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Language localisation (or language localization) is the process of adapting a product's translation to a specific country or region. It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions, cultures or groups) to account for differences in distinct markets, a process known as internationalisation and localisation.
Language localisation differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L", followed by the number 10, and then "N").
The localisation process is most generally related to the cultural adaptation and translation of software, video games, websites, and technical communication, as well as audio/voiceover, video, writing system, script or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes).
Localisation can be done for regions or countries where people speak different languages or where the same language is spoken. For instance, different dialects of German, with different idioms, are spoken in Germany, Austria, Switzerland, and Belgium.
The former Localization Industry Standards Association (LISA) said that globalisation "can best be thought of as a cycle rather than a single process". [1] To globalise is to plan the design and development methods for a product in advance, keeping in mind a multicultural audience, in order to avoid increased costs and quality problems, save time, and smooth the localising effort for each region or country.
There are two primary technical processes that comprise globalisation: internationalisation and localisation.
The first phase, internationalisation, encompasses the planning and preparation stages for a product built to support global markets. This process removes all cultural assumptions, and country- or language-specific content is stored so that it can be easily adapted. If this content is not separated during this phase, it must be fixed during localisation, adding time and expense to the project. In extreme cases, products that are not internationalised may not be localisable. Internationalization is often written as 'i18n' in the localization industry, where the number 18 is the number of letters between i and n in the English word. [2]
The second phase, localisation, refers to the actual adaptation of the product for a specific market. The localisation phase involves, among other things, the four issues LISA describes as linguistic, physical, business and cultural, and technical issues. Localization is sometimes written as 'l10n', where the number 10 refers to the number of letters between l and n. [2]
At the end of each phase, testing (including quality assurance) is performed to ensure that the product works properly and meets the client's quality expectations.
Though it is sometimes difficult to draw the limits between translation and localisation, in general localisation addresses significant, non-textual components of products or services. In addition to translation (and, therefore, grammar and spelling issues that vary from place to place where the same language is spoken), the localisation process might include adapting graphics; adopting local currencies; using proper format for date and time, addresses, and phone numbers applicable to the location; the choices of colours; cultural references; and many other details, including rethinking the physical structure of a product. All these changes aim to recognise local sensitivities; avoid conflict with local culture, customs, and common habits; and enter the local market by merging into its needs and desires. To sum up, localisation always starts with a translation process followed by adaptations regarding linguistic and cultural factors. [3]
For example, localisation aims to offer country-specific websites of the same company or different editions of a book depending on where it is published. It must be kept in mind that a political entity such as a country is not the same as a language or culture; even in countries where there exists a substantially identical relationship between a language and a political entity, there are almost certainly multiple cultures and multiple minority languages even if the minority languages are spoken by transient populations. For instance, Japan's national language is Japanese and is the primary language for over 99% of the population, but the country also recognises 11 languages officially; others are spoken by transient populations, and others yet are spoken as second or other languages.
Whereas localisation is the process of adapting one product to a particular locale, globalisation designs the product to minimise the extra work required for each localisation.
Suppose that a company operating exclusively in Germany chooses to open a major office in Russia and needs a Russian-language website. The company offers the same products and services in both countries with minor differences, but perhaps some elements that appeared in the original website intended for a German audience are offensive or upsetting in Russia (use of flags, colours, nationalistic images, songs, etc.). Thus, that company might lose a potential market because of small details of presentation.
Furthermore, this company might need to adapt the product to its new buyers; video games are the best example. [4] [5]
Now, suppose instead that this company has major offices in a dozen countries and needs a specifically designed website in each of these countries. Before deciding how to localise the website and the products offered in any given country, a professional in the area might advise the company to create an overall strategy: to globalise the way the organisation does business. The company might want to design a framework to codify and support this global strategy. The globalisation strategy and the globalisation framework would provide uniform guidance for the twelve separate localisation efforts.
Globalisation is especially important in mitigating extra work involved in the long-term cycle of localisation. Because localisation is usually a cycle and not a one-time project, there are new texts, updates, and projects to localise. For example, as the original website is updated over time, each already translated and localised website must be updated. This work cycle is continuous as long as the original project continues to evolve. A streamlined globalisation processes is therefore important for ongoing changes.
The use of technology has developed into an important aspect of translation and localization. The industry now holds a strong preference for the use of technology in the translation, editing, and proofreading process as it provides major benefits in project management workflow automation, terminology consistency, quality assurance. The most commonly used language technologies include:
A Translation Management System (TMS) is a software program that supports the organization and facilitation of translation and localisation projects. A localisation project usually involves multiple individuals often located in different locales, this makes the TMS a necessary tool in piecing together everyone's efforts. The TMS provides organization and automation to the project management workflow, collects project data, generates reports, and integrates necessary elements such as machine translation (MT), translation memory (TM), and sometimes provides access to quality assurance tools.
In essence, the TMS provides a workbench for all the necessary tools involved in a successful translation and localization operation.
Language codes are closely related to the localising process because they indicate the locales involved in the translation and adaptation of the product. They are used in various contexts; for example, they might be informally used in a document published by the European Union [6] or they might be introduced in HTML element under the lang attribute. In the case of the European Union style guide, the language codes are based on the ISO 639-1 alpha-2 code; in HTML, the language tags are generally defined within the Internet Engineering Task Force's Best Current Practice (BCP) 47. [nb 1] The decision to use one type of code or tag versus another depends upon the nature of the project and any requirements set out for the localisation specialist.
Most frequently, there is a primary subcode that identifies the language (e.g., "en"), and an optional subcode in capital letters that specifies the national variety (e.g., "GB" or "US" according to ISO 3166-1 alpha-2). The subcodes are typically linked with a hyphen, though in some contexts it's necessary to substitute this with an underscore. [7]
There are multiple language tag systems available for language codification. For example, the International Organization for Standardization (ISO) specifies both two- and three-letter codes to represent languages in standards ISO 639-1 and ISO 639-2, respectively.
Language family | Language tag | Language variant |
---|---|---|
Arabic | ar-DZ | Algerian Arabic |
ar-EG | Egyptian Arabic | |
ar-IQ | Arabic (Iraq) | |
ar-MA | Moroccan Arabic | |
ar-SA | Saudi Arabian Arabic | |
ar-AE | Arabic (United Arab Emirates) | |
Bangla | bn-BD | Bangla (Bangladesh) |
bn-IN | Bangla (India) | |
Chinese | zh-CN | Mainland China, simplified characters |
zh-TW | Taiwan, traditional characters | |
zh-HK | Hong Kong, traditional characters | |
Dutch | nl-BE | Belgian Dutch (aka Flemish) |
nl-NL | Standard Dutch (as spoken in The Netherlands) | |
English | en-GB | British English |
en-US | American English | |
en-CA | Canadian English | |
en-IN | Indian English | |
en-IE | Irish English | |
en-AU | Australian English | |
en-NZ | New Zealand English | |
en-ZA | South African English | |
en-SG | Singapore English | |
French | fr-BE | Belgian French |
fr-CH | Swiss French | |
fr-FR | French of France | |
fr-CA | Canadian French | |
fr-LU | Luxembourgish French | |
German | de-AT | Austrian German |
de-DE | Standard German (as spoken in Germany) | |
de-CH | Swiss German | |
Italian | it-CH | Swiss Italian |
it-IT | Standard Italian (as spoken in Italy) | |
Korean | ko-KP | North Korea, Chosŏn'gŭl characters |
ko-KR | South Korea, Hangul characters | |
Portuguese | pt-PT | European Portuguese (as written and spoken in Portugal) |
pt-BR | Brazilian Portuguese | |
pt-AO | Angolan Portuguese | |
pt-MZ | Mozambican Portuguese | |
Sinhala | si-LK | Sri Lankan Sinhala |
Spanish | es-ES | Castilian Spanish (as spoken in Central-Northern Spain) |
es-MX | Mexican Spanish | |
es-AR | Argentine Spanish | |
es-CO | Colombian Spanish | |
es-CL | Chilean Spanish | |
es-PE | Peruvian Spanish | |
es-VE | Venezuelan Spanish | |
es-DO | Dominican Spanish | |
es-CU | Cuban Spanish | |
Swedish | sv-FI | Finland Swedish |
sv-SE | Standard Swedish (as spoken in Sweden) | |
Tamil | ta-IN | Indian Tamil |
ta-LK | Sri Lankan Tamil | |
Tamazight | zgh-MA | Standard Moroccan Tamazight |
Localization or localisation may refer to:
In computing, internationalization and localization (American) or internationalisation and localisation (British), often abbreviated i18n and l10n respectively, are means of adapting computer software to different languages, regional peculiarities and technical requirements of a target locale.
A language code is a code that assigns letters or numbers as identifiers or classifiers for languages. These codes may be used to organize library collections or presentations of data, to choose the correct localizations and translations in computing, and as a shorthand designation for longer forms of language names.
Cross-cultural communication is a field of study investigating how people from differing cultural backgrounds communicate, in similar and different ways among themselves, and how they endeavor to communicate across cultures. Intercultural communication is a related field of study.
In computing, a locale is a set of parameters that defines the user's language, region and any special variant preferences that the user wants to see in their user interface. Usually a locale identifier consists of at least a language code and a country/region code. Locale is an important aspect of i18n.
In computing, gettext is an internationalization and localization system commonly used for writing multilingual programs on Unix-like computer operating systems. One of the main benefits of gettext is that it separates programming from translating. The most commonly used implementation of gettext is GNU gettext, released by the GNU Project in 1995. The runtime library is libintl. gettext provides an option to use different strings for any number of plural forms of nouns, but this feature has no support for grammatical gender. The main filename extensions used by this system are .POT, .PO and .MO.
Translation studies is an academic interdiscipline dealing with the systematic study of the theory, description and application of translation, interpreting, and localization. As an interdiscipline, translation studies borrows much from the various fields of study that support translation. These include comparative literature, computer science, history, linguistics, philology, philosophy, semiotics, and terminology.
A translation management system (TMS), formerly globalization management system (GMS), is a type of software for automating many parts of the human language translation process and maximizing translator efficiency. The idea of a translation management system is to automate all repeatable and non-essential work that can be done by software/systems and leaving only the creative work of translation and review to be done by human beings. A translation management system generally includes at least two types of technology: process management technology to automate the flow of work, and linguistic technology to aid the translator.
Pseudolocalization is a software testing method used for testing internationalization aspects of software. Instead of translating the text of the software into a foreign language, as in the process of localization, the textual elements of an application are replaced with an altered version of the original language. For example, instead of "Account Settings", the text may be altered to display as "!!! Àççôûñţ Šéţţîñĝš !!!".
An IETF BCP 47 language tag is a standardized code that is used to identify human languages on the Internet. The tag structure has been standardized by the Internet Engineering Task Force (IETF) in Best Current Practice (BCP) 47; the subtags are maintained by the IANA Language Subtag Registry.
Video game localization, is the process of preparing a video game for a market outside of where it was originally published. The game's name, art assets, packaging, manuals, and cultural and legal differences are typically altered.
ISO/TC 37 is a technical committee within the International Organization for Standardization (ISO) that prepares standards and other documents concerning methodology and principles for terminology and language resources.
XLIFF is an XML-based bitext format created to standardize the way localizable data are passed between and among tools during a localization process and a common format for CAT tool exchange. The XLIFF Technical Committee (TC) first convened at OASIS in December 2001, but the first fully ratified version of XLIFF appeared as XLIFF Version 1.2 in February 2008. Its current specification is v2.1 released on 2018-02-13, which is backwards compatible with v2.0 released on 2014-08-05.
The language industry is the sector of activity dedicated to facilitating multilingual communication, both oral and written. According to the European Commission's Directorate-General of Translation, the language industry comprises following activities: translation, interpreting, subtitling, dubbing, software and website globalisation, language technology tools development, international conference organisation, language teaching and linguistic consultancy.
A resource bundle is a Java .properties file that contains locale-specific data. It is a way of internationalising a Java application by making the code locale-independent.
Website localization is the process of adapting an existing website to local language and culture in the target market. It is the process of adapting a website into a different linguistic and cultural context— involving much more than the simple translation of text. This modification process must reflect specific language and cultural preferences in the content, images and overall design and requirements of the site – all while maintaining the integrity of the website. Culturally adapted web sites reduce the amount of required cognitive efforts from visitors of the site to process and access information, making navigation easier and attitudes toward the web site more favorable. The modification of the website must additionally take into consideration the stated purpose of the new website with a focus on the targeted audience/market in the new locale. Website localization aims to customize a website so that it seems "natural", to its viewers despite cultural differences between the creators and the audience. Two factors are involved—programming expertise and linguistic/cultural knowledge.
Transcreation is a term from the Leibnizian philosophy that dates back to 1676. Transcreation concept stands for the transitive law that advocates: if change is motion, and motion is transcreation, then, change is transcreation. Subsequently, "all change is a kind of transcreation", in philosophy field. The same notions apply to translation field. Transcreation is a holistic approach. It works on creating a content (change) from the source and the target to the target (motion) through the application of partial or total change processes, also called the kinds of change. Transcreation is a translation technique. It is the ultimate representation of any and all kinds of change when translating a content from the source to the target. Changes making when translating have reasons, kinds, degrees, levels and limits.
Social localisation (from Latin locus and the English term locale, "a place where something happens or is set") is, like language localization the second phase of a larger process of product and service translation and cultural adaptation to account for differences in distinct markets and societies, a process known as internationalization and localization.
translatewiki.net, formerly named Betawiki, is a web-based translation platform powered by the Translate extension for MediaWiki. It can be used to translate various kinds of texts but is commonly used for creating localisations for software interfaces.
Internationalization of higher education in theory is "the process of integrating an international, intercultural, or global dimension into the purpose, functions or delivery of postsecondary education." Internationalization of higher education in practice is "the process of commercializing research and postsecondary education, and international competition for the recruitment of foreign students from wealthy and privileged countries in order to generate revenue, secure national profile, and build international reputation." The main components of internationalization of higher education are recruitment of international students, development of international branch campuses, students, staff and scholars exchange programs, internationalization of the curriculum, and research and education partnerships between institutions regionally and internationally.