• Title/Summary/Keyword: Localization Translation

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Imaging Single-mRNA Localization and Translation in Live Neurons

  • Lee, Byung Hun;Bae, Seong-Woo;Shim, Jaeyoun Jay;Park, Sung Young;Park, Hye Yoon
    • Molecules and Cells
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    • v.39 no.12
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    • pp.841-846
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    • 2016
  • Local protein synthesis mediates precise spatio-temporal regulation of gene expression for neuronal functions such as long-term plasticity, axon guidance and regeneration. To reveal the underlying mechanisms of local translation, it is crucial to understand mRNA transport, localization and translation in live neurons. Among various techniques for mRNA analysis, fluorescence microscopy has been widely used as the most direct method to study localization of mRNA. Live-cell imaging of single RNA molecules is particularly advantageous to dissect the highly heterogeneous and dynamic nature of messenger ribonucleoprotein (mRNP) complexes in neurons. Here, we review recent advances in the study of mRNA localization and translation in live neurons using novel techniques for single-RNA imaging.

How do game fan translators translate? - Through A case of localization of 'Dragon Age Inquisition' - (게임 팬 번역가들은 어떻게 번역하는가? - '드래곤 에이지 인퀴지션(Dragon Age: Inquisition)'의 현지화 사례를 통해 -)

  • Park, Su-Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.115-132
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    • 2021
  • This study seeks to examine the aspects of the translation and translation activities of game fan translators through the localization case of 'Dragon Age Inquision'. The interaction and experience of the game are game fan translation, giving various motivations and generating translation kinetics. The study confirmed the motivation by observing the process of game fan translation, which shows the characteristics of producers and recipients at the same time, and interviewing game fan translators. The translation of the game fan will reveal the productive aspect of the game fandom, and then I suggest a point where the game culture should discuss the fan translation.

A Debate over Translating VS Localizing 'Democracy'

  • A-Kuran, Mohammad Ahmad H.
    • Cross-Cultural Studies
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    • v.24
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    • pp.147-156
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    • 2011
  • A brief consultation of English Arabic dictionaries and encyclopedias shows that there is no one single standard Arabic translation of the English concept 'democracy'. Arab authors use, instead, a series of multiple terms that need clarification if the first term is to be clear. In many cases, they tend to localize the term into Arabic using various orthographic forms; at other times, they run a rather lengthy analysis to elucidate the concept that seems to be an essentially contested term. This paper aims to inquire into the reasons for the confusion and inconsistency in the translation of the concept 'democracy', as well as the underlying arguments for advocating the localization rather than translation of this political concept. This will be followed by a discussion of the implications of this study for lexicographers and translators. Given the fact that ideology is of non-Arabic origin, English perceptions of this fluid concept might help account for its lack of clarity in Arabic translations since Arabic is highly influenced by English in various spheres of life. It would thus be wise first to check the perceptivity of English authors of the concept. To better serve the purpose of this study, the author distinguishes here between 'translation' and so-called 'localization'. The term 'translation' is concerned with finding an existing term in the target language with an equivalent meaning for a foreign word, whereas localization involves taking the foreign term and making it linguistically and culturally appropriate to the target language, by subjecting it to the morphological and syntactic rules of Arabic to be used as if it were originally Arabic.

Case Study : Translation Techniques for Puns in Game Localization Processes (게임 현지화 작업에서의 언어유희 표현 번역 사례)

  • Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.571-578
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    • 2013
  • It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."

Vision-Based Indoor Localization Using Artificial Landmarks and Natural Features on the Ceiling with Optical Flow and a Kalman Filter

  • Rusdinar, Angga;Kim, Sungshin
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.13 no.2
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    • pp.133-139
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    • 2013
  • This paper proposes a vision-based indoor localization method for autonomous vehicles. A single upward-facing digital camera was mounted on an autonomous vehicle and used as a vision sensor to identify artificial landmarks and any natural corner features. An interest point detector was used to find the natural features. Using an optical flow detection algorithm, information related to the direction and vehicle translation was defined. This information was used to track the vehicle movements. Random noise related to uneven light disrupted the calculation of the vehicle translation. Thus, to estimate the vehicle translation, a Kalman filter was used to calculate the vehicle position. These algorithms were tested on a vehicle in a real environment. The image processing method could recognize the landmarks precisely, while the Kalman filter algorithm could estimate the vehicle's position accurately. The experimental results confirmed that the proposed approaches can be implemented in practical situations.

A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics (게임 '로보토미 코퍼레이션'을 통한 게임 현지화 연구: 캐릭터성을 고려한 번역을 대상으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.87-102
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    • 2018
  • In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game 'Lobotomy Corporation' - featuring characteristics based on 'The Tree of Sepiroth' of Kabbalah - will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.

중국 인터넷 소설의 한국어 번역 양상 - KOCM 출판사의 《펫 마스터》를 중심으로

  • Choe, Jae-Yong
    • 중국학논총
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    • no.63
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    • pp.137-159
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    • 2019
  • In this paper, I tried to analyse the recent trend of Korean translation of Chinese novels. I categorized the korean translation into several types, and tried to reveal the meaning of the "Hiding of Chinese element" phenomenon that has recently emerged in the translation of Internet novels. KOCM has been translating quite a fewChinese Internet novels. One of the publisher's translations, , which has gained considerable popularity in Korea, will be a focus of the analysis. The localization strategy of is quite damaging to the original work. At the same time, however, it also makes it easier for readers to consume novels without experiencing cultural discounts. Therefore, could be considered as a experiment to overcome the cultural gap between the two countries.

Robust Localization Algorithm for Mobile Robots Using Laser Range Finder (레이저 거리계를 이용한 이동 로봇을 위한 강인한 위치 추정 알고리즘)

  • Kim Byung Kook;Sohn Hee Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.6
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    • pp.530-542
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    • 2005
  • We proposed a robust localization algorithm for mobile robots using LRF. A novel cost function for localization is suggested, which was used for calculating correct rotation angle and translation vector. We examined validity of our algorithm with various simulations and experiments, and also revealed robustness and accuracy compared to previous localization algorithms.

Deborah Smith's Rewriting of Ch'aesikjuuija: Thoughts from a Translation Perspective (데버러 스미스(Deborah Smith)의 『채식주의자』 다시쓰기: 번역 관점에서 본 문제점 및 향후 과제)

  • Shin, Hyejung
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.657-666
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    • 2017
  • This paper explored contrasting responses of the press and the academic circle to The Vegetarian, the 2016 Man Booker International Prize winner, and delved into the controversy over its faithfulness to Han Kang's Ch'aesikjuuija. In the comparison of Han Kang's Ch'aesikjuuija and Deborah Smith's The Vegetarian, many mistranslation cases have been found in The Vegetarian. This paper is meaningful in that it did not stop at discussing translation errors in The Vegetarian but probed the cause of Smith's mistranslation and that it identified The Vegetarian as an English localization text, instead of a translation text. This paper concludes with a discussion of the achievements of The Vegetarian as Smith's rewriting of Ch'aesikjuuija and makes suggestions as to what translators and the academic world can do for the reader and the English translation of Korean literature in the future.

Study of Contents Localization Case on the Game 'Paper, Please': Based on the Korean and North Korean Translations (게임 'Paper, Please'의 번역을 통한 콘텐츠 현지화 사례 연구: 한국어와 문화어 번역의 차이를 중심으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.145-160
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    • 2019
  • In this research, we attempt to suggest the differences between Korean translation and the North Korean translation of the game 'Paper, Please'; moreover, we will consider about the effect of language and image on localization through this. North Korean language and cultural contents in 'Paper, Please' are evaluated well by many people that they show real life of North Korea even though there are some errors like loanword translations and using anachronic symbol, 'Kaksital' as secret organization. Through the research, we could know that people could concentrate on cultural contents by images and motives without critical errors so have fun.