This article presents the results of a study in which students in a graduate translation technologies course post-edited a text they had previously translated earlier in the semester without using machine translation (MT). The results show that post-editing allowed students with performance levels below, at, and just above an established median to improve the quality of their translation products, while students with performances well above the median actually experienced a decrease in quality. Nevertheless, the post-edited products and post-editing performances of the latter remained superior to those of the former. The study shows how different translators experienced gains or not in quality by accepting different aspects of MT output and how the accepted output relates to their human renditions. It also tracks whether their post-edits were necessary and correct and how they relate to their human renditions. Tracking such behaviors attempts to provide a more holistic view of how post-editing might be qualitatively advantageous or disadvantageous.
{"title":"Translating the same text twice","authors":"Jeffrey Killman","doi":"10.1075/JIAL.18003.KIL","DOIUrl":"https://doi.org/10.1075/JIAL.18003.KIL","url":null,"abstract":"\u0000 This article presents the results of a study in which students in a graduate translation technologies course post-edited a text\u0000 they had previously translated earlier in the semester without using machine translation (MT). The results show that post-editing\u0000 allowed students with performance levels below, at, and just above an established median to improve the quality of their\u0000 translation products, while students with performances well above the median actually experienced a decrease in quality.\u0000 Nevertheless, the post-edited products and post-editing performances of the latter remained superior to those of the former. The\u0000 study shows how different translators experienced gains or not in quality by accepting different aspects of MT output and how the\u0000 accepted output relates to their human renditions. It also tracks whether their post-edits were necessary and correct and how they\u0000 relate to their human renditions. Tracking such behaviors attempts to provide a more holistic view of how post-editing might be\u0000 qualitatively advantageous or disadvantageous.","PeriodicalId":36199,"journal":{"name":"Journal of Internationalization and Localization","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47692109","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The present research aimed at identifying and categorizing the common risks in the operations of translation companies. It further investigated the maturity level of translation companies in terms of risk management and their attitudes toward the application of a comprehensive risk management framework into their activities. The study had two phases of qualitative and quantitative research. During the qualitative phase, a total of 400 translation projects were observed in four translation companies and further based on the results of the qualitative phase, three questionnaires were developed and sent to 226 translation companies around the world. The researchers identified 44 risk candidates in the operation of translation companies and statistically grouped them into six risk categories. The results further indicated that translation company managers hardly know what risk management is about, while they demonstrated a significant interest in the application of a risk management framework into their activities.
{"title":"Common risks in the translation industry","authors":"H. Vaezian, Mahmoud Akbari","doi":"10.1075/JIAL.00012.VAE","DOIUrl":"https://doi.org/10.1075/JIAL.00012.VAE","url":null,"abstract":"\u0000 The present research aimed at identifying and categorizing the common risks in the operations of translation companies. It further\u0000 investigated the maturity level of translation companies in terms of risk management and their attitudes toward the application of\u0000 a comprehensive risk management framework into their activities. The study had two phases of qualitative and quantitative\u0000 research. During the qualitative phase, a total of 400 translation projects were observed in four translation companies and\u0000 further based on the results of the qualitative phase, three questionnaires were developed and sent to 226 translation companies\u0000 around the world. The researchers identified 44 risk candidates in the operation of translation companies and statistically\u0000 grouped them into six risk categories. The results further indicated that translation company managers hardly know what risk\u0000 management is about, while they demonstrated a significant interest in the application of a risk management framework into their\u0000 activities.","PeriodicalId":36199,"journal":{"name":"Journal of Internationalization and Localization","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49614232","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper sets out to highlight some of the complexities involved in the game localization process by presenting a case study centered on the educational game Ludwig. It was released in Austria in 2011 just in German and later, due to its success, it was later localized into English, Brazilian Portuguese, Chinese and Japanese. The case study focusses on the localization of the language pair English-Brazilian Portuguese and the theoretical framework relies on the notion of Paratranslation (Yuste Frías 2012).
{"title":"When a robot understands Brazilian Portuguese","authors":"Cristiane Denise Vidal","doi":"10.1075/JIAL.00010.VID","DOIUrl":"https://doi.org/10.1075/JIAL.00010.VID","url":null,"abstract":"\u0000 This paper sets out to highlight some of the complexities involved in the game localization process by presenting a case study centered on the educational game Ludwig. It was released in Austria in 2011 just in German and later, due to its success, it was later localized into English, Brazilian Portuguese, Chinese and Japanese. The case study focusses on the localization of the language pair English-Brazilian Portuguese and the theoretical framework relies on the notion of Paratranslation (Yuste Frías 2012).","PeriodicalId":36199,"journal":{"name":"Journal of Internationalization and Localization","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44867525","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimedia interactive entertainment software (MIES), a. k. a. video games, adds levels of complexity never seen before in translation due to their functional requirements. In order to identify the features that separate other entertainment products from MIES, this article analyses also the translation of novels, comics and films. The concept of playability is utilised as a way of isolating the pragmatic challenges of video game localisation.
{"title":"Creativity and playability in the localisation of video games","authors":"Miguel Á. Bernal-Merino","doi":"10.1075/JIAL.00011.BER","DOIUrl":"https://doi.org/10.1075/JIAL.00011.BER","url":null,"abstract":"\u0000 Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimedia interactive entertainment software (MIES), a. k. a. video games, adds levels of complexity never seen before in translation due to their functional requirements. In order to identify the features that separate other entertainment products from MIES, this article analyses also the translation of novels, comics and films. The concept of playability is utilised as a way of isolating the pragmatic challenges of video game localisation.","PeriodicalId":36199,"journal":{"name":"Journal of Internationalization and Localization","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49537549","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Through quantitative data analysis, this study explores the attitudes of gamers from different French-speaking locales (Belgium, France, Canada, and Switzerland) in relation to their language preference and opinions of translated material while playing video games. The intended goal is to develop a replicable methodology for data collection about the linguistic preferences of video game players. The research strategy is based on online questionnaires distributed to gamers through social media. The results highlight players’ level of satisfaction regarding the localisation of games and suggest that industry strategies put forward till recently may be rather inadequate. Linguistic preferences seem to vary within locales based on factors such as English language proficiency and personal background. The results of this research may serve the implementation of new localisation strategies for video game products in French-speaking countries of emerging markets or other multinational languages.
{"title":"Harnessing the roar of the crowd","authors":"Ugo Ellefsen, Miguel Á. Bernal-Merino","doi":"10.1075/JIAL.00009.ELL","DOIUrl":"https://doi.org/10.1075/JIAL.00009.ELL","url":null,"abstract":"\u0000 Through quantitative data analysis, this study explores the attitudes of gamers from different French-speaking locales (Belgium, France, Canada, and Switzerland) in relation to their language preference and opinions of translated material while playing video games. The intended goal is to develop a replicable methodology for data collection about the linguistic preferences of video game players. The research strategy is based on online questionnaires distributed to gamers through social media. The results highlight players’ level of satisfaction regarding the localisation of games and suggest that industry strategies put forward till recently may be rather inadequate. Linguistic preferences seem to vary within locales based on factors such as English language proficiency and personal background. The results of this research may serve the implementation of new localisation strategies for video game products in French-speaking countries of emerging markets or other multinational languages.","PeriodicalId":36199,"journal":{"name":"Journal of Internationalization and Localization","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1075/JIAL.00009.ELL","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48864473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}