The Guide to Translation and Localization: Multimedia Localization
By Lingo Systems,
Portland, OR, U.S.A.
info [at] lingosys . com
www.lingosys.com

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[ Table of
Contents ]
Chapter 7: Multimedia Localization
As communication tools have become more sophisticated,
the methods used to localize their output have had to change
as well. Not many years ago, localization was most often
performed on written materials (e.g. product manuals, user
guides, training materials, etc.). As the world became wired,
next came online help, websites, and GUI. The new frontier,
which is already everywhere, is multimedia. Some of the
more common examples of multimedia materials are Flash movies,
sound files, video clips, and complex graphics. All can
be found in such diverse places as video games, interactive
software, web applications, DVDs, kiosks, and CD-ROMs.
Unlike traditional localization, which typically uses
professional linguists to translate the materials and desktop
publishers to format the output, multimedia localization
requires experts with additional skill sets for audio or
video text adaptation, script translation, and professional
voice talent recording. A healthy dose of software engineering
is also needed. This combination of linguistic work and
in-studio production services can be used for training,
marketing, educational or commercial audio and video applications,
as well as entertainment products.
Regardless of the medium, there are some basic rules
that should be followed on every project. On the following
pages, we will provide a brief overview of multimedia localization
and then describe a sample Flash project.
Pick Your Format
When it comes to presenting your multimedia message,
the choices of format are seemingly endless. Your production
team can choose from a wide variety of applications that
use many different formats, including:
1) 3D Studio Max,
2) Alias,
3) Animated GIFs,
4) Direct X,
5) Macromedia Flash,
6) Macromedia Shockwave, and
7) Softimage.
Once you've decided on your format, the next decision
is whether to provide your multimedia presentation to a
global audience. If your message is intended for multilingual
consumers, make every attempt to consider localization from
the outset, when the source files are first being developed.
Begin With Localization In Mind
|
Christophe
Vezinet
Localization
Engineer
I was born on August
15, 1769 in Ajaccio on the Mediterranean island of
Corsica. My military exploits and my ruthless efficiency....
Whoops... Stop... that's Napoleon's bio. Well, I was
also in the French Army for 15 years. I was not Emperor,
but I had a lot of fun missions all over the world.
Then, I decided to exile myself to the U.S. What's
better than retiring to a localization company where
my manager is my own younger brother? Napoleon said,
"Ambition is never content, even on the summit
of greatness." Cedric could have said that, too. |
Communicating to a global audience with a multimedia
project presents both technical and cultural challenges.
If you begin with localization in mind, you can avoid frastrating
delays and increased costs down the road.
On the technical side, you may ran into issues such as
text expansion. Plan for 25%, minimum. This applies to on-screen
as well as spoken text. Make sure you understand the character
sets for different languages and how issues such as concatenation
and bidirectional scripts (see Chapter 13) are handled.
Anticipate how the synchronization of voice files will differ
between languages. Can your on-screen buttons accommodate
translated text? Make a final linguistic check on all these
items.
As with written words, visual messages may inspire very
different meanings as they cross from culture to culture.
For example, an image that is acceptable in Europe may be
unacceptable in Asia. Go with care and guidance here: a
misstep might result in some embarrassment, but it could
also detract significantly from your message.
How Localization Gets Done
Once you have created your multimedia message in its
source language, localization begins with a localization
engineer (carefully) dismantling your lovingly constructed
source document - keeping an eye on such issues as color
specifications, system fonts, text atrributes, navigation
and interactive text. Onscreen text is then pulled
out and sent, along with any script, for localization.
If your schedule permits, it is a good idea to forward
the translated on-screen and narrative text for in-country
approval prior to entering the studio or starting engineering.
At the very least, this helps avoid basic cultural and industry
issues. At the very best, it gives your in-country team
a valuable stake in your localization project. Additionally,
their up-front buy-in avoids downstream delays to the timeline
and costly studio and engineering re-work.
Once approved, the localization engineer places the on-screen
text into the localized visual files. Then the script goes
to an audio/visual team that may include audio engineers,
voice talent and, perhaps, a linguistic producer. Working
with the specifics of the source files, this team produces
the localized voice files that are handed off to the localization
engineer for final placement.
A final engineering step to spot script errors and broken
links plus one last linguistic review to ensure synchronization
and your files are ready for a global launch. By keeping
these steps in mind from the outset in your production cycle,
you will ensure your multimedia project entertains and illuminates
every member of its audience.
Flash Case Study
The Product
Advertisement Flash movie
The Client
An innovative marketing agency that helps businesses
promote their messages through short, efficient Flash movies.
The Project
During the estimating process, localization engineers
found that the source Flash object contained complex and
challenging text effects that required localization. As
is typical in these projects, the engineering lab asked
for any available information on how the client created
the source movie. The lab looked for a list of fonts used
to create all objects that reside within the movie. Also,
the engineers were hoping to learn more about the software
or plug-in that had been used to create the text effects.
In this case, the client used a Flash authoring tool with
a 230 effects library, a JavaScript-like scripting language,
and support for dynamic content and input forms.
The second major engineering challenge for this project
was the synchronization of the voice-over. As usual, the
agency's source file was well made. Every aspect of the
movie, from text effects, to the music track, to the voice-over
was precisely placed within the source file. This, of course,
is what makes these animations so appealing and the localization
engineering of the voice-over needs to closely match the
source in order to retain these winning elements.
The Scope
1 Flash Movie, approximately 4:00 minutes (250 on-screen
words)
1 Audio Script (750 Words)
Synchronization of the localized voice-over
Testing & QA: As usual for a Flash project, there
is a typical QA step.
Timeline: 12 days
The Process
A constant of the localization industry is that any Flash
authoring tool that helps the designer will make life equally
and proportionally miserable for the localization engineer.
The reason for this is simple: these tools almost always
create bitmap objects which by their nature are not editable.
The only way to localize them is to reverse engineer and
reproduce the steps of the creation process with the localized
content. Lather, rinse and repeat for EACH LANGUAGE. For
this reason, the localization engineer spends significant
time up front identifying issues and gathering information.
|
Shane
Polizzano
Senior Project
Manager
To tell the difference
between true sports and mere games, it's a simple
matter of listening for the use of the word "play"
when we talk about them. For example, while I love
chess, I PLAY chess and it is therefore a game and
not a sport. I also love rock climbing (even more
than chess), but wouldn't say that I PLAY rock climbing...I
CLIMB, and it is therefore a sport. This argument
is particularly useful when needling my dad about
PLAYING golf...No, dad, it's not a sport, just a game...kind
of like darts or paintball. |
All the localizable text in this source file, editable
or not, was gathered and sent off for translation along
with the voice-over script. Once the on-screen text came
back from localization, it was a simple matter of using
the same authoring tool and settings to reproduce each object
in the movie.
Text expansion is a common issue in documentation localization,
but with localization within Flash, it packs a double punch.
Not only do you have to deal with the expansion of on-screen
text, but you now have the added issue of dealing with the
expansion of localized spoken text. The localization engineer
must find that delicate balance between the speed and length
of the localized voice-over file and the engineering of
the localized movie itself.
As a matter of practice, once the voice-over is localized,
there is almost no turning back. Because of the logistics
involved with getting talent and studio time to re-record,
the localization engineer may have no choice but to work
with what they have unless there is an obvious linguistic
issue. There are not many ways to synchronize a Flash movie
other than altering the timeline by moving big chunks of
frames manually. Sometimes, this alteration must be done
to match the event on scene with the voice-over. Different
languages utilize different word orders and this can significantly
affect synchronization as well.
Once the linguistic and engineering checks of the published
files have been completed, the source and published files,
along with any needed supporting files, are delivered to
the client.
Choose Your Type
There are two choices for how to use text when creating
a source Flash document. Here are some things to think about
when it comes to localization:
Regular Text field: This is the easiest to manipulate
and localize. Localization software can automatically find
this text, pull it out and leverage it against any existing
translation memory. The localization engineers still need
to gather information about the fonts and attributes used
in creating the source file, AND implement the fonts into
their system prior to publication. Otherwise, Flash will
automatically substitute for missing fonts and undesirable
results may be published.
Bitmap Text field: While these text fields cross platforms
and versions with ease, they can be a challenge for the
localization engineering team. The resulting text is not
editable and the only solution is to manually enter each
localized string into the same authoring tool using the
same settings as were used in the creation of the source.
Bitmap text is often found when the source designer has
used a third-party authoring tool to apply effects to type.
Text
Field Type |
Pros |
Cons |
| Regular Text field |
Editable
Can be linked to an external XML file |
Portability issues can occur |
| Bitmap Text field |
What you see is what you get (WYSIWYG)
100% portable |
Not Editable
Necessary to have the source font |
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