Monday 12 May 2014

Multimedia Translation in the Digital Age


Multimedia Translation in the Digital Age
 
Wednesday, 21st May 2014
Europe House, 32 Smith Square, London SW1P 3EU
5.30-8.30 pm
 

The explosion of information brought about by the Internet in the 1990s has revolutionised the translation industry. 

Online technology and web developments keep on having a profound impact on translation: a substantial amount of content needing translation is now multimedia and new trends such as crowdsourcing and cloud-based translation technology are gaining ground in the industry. 

The video game industry is one of the most profitable ones and amateur practices such as fansubbing and fandubbing are gaining greater visibility and having a marked impact on the way the industry operates. 

Organisations and institutions worldwide are now realising the importance of web accessibility not only for financial gain but also for inclusion. 

These new online developments make it necessary to rethink not only translation processes but also the training provided to future translators

This free event, open to the public, investigates the challenges of multimedia translation and the impact of new online technologies on the translation industry, accessibility policies, and translation training.


Organisers: Europe House and Centre for Translation Studies (CenTraS) @ UCL
Panellists: Miguel Á. Bernal-Merino, Jorge Díaz-Cintas, Kim Harris and Minako O'Hagan.

This event is free to the public, but booking is essential. Please contact:

 

Monday 5 May 2014

The challenge of video game localisation


Centre for Translation Studies
CenTraS
Dr Miguel Á. Bernal-Merino, University of Roehampton, London
The challenge of video game localisation
Tuesday, 6th May 2014
5-6 pm
Date: Time:
Location: Medawar G01 Lankester LT (map: http://www.ucl.ac.uk/maps?locationID=96) 
Talk outline:  The phenomenon of the video game industry has been growing steadily in size and relevance in many countries around the world. The astonishing variety and global reach of these entertainment products as both individual and group activities have finally removed the stigma of playing video games as well as taken the crown as preferred leisure activity for great sections of the population. Understanding current game localisation processes is essential to appreciate the complexity of the task and the role that translation has played in this meteoric ascent. The translation of multimedia interactive entertainment software does have things in common with other multichannel products, but the intrinsic interactivity of software and the mantra of immersion demand maximum playability in all languages, affecting the game design and production like no other product before. A true challenge worth learning about for all language professionals.

Biography: Dr. Miguel Á. Bernal-Merino is a lecturer in video game localisation and audiovisual translation at the University of Roehampton in London. He is cofounder and chair of the Localization Special Interest Group (SIG) within the International Game Developers Association (IGDA). He advises the Game Developers Conference (GDC) coordinating and hosting the game Localization Summit. He also chairs the Game Localization Round Table (GLRT) for Localization World (LW) held both in Europe and the US yearly.