Now is an exciting time for media localization, with technologies improving across the board making automated subtitling and dubbing an actual possibility.
When it comes to subtitling, there are two main ways software can automatically generate subtitles:
You might have seen examples of this technology on YouTube. The platform has an automatic subtitle generation function. The output quality varies depending on the quality of the audio and the pronunciation of the speaker, as well as the language of the video. That is how automatic subtitles are already replacing humans. Although automatic captions including transcription and synchronization are not always available on YouTube currently, YouTube Studio allows you to provide a transcription for your videos. Their solution will automatically synchronize the video with the transcription using the first of the aforementioned methods.
There are many software solutions that offer automatic transcription, including Dragon Naturally Speaking, Webcaptioner, and Microsoft Translate. As Mara Campbell from True Subtitles pointed out in her presentation at Media4All, even the cheapest, worst speech recognition software offers greater productivity than doing it manually. We have spotted an increase in services offering automatic transcription and synchronization for subtitles such as Happyscribe, Limecraft, Trint, and Rev.
Change is uncomfortable. Having the autopilot on saves energy and effort. But here is the question lurking behind the question: “How do you know your overall localization process is actually working well, and what exactly constitutes your definition of “well”?”
With new websites being created every day and with the ever-increasing demand for multilingual content online, translation proxy has become quite popular. It helps dynamically translate website content on the fly, so that end-users gain access to a website in the desired language in real time.
The gaming industry accounts for 26% of total revenue in the media industry and it is projected to increase to USD 196 billion by 2022. The purpose of this report is to provide a comprehensive picture of the total addressable market (TAM) for multilingual user-generated content (UGC) for player support in the gaming industry.