Artificial intelligence-grounded machine translation has fundamentally changed public awareness and attitudes towards multilingual communication. In some language pairs, the accuracy, quality and efficiency of machine-translated texts of certain types can be quite high. Hence, the end-user acceptability and reliance on machine-translated content could be justified. However, machine translation in small and/or low-resource languages might yield significantly lower quality, which in turn may lead to potentially negative consequences and risks if machine translation is used in high-risk contexts without awareness of the drawbacks, critical assessment and modifications to the raw output. The current study, which is part of a more extensive project focusing on the societal impact of machine translation, is aimed at revealing the attitudes towards usability and quality as perceived from the end-user perspective. The research questions addressed revolve around the machine translation types used, purposes of using machine translation, perceived quality of the generated output, and actions taken to improve the quality by users with various backgrounds. The research findings rely on a survey of the population (N = 402) conducted in 2021 in Lithuania. The study reveals the frequent use of machine translation for a diversity of purposes. The most common uses include work, research and studies, and household environments. A higher level of education correlates with user dissatisfaction with the generated quality and actions taken to improve it. The findings also reveal that age correlates with the use of machine translation. Sustainable measures to reduce machine translation related risks have to be established based on the perceptions of different social groups in different societies and cultures.
The coronavirus disease-2019 pandemic changed regular life and work around the world. Educational institutions moved to a virtual environment, in many cases without any experience and preparation. This paper explores the impact of institutional support on educators' subjective well-being during the pandemic lockdown. A quantitative study was conducted in Lithuania with 1,851 educators in April 2020. Institutional support was found to have a positive impact on work–life balance and well-being, as well as reducing work-related, client-related and personal burnout. This study begins a dialog on institutional support and its impact on employee well-being in unexpected work and life conditions.
Globalisation acts as a driving force to present a variety of commercial products, including games, in different languages simultaneously so that they could reach auditoria and be enjoyed around the globe at the same time. Being the member of the European Union, Lithuania is not an exception in the process of globalisation. With the help of localisation various types of documents, software and products are adapted to the Lithuanian culture and market. However, the industry of game localisation of high or at least acceptable quality is still lagging behind. The aim of the paper is to analyse the application of different translation theories as well as Chroust's localisation pyramid in localisation of video games and to accomplish the empirical research related to localization of the video game Magic Encyclopedia: the First Story. The theoretical part deals with the layers of localisation and the source-orientated and target-orientated approaches to translation. The empirical research analyses the cases of application of source-orientated and targetorientated approaches in the process of the chosen game localisation. The research has revealed that the Skopos theory would be the most suitable tool to be used for game localisation, though the analysis of the translation of in-game lexis of Magic Encyclopedia: First Story mainly relies on Recker's theory of Regular Correspondences.
Although more and more children engage in daily online activities with digital technologies, the roles that online technologies play in children's lives are still understudied. This article aims at identifying the role of digital devices as well as practices in which young children are engaged at home. It also strives to explore digital literacy practices and to research how these are embedded into the family context. The case study of Lithuania discussed in this article contributes with new knowledge about the local contexts and may help to understand the main problems to be further worked upon with on a global and European scale. The research of young children and their engagement with digital technology in Lithuania comes as part of the EC JRC project “Young Children (0–8) and Digital Technologies.” The findings reveal that although children perceive online technologies and the use of smart devices as entertainment and relaxation, they are not addicted. Several factors affect young children's uses and skills of digital technologies, including family constitution and parental styles.
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