Komputační lingvistika v současném slavistickém bádání
Title in English | Computational Linguistics in Contemporary Slavonic Research |
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Authors | |
Year of publication | 2025 |
Type | Article in Proceedings |
Conference | Současná srbská a česká slavistická bádání II/Savremena srpska i češka slavistička istraživanja II |
MU Faculty or unit | |
Citation | POLEDNÍKOVÁ, Tereza. Komputační lingvistika v současném slavistickém bádání (Computational Linguistics in Contemporary Slavonic Research). In Václav Štěpánek. Současná srbská a česká slavistická bádání II/Savremena srpska i češka slavistička istraživanja II. Brno: Masarykova univerzita, 2025, p. 142-156, 285 pp. ISBN 978-80-280-0683-9. Available from: https://dx.doi.org/10.5817/CZ.MUNI.P280-0684-2025-1. |
web | E-kniha (PDF) |
Doi | http://dx.doi.org/10.5817/CZ.MUNI.P280-0684-2025-1 |
Keywords | computational linguistics; artificial intelligence; video games; localization |
Description | The presented article focuses on new research opportunities in the field of com-putational linguistics, especially in the context of video games and artificial intel-ligence and seeks to bridge the three areas. It provides a general introduction to computational linguistics, which emerged in the 1950s in response to the rapid development of science and technology and introduces the reader to concepts such as natural language processing and natural language understanding. It also explores the connections between computational linguistics and not only artificial intelligence, which greatly aids computers in understanding, interpreting, and generating human language, but also video games. The text highlights the role of artificial intelligence in the video game industry, where it is used, for example, to create dialogues and stories, to interact with players, and to translate and localize video game content. The paper also articulates the challenges and benefits of using AI in video games, including the negative ethical and legal aspects. The author mentions that AI can generate personalized stories and guide the behaviour of game characters, contributing to deeper immersion of players. She also discuss-es the issue of translating video game text, where AI can be helpful, but the translation produced this way still requires human control to ensure quality and accuracy. In conclusion, the author considers the hypothesis that video games are a practical example of the application of computational linguistics and that this linguistic branch can play a key role in the development of video games to be well-founded but encourages further and more detailed research. Computational linguistics and video games are linked through language that exhibits a tension between natural human and machine artificial language. |
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