary list. With the proposal’s primarily user-centred character, we disc…
Can video game subtitling shape player satisfaction
This paper focuses on video game translation from the vantage point of player experience. In our study player experience is operationalised with the use of the Game User Experience Satisfaction Scale (GUESS-18) which comprises nine experiential sub-scales. Drawing on an experiment with control and treatment groups, this article examines the (in)stability of player satisfaction by involving two groups who played the game Distraint: Deluxe Edition …
Spelling Errors in Interlingual Subtitles
Our overarching objective is to see how unambiguous deficiencies in interlingual subtitles influence the viewing experience. To that end, we conducted a reception experiment in which participants viewed a foreign language film sample with subtitles which were manipulated across conditions for the number of spelling errors. We find that while viewers succeed in identifying spelling errors in subtitles, the presence of errors nonetheless generally …
Receptor expectations and interlingual translation reception
The fundamental question that this paper addresses is to what extent an individual’s judgment of incoming linguistic stimuli – in the form of a translation product – can be thought of as static and objective, as opposed to dynamic and subjectively constructed. By extension, this article proposes that rather than being viewed (solely) as displaying a set of stable features, the target text can be construed as a cognitive construct that is dynamica…
Autoproletaryzacja w prozie Polaków migrujących do Niemiec, Irlandii i Wielkiej Brytanii w XXI wieku
Artykuł poddaje analizie prozę migracyjną polskich pisarzy z Niemiec, Irlandii i Wielkiej Brytanii, przyglądając się obrazom pracy nisko płatnej nie tylko w tekstach fikcyjnych, ale także w notkach biograficznych o autorach tekstów z okładek książek i antologii. Osadzenie analizy mechanizmów społecznej samodegradacji w literaturze emigracyjnej w kontekście badań socjologicznych nad „sprzeczną mobilnością społeczną” wskazuje na istnienie równie wy…
Becoming A Translator
Becoming A Translator
Autoproletaryzacja w prozie Polaków migrujących do Niemiec, Irlandii i Wielkiej Brytanii w XXI wieku
Artykuł poddaje analizie prozę migracyjną polskich pisarzy z Niemiec, Irlandii i Wielkiej Brytanii, przyglądając się obrazom pracy nisko płatnej nie tylko w tekstach fikcyjnych, ale także w notkach biograficznych o autorach tekstów z okładek książek i antologii. Osadzenie analizy mechanizmów społecznej samodegradacji w literaturze emigracyjnej w kontekście badań socjologicznych nad „sprzeczną mobilnością społeczną” wskazuje na istnienie równie wy…
Spelling Errors in Interlingual Subtitles
Our overarching objective is to see how unambiguous deficiencies in interlingual subtitles influence the viewing experience. To that end, we conducted a reception experiment in which participants viewed a foreign language film sample with subtitles which were manipulated across conditions for the number of spelling errors. We find that while viewers succeed in identifying spelling errors in subtitles, the presence of errors nonetheless generally …
Receptor expectations and interlingual translation reception
The fundamental question that this paper addresses is to what extent an individual’s judgment of incoming linguistic stimuli – in the form of a translation product – can be thought of as static and objective, as opposed to dynamic and subjectively constructed. By extension, this article proposes that rather than being viewed (solely) as displaying a set of stable features, the target text can be construed as a cognitive construct that is dynamica…
Between grammar and culture
The expanding role of text on screen
The aim of this article is to investigate the additional layer of text on screen present in Eugene Kotlyarenko’s Spree (2020) and explore the translator’s perspective on the incorporation of such elements. The article discusses the participatory chat messaging systems accompanying live video of today and attempts to place them within an existing framework of text on screen as understood in audiovisual translation (AVT) and media accessibility (MA…
Variantivity in audiovisual translation - a position paper
The paper proposes to construe the outcome of translation as a summation of multiple acceptable target versions. From the vantage point of interlingual subtitling, we sketch out a position that these target versions could vary across a range of dimensions like cultural-embeddedness, ideological framing, standardness of language, humour and presentation rate, to give a preliminary list. With the proposal’s primarily user-centred character, we disc…
Can video game subtitling shape player satisfaction
This paper focuses on video game translation from the vantage point of player experience. In our study player experience is operationalised with the use of the Game User Experience Satisfaction Scale (GUESS-18) which comprises nine experiential sub-scales. Drawing on an experiment with control and treatment groups, this article examines the (in)stability of player satisfaction by involving two groups who played the game Distraint: Deluxe Edition …
Various dimensions of expressivity
What you see and what you hear
Building Specialized Corpora of Spoken Business Language
The creation of specialized spoken corpora is essential for linguistic research and numerous practical applications, yet it faces significant technical, methodological, and legal challenges. This paper explores three primary approaches to corpus development: in vivo (real‐life recordings), in vitro (scripted recordings), and in silicio (data generated by large language models). While in vivo offers unmatched authenticity and naturalness, legal an…
The DiaBiz-EN Corpus
The paper presents DiaBiz-EN, a parallel corpus of transcriptions of phone-based customer-agent interactions in nine business domains derived from the Polish DiaBiz corpus of transcribed call-centre dialogues (Pęzik et al. 2022). While DiaBiz-EN is a valuable resource for variety of studies of special-domain conversational language, in this paper we focus on evaluating the quality of its translation component in a reception experiment conducted w…
Industry-academia synergies for game translation user research
Video games are commercial and artistic creations whose immense popularity and ever-growing success contemporarily hinge on the world-wide distribution of access and the user-tailored experience. This resulted in specialised pipelines in the gaming sector for user-centred quality control that is well-documented and long-problematised in various academic fields. However, the experiencing of target texts – despite entire userbases relying on them –…
Mapping the research landscape of interpreter and translator education
Computer Science (7 works) · Linguistics (7 works) · Translation Studies and Practices (7 works) · Psychology (6 works) · Subtitles and Audiovisual Media (5 works) · Language, Metaphor, and Cognition (4 works) · Philosophy (4 works) · Mathematics (3 works) · Perception (3 works) · Art (2 works)