María Isabel Rivas Ginel | Bourgogne - Franche Comté (original) (raw)

Papers by María Isabel Rivas Ginel

Research paper thumbnail of Gender in Video Games: Creativity for Inclusivity

Le Centre pour la Communication Scientifique Directe - HAL - memSIC, Jun 6, 2022

Video game localisation, a field highly impacted by the lack of visual environment and text linea... more Video game localisation, a field highly impacted by the lack of visual environment and text linearity, forces translators to create inclusive solutions in terms of gender to overcome the hurdles created by variables. This paper will introduce the specificities of this sector and present an analysis of some of those techniques extracted from parallel corpora compiled from video games that include female, transgender, nonbinary, and non-sexualised characters.

Research paper thumbnail of Jeux vidéo, localisation, traduction automatique et problèmes de genre

Le Centre pour la Communication Scientifique Directe - HAL - SHS, Jun 11, 2021

Research paper thumbnail of Tools for Video Game Localisation: A User Survey

We would like to acknowledge that this conference takes place on the traditional territory of man... more We would like to acknowledge that this conference takes place on the traditional territory of many Indigenous Nations. The area known as Tkaronto has been care taken by the Anishinabek Nation, the Haudenosaunee Confederacy, and the Huron-Wendat. It is now home to many First Nation, Inuit and Metis communities. We acknowledge the current treaty holders, the Mississaugas of the Credit First Nation. This territory is subject of the Dish With One Spoon Wampum Belt Covenant, an agreement to peaceably share and care for the Great Lakes region. We are grateful for the opportunity to host our event on this territory. We would also like to thank York University's MA program in translation studies, the only graduate program in Toronto and southern Ontario dedicated to the advanced study of translation. The program is located on the quiet Glendon campus, close to the center of Toronto. If you want to increase your specialization translation, or if you want to pursue advanced studies in the growing academic field of translation studies, this program will interest you. This is a unique program, originally founded on the Canadian experience of official bilingualism, continuing in this spirit, and expanding to address multicultural and multicultural diversity. We would also like to thank the Glendon Graduate Student Association in Translation Studies and the Master's in Translation Studies Students' Association for their great efforts in helping organize this event.

Research paper thumbnail of Machine Translation and Gender biases in video game localisation: a corpus-based analysis

Research paper thumbnail of La traducción automática en la localización de videojuegos

La productividad es crucial en el sector de la localización videolúdica y por ello las herramient... more La productividad es crucial en el sector de la localización videolúdica y por ello las herramientas de traducción asistida por ordenador, de gestión terminológica y la traducción automática son cada vez más adoptadas como una solución a la creciente demanda de contenido para traducir. En los últimos años el rendimiento de estos sistemas se ha mejorado gracias, entre otros motivos, a la aparición de nuevos programas informáticos o a la traducción automática neuronal. Sin embargo, ¿cuál es la situación de la traducción automática en la localización de videojuegos? El presente trabajo muestra los resultados de un cuestionario en línea redactado en inglés creado para determinar cuáles son las herramientas más utilizadas y cuál es la tasa de adop - ción de las nuevas tecnologías a través de una encuesta constituida por preguntas cerradas repartidas en bloques en función del tipo de herramienta. El análisis de dichos resultados muestra que 11.6% de los encuestados la utilizan de forma regular, 37.1% de vez en cuando y 51,29% no la utilizan en absoluto. https://www.bookelis.com/langues/49313-Traduction-automatique-et-usages-sociaux-des-langues.html

Research paper thumbnail of Ergonomics of Tools Usage for Video Game Localisation: a User Survey

Ergonomics of Tools Usage for Video Game Localisation: a User Survey, 2021

This paper presents some of the results of two online surveys addressed to professionals working ... more This paper presents some of the results of two online surveys addressed to professionals working in localisation and video game testing, respectively. The aim is to analyse the ergonomics of CAT tools
usage for game localisation by contrasting the data with current business practices and common linguistic bugs. The first survey, which received 620 complete answers from freelance and in-house professional localisers, was conceived to gather information about business practices as well as the tools they use in terms of project management software, terminology databases, specialised corpora, CAT tools, etc. The second survey received 550 complete answers and was addressed to linguistic testers to collect data about the problems they usually encounter when they review the localised versions, as they are the last line of defence before the release of a video game and have access to a WYSIWYG environment. The cross analysis of both questionnaires shows that the most common bug found during the linguistic testing phase is the one usually referred to as “Text overflows, overlapping or truncation”, a problem that arises from an unnatural split between text and image that is specific to video game localisation.

Research paper thumbnail of Au cœur de la terminologie du jeu vidéo. L’absence de ressources, frein majeur pour les traducteurs

Traduire Revue française de la traduction, 2021

Technologies et gestion terminologique : une étude auprès des utilisateurs L'industrie vidéoludiq... more Technologies et gestion terminologique : une étude auprès des utilisateurs L'industrie vidéoludique est un secteur d'activité dont la croissance n'a cessé de s'amplifier tant sur le plan économique que du point de vue professionnel depuis sa naissance dans les années 1970. Une étude publiée sur le site spécialisé Newzoo.com dévoile que le chiffre d'affaires du secteur a atteint les 174,9 milliards de dollars en 2020, dépassant ainsi, une fois de plus, celui de l'industrie cinématographique. À l'intérieur de cette industrie, la localisation revêt une importance particulière, car le traducteur doit sans relâche se consacrer à un travail d'adaptation culturelle du contenu, au niveau non textuel (unité de mesure, monnaies, lois) et culturel (références, jeux de mots, etc.). Toutefois, le traducteur de jeux vidéo est également confronté à des épiphénomènes typiques de ce secteur, comme les variables et balises, ou un

Conference Presentations by María Isabel Rivas Ginel

Research paper thumbnail of ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION

Jornadas del Doctorado en Traductología,Traducción Profesional y Audiovisual, 2021

https://dti.ua.es/es/documentos/programa-jornadas-traductologia-2021.pdf

Research paper thumbnail of Tools for Video Game Localisation: A User Survey

Tools for Video Game Localisation: A User Survey, 2021

Previous research in the field of translators’ requirements in translation (Zaretskaya, Corpas Pa... more Previous research in the field of translators’ requirements in translation (Zaretskaya, Corpas Pastor, Seghiri 2015; 2017) has shown a strong preference for tools that “have a full set of features”, although those systems tend to be technology-driven and too complex (Lagoudaki 2006). As the variety of tools used in video game localisation steadily grows due to technological advances, the
questions of whether they have been fully adopted, if they are adapted to their needs, or what are localisers’ attitudes towards them, still remain.

The aim of this paper is to attempt to answer those questions by analysing the results of an online survey addressed to professional localisers created to collect data about business practices, working conditions and the degree of adoption of different tools ranging from project management software to CAT tools, corpora compilation or MT. Respondents were also asked to evaluate the degree of usefulness of a series of functionalities which could be included in a comprehensive tool for video game localisation in order to assess their needs and attitudes towards them.

The results show that while some technologies have been fully adopted — such as CAT tools with 81.45% of regular users — others are still rarely used (only 8,39% compile their own corpora and 11.61% use MT regularly). In addition, as an example of the complexity of CAT tools, only 3.87% report using Qterm for terminology extraction and management. Regarding needs and attitudes, the top five essential features and functionalities are those related to visual access to the game, terminology, QA and TM whereas MT is mostly seen as inconvenient. XLOC’s new “memoQ connector”, launched in 2020, could potentially cover some of the aforementioned needs, although further research is needed.

Research paper thumbnail of La traduction automatique dans la localisation de jeux vidéo

La traduction automatique dans la localisation de jeux vidéo, 2020

La productivité est cruciale dans le secteur de la localisation, c’est pour cela que la traductio... more La productivité est cruciale dans le secteur de la localisation, c’est pour cela que la traduction automatique ainsi que des autres produits de traduction assistée par ordinateur sont de plus en plus adoptés comme une solution à la demande grandissante de contenu traduit. Pendant les dernières années la performance de ces systèmes s’est améliorée grâce, notamment, à l’apparition de la traduction automatique neuronale. Mais, quelle est la situation de la traduction automatique dans la localisation des jeux vidéo ?

Nous avons entrepris notre travail par la mise en oeuvre d’une enquête par questionnaire en ligne rédigée en anglais qui vise à déterminer quels sont les outils les plus utilisés à travers un questionnaire semi-directif constitué de questions fermées réparties en bloc en fonction du type d’outil (glossaire, corpus, TM, MT, etc.). Depuis sa publication le 10 avril nous avons reçu 210 réponses complètes, majoritairement de la part de professionnels spécialisés dans le monde de la localisation.

Discussion des résultats

En analysant les résultats préliminaires nous constatons que 11.9 % utilisent de façon régulière la traduction automatique, 38.5 % en font usage de temps en temps et 49.2 % ne l’utilisent pas. L’outil à la tête est Google dans sa version payante et sa version gratuite. Ces résultats reflètent la complexité du secteur. Le traducteur doit continûment se consacrer à un travail d‘adaptation culturelle du contenu, ainsi que faire face à la manque de l’espace nécessaire pour insérer les termes à traduire. Une autre caractéristique de la localisation des jeux vidéo est les variables, des éléments qui seront remplacées automatiquement par d’autres segments et doivent tenir compte des éventuelles modifications liées au genre, au nombre, et de la place à l’intérieur de la phrase.

Research paper thumbnail of Ergonomics of CAT tool usage for game localisation: a survey for game testers and localisers

Ergonomics of CAT tool usage for game localisation: a survey for game testers and localisers, 2020

The needs of the video game industry make it paramount to focus on the ergonomics of translation ... more The needs of the video game industry make it paramount to focus on the ergonomics of translation in order to define specific solutions to solve the most commonly found issues and simplify the translation process from the first analysis of the source document to QA, including documentation, translation in stricto sensu and post-edition if machine translation is used.

The aim of this paper is the crossed-analysis of part of the results of two online surveys addressed to professionals working in localisation and video game testing, respectively. The first survey, which received 620 complete answers from freelance and in-house professional localisers, was conceived to gather information about business practises as well as the tools they use in terms of project management software, terminology databases, specialised corpora, CAT tools, etc. The second survey received 550 complete answers and was addressed to linguistic testers in order to collect data about the problems they usually encounter when they review the localised versions, as they are the last line of defence before the release of a video game and have access to a WYSIWYG environment.

Books by María Isabel Rivas Ginel

Research paper thumbnail of Video Game localisation tools: a user survey

DE LA HIPÓTESIS A LA TESIS: TRADUCTOLOGÍA Y LINGÜÍSTICA APLICADA, 2022

The video game industry is a rising sector since its birth in the 70s and, like any sector linked... more The video game industry is a rising sector since its birth in the 70s and, like any sector linked to new technologies, undergoes constant development and emphasises productivity. Therefore, it is paramount to focus on the ergonomics of CAT tools, terminology databases or specialised corpora to define specific solutions to simplify the translation process. Video game localisers must face a wide variety of multimedia assets while continually adapting the content both at a non-textual level and a cultural level as “playability and immersion are the main goals of video game translation” (Bushouse 2015: 12). Another characteristic of the field is that they are forced to “work in a double-blind process (no audiovisual context, no text linearity) that is bound to produce more linguistic and culturalisation mistakes” (Bernal-Merino 2013: 119).
This paper presents the cross-analysis of the results of three online surveys created in the framework of a PhD thesis. The article completes the results published in the journal Critic under the title Video game localisation: a user survey for localisers and linguistic testers (Rivas Ginel 2021: 1-26). The first survey was created to collect data about current business practices in localisation and digital tools’ usage. The second survey was designed to identify linguistic bugs in order of frequency and their causes. The final survey’s purpose was to collect technical data necessary for the development of a comprehensive tool adapted to localisers’ needs.

Research paper thumbnail of Gender in Video Games: Creativity for Inclusivity

Le Centre pour la Communication Scientifique Directe - HAL - memSIC, Jun 6, 2022

Video game localisation, a field highly impacted by the lack of visual environment and text linea... more Video game localisation, a field highly impacted by the lack of visual environment and text linearity, forces translators to create inclusive solutions in terms of gender to overcome the hurdles created by variables. This paper will introduce the specificities of this sector and present an analysis of some of those techniques extracted from parallel corpora compiled from video games that include female, transgender, nonbinary, and non-sexualised characters.

Research paper thumbnail of Jeux vidéo, localisation, traduction automatique et problèmes de genre

Le Centre pour la Communication Scientifique Directe - HAL - SHS, Jun 11, 2021

Research paper thumbnail of Tools for Video Game Localisation: A User Survey

We would like to acknowledge that this conference takes place on the traditional territory of man... more We would like to acknowledge that this conference takes place on the traditional territory of many Indigenous Nations. The area known as Tkaronto has been care taken by the Anishinabek Nation, the Haudenosaunee Confederacy, and the Huron-Wendat. It is now home to many First Nation, Inuit and Metis communities. We acknowledge the current treaty holders, the Mississaugas of the Credit First Nation. This territory is subject of the Dish With One Spoon Wampum Belt Covenant, an agreement to peaceably share and care for the Great Lakes region. We are grateful for the opportunity to host our event on this territory. We would also like to thank York University's MA program in translation studies, the only graduate program in Toronto and southern Ontario dedicated to the advanced study of translation. The program is located on the quiet Glendon campus, close to the center of Toronto. If you want to increase your specialization translation, or if you want to pursue advanced studies in the growing academic field of translation studies, this program will interest you. This is a unique program, originally founded on the Canadian experience of official bilingualism, continuing in this spirit, and expanding to address multicultural and multicultural diversity. We would also like to thank the Glendon Graduate Student Association in Translation Studies and the Master's in Translation Studies Students' Association for their great efforts in helping organize this event.

Research paper thumbnail of Machine Translation and Gender biases in video game localisation: a corpus-based analysis

Research paper thumbnail of La traducción automática en la localización de videojuegos

La productividad es crucial en el sector de la localización videolúdica y por ello las herramient... more La productividad es crucial en el sector de la localización videolúdica y por ello las herramientas de traducción asistida por ordenador, de gestión terminológica y la traducción automática son cada vez más adoptadas como una solución a la creciente demanda de contenido para traducir. En los últimos años el rendimiento de estos sistemas se ha mejorado gracias, entre otros motivos, a la aparición de nuevos programas informáticos o a la traducción automática neuronal. Sin embargo, ¿cuál es la situación de la traducción automática en la localización de videojuegos? El presente trabajo muestra los resultados de un cuestionario en línea redactado en inglés creado para determinar cuáles son las herramientas más utilizadas y cuál es la tasa de adop - ción de las nuevas tecnologías a través de una encuesta constituida por preguntas cerradas repartidas en bloques en función del tipo de herramienta. El análisis de dichos resultados muestra que 11.6% de los encuestados la utilizan de forma regular, 37.1% de vez en cuando y 51,29% no la utilizan en absoluto. https://www.bookelis.com/langues/49313-Traduction-automatique-et-usages-sociaux-des-langues.html

Research paper thumbnail of Ergonomics of Tools Usage for Video Game Localisation: a User Survey

Ergonomics of Tools Usage for Video Game Localisation: a User Survey, 2021

This paper presents some of the results of two online surveys addressed to professionals working ... more This paper presents some of the results of two online surveys addressed to professionals working in localisation and video game testing, respectively. The aim is to analyse the ergonomics of CAT tools
usage for game localisation by contrasting the data with current business practices and common linguistic bugs. The first survey, which received 620 complete answers from freelance and in-house professional localisers, was conceived to gather information about business practices as well as the tools they use in terms of project management software, terminology databases, specialised corpora, CAT tools, etc. The second survey received 550 complete answers and was addressed to linguistic testers to collect data about the problems they usually encounter when they review the localised versions, as they are the last line of defence before the release of a video game and have access to a WYSIWYG environment. The cross analysis of both questionnaires shows that the most common bug found during the linguistic testing phase is the one usually referred to as “Text overflows, overlapping or truncation”, a problem that arises from an unnatural split between text and image that is specific to video game localisation.

Research paper thumbnail of Au cœur de la terminologie du jeu vidéo. L’absence de ressources, frein majeur pour les traducteurs

Traduire Revue française de la traduction, 2021

Technologies et gestion terminologique : une étude auprès des utilisateurs L'industrie vidéoludiq... more Technologies et gestion terminologique : une étude auprès des utilisateurs L'industrie vidéoludique est un secteur d'activité dont la croissance n'a cessé de s'amplifier tant sur le plan économique que du point de vue professionnel depuis sa naissance dans les années 1970. Une étude publiée sur le site spécialisé Newzoo.com dévoile que le chiffre d'affaires du secteur a atteint les 174,9 milliards de dollars en 2020, dépassant ainsi, une fois de plus, celui de l'industrie cinématographique. À l'intérieur de cette industrie, la localisation revêt une importance particulière, car le traducteur doit sans relâche se consacrer à un travail d'adaptation culturelle du contenu, au niveau non textuel (unité de mesure, monnaies, lois) et culturel (références, jeux de mots, etc.). Toutefois, le traducteur de jeux vidéo est également confronté à des épiphénomènes typiques de ce secteur, comme les variables et balises, ou un

Research paper thumbnail of ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION

Jornadas del Doctorado en Traductología,Traducción Profesional y Audiovisual, 2021

https://dti.ua.es/es/documentos/programa-jornadas-traductologia-2021.pdf

Research paper thumbnail of Tools for Video Game Localisation: A User Survey

Tools for Video Game Localisation: A User Survey, 2021

Previous research in the field of translators’ requirements in translation (Zaretskaya, Corpas Pa... more Previous research in the field of translators’ requirements in translation (Zaretskaya, Corpas Pastor, Seghiri 2015; 2017) has shown a strong preference for tools that “have a full set of features”, although those systems tend to be technology-driven and too complex (Lagoudaki 2006). As the variety of tools used in video game localisation steadily grows due to technological advances, the
questions of whether they have been fully adopted, if they are adapted to their needs, or what are localisers’ attitudes towards them, still remain.

The aim of this paper is to attempt to answer those questions by analysing the results of an online survey addressed to professional localisers created to collect data about business practices, working conditions and the degree of adoption of different tools ranging from project management software to CAT tools, corpora compilation or MT. Respondents were also asked to evaluate the degree of usefulness of a series of functionalities which could be included in a comprehensive tool for video game localisation in order to assess their needs and attitudes towards them.

The results show that while some technologies have been fully adopted — such as CAT tools with 81.45% of regular users — others are still rarely used (only 8,39% compile their own corpora and 11.61% use MT regularly). In addition, as an example of the complexity of CAT tools, only 3.87% report using Qterm for terminology extraction and management. Regarding needs and attitudes, the top five essential features and functionalities are those related to visual access to the game, terminology, QA and TM whereas MT is mostly seen as inconvenient. XLOC’s new “memoQ connector”, launched in 2020, could potentially cover some of the aforementioned needs, although further research is needed.

Research paper thumbnail of La traduction automatique dans la localisation de jeux vidéo

La traduction automatique dans la localisation de jeux vidéo, 2020

La productivité est cruciale dans le secteur de la localisation, c’est pour cela que la traductio... more La productivité est cruciale dans le secteur de la localisation, c’est pour cela que la traduction automatique ainsi que des autres produits de traduction assistée par ordinateur sont de plus en plus adoptés comme une solution à la demande grandissante de contenu traduit. Pendant les dernières années la performance de ces systèmes s’est améliorée grâce, notamment, à l’apparition de la traduction automatique neuronale. Mais, quelle est la situation de la traduction automatique dans la localisation des jeux vidéo ?

Nous avons entrepris notre travail par la mise en oeuvre d’une enquête par questionnaire en ligne rédigée en anglais qui vise à déterminer quels sont les outils les plus utilisés à travers un questionnaire semi-directif constitué de questions fermées réparties en bloc en fonction du type d’outil (glossaire, corpus, TM, MT, etc.). Depuis sa publication le 10 avril nous avons reçu 210 réponses complètes, majoritairement de la part de professionnels spécialisés dans le monde de la localisation.

Discussion des résultats

En analysant les résultats préliminaires nous constatons que 11.9 % utilisent de façon régulière la traduction automatique, 38.5 % en font usage de temps en temps et 49.2 % ne l’utilisent pas. L’outil à la tête est Google dans sa version payante et sa version gratuite. Ces résultats reflètent la complexité du secteur. Le traducteur doit continûment se consacrer à un travail d‘adaptation culturelle du contenu, ainsi que faire face à la manque de l’espace nécessaire pour insérer les termes à traduire. Une autre caractéristique de la localisation des jeux vidéo est les variables, des éléments qui seront remplacées automatiquement par d’autres segments et doivent tenir compte des éventuelles modifications liées au genre, au nombre, et de la place à l’intérieur de la phrase.

Research paper thumbnail of Ergonomics of CAT tool usage for game localisation: a survey for game testers and localisers

Ergonomics of CAT tool usage for game localisation: a survey for game testers and localisers, 2020

The needs of the video game industry make it paramount to focus on the ergonomics of translation ... more The needs of the video game industry make it paramount to focus on the ergonomics of translation in order to define specific solutions to solve the most commonly found issues and simplify the translation process from the first analysis of the source document to QA, including documentation, translation in stricto sensu and post-edition if machine translation is used.

The aim of this paper is the crossed-analysis of part of the results of two online surveys addressed to professionals working in localisation and video game testing, respectively. The first survey, which received 620 complete answers from freelance and in-house professional localisers, was conceived to gather information about business practises as well as the tools they use in terms of project management software, terminology databases, specialised corpora, CAT tools, etc. The second survey received 550 complete answers and was addressed to linguistic testers in order to collect data about the problems they usually encounter when they review the localised versions, as they are the last line of defence before the release of a video game and have access to a WYSIWYG environment.

Research paper thumbnail of Video Game localisation tools: a user survey

DE LA HIPÓTESIS A LA TESIS: TRADUCTOLOGÍA Y LINGÜÍSTICA APLICADA, 2022

The video game industry is a rising sector since its birth in the 70s and, like any sector linked... more The video game industry is a rising sector since its birth in the 70s and, like any sector linked to new technologies, undergoes constant development and emphasises productivity. Therefore, it is paramount to focus on the ergonomics of CAT tools, terminology databases or specialised corpora to define specific solutions to simplify the translation process. Video game localisers must face a wide variety of multimedia assets while continually adapting the content both at a non-textual level and a cultural level as “playability and immersion are the main goals of video game translation” (Bushouse 2015: 12). Another characteristic of the field is that they are forced to “work in a double-blind process (no audiovisual context, no text linearity) that is bound to produce more linguistic and culturalisation mistakes” (Bernal-Merino 2013: 119).
This paper presents the cross-analysis of the results of three online surveys created in the framework of a PhD thesis. The article completes the results published in the journal Critic under the title Video game localisation: a user survey for localisers and linguistic testers (Rivas Ginel 2021: 1-26). The first survey was created to collect data about current business practices in localisation and digital tools’ usage. The second survey was designed to identify linguistic bugs in order of frequency and their causes. The final survey’s purpose was to collect technical data necessary for the development of a comprehensive tool adapted to localisers’ needs.