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8/6/2019 CAMARA Scientific Translation Flash
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Training scientific translation through Flash localisation
Dr Lidia Cmara de la Fuente
Translation Department Universitat Vic Barcelona, Spain
The trend of using multimedia material as educational support has accelerated in
recent years, and looks set for continued expansion in the future.Multimedia extends its
influence throughout the whole formative path, from basic to college training rooms,
and throughout all disciplines, as in our case, scientific translation. The reasons for the
multimedia expansion are above all inherent in the positive influence on learning. It
turns out that multimedia is a powerful tool which enables us to decode, for example,
the complexity and diversity of scientific issues such as those related to Life Science or
Environmental Science and Technology. These areas mentioned are characterised by
their interdisciplinarity and that is exactly what our curricula proposal distinguishes. We
aim to link scientific literacy, language technacy and translation techniques for the sake
of knowledge representation, knowledge acquisition and knowledge transfer. To reachour learning objectives we have been applying multimedia for two years. We have been
combining the five basic types of media -text, video, sound, graphics and animation-
with language technology tools (CAT tools, machine translation tools), among others,
within the scientific translation learning environment. This contribution will only focus
on the use of animations in Flash format, in particular as a support to assist learning in
some key Life Science topics.
Keywords: multimedia, localisation, knowledge representation, knowledge
acquisition, scientific translation, language technology tools, Flash animation,
interdisciplinarity, learning objects
1. Introduction: Underlying assumptions
"Nothing lights up the brain like play. Three-dimensional play fires up the
cerebellum, puts a lot of impulses into the frontal lobe -- the executive portion --
helps contextual memory be developed"
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Stuart Brown, 2007
Playing promotes learning is the first assumption which has influenced the
decision to include Flash animation in the scientific translation classroom. According to
Stuart Brown, founder of the National Institute for Play1, a huge amount of existing
scientific research containing rich data on play confirm this statement. The existing
research explains how play shapes our brains, creates our competencies, and moulds our
emotions. Moreover, following Prensky (2001), digital gamed-based learning meets the
needs and learning styles of todays and future generations of learners. This technology
is being used with amazing and increasing success in corporations, schools and
institutions such as the military (Aldrich, 2009). This learning technique motivates
because it is fun and versatile, and can be adapted to any subject, information, or skill to
be learned. Given this, we have assumed that the inclusion of Flash animations could
motivate students with an impact on their knowledge acquisition.
Interactive multimodal environments (IME) optimise knowledge management;
this is our second underlying assumption. IME learning is a sense-making activity in
which the learner tries to build knowledge instead of merely saving information in ones
memory. According to the cognitive theory of multimedia learning (Mayer, 2001), it has
been demonstrated that people learn better from words and pictures than from words
alone; from graphics and narration than from graphics and printed text; when a
multimedia file is presented in learner-paced segments rather than as a continuous unit;
when the multimodal environment requires the user's interaction; and, when words are
spoken rather than written.
Having said which propositions are taken for granted, as if they were true based
upon presupposition without preponderance of the facts, we will pinpoint the different
possible reasons for having made those assumptions. For our purposes, we will explain
why we use Flash animation in the scientific translation classroom; we intend to show
how to find proper Flash animation to achieve our aims. We will then look at the
learning goals using Flash in the scientific translation course, and finally hands-on
development by means of a decompiler tool and an audio editor.
1 http://www.nifplay.org/
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2. Flash Animation: Learning objects for scientific translation
Choosing a Flash animation format in the Scientific Translation classroom is
especially convenient, since Flash media is available on most computer systems, the file
size is very small and it opens quickly. Moreover, flash is a web-based adaptive
hypermedia system, which makes its common accessibility easier than any other games
formats, which require gaming devices such as:
game consoles (Nintendo WII, PlayStation 3 and Xbox 360)
handheld game devices (Nintendo DS & PSP) and
other portable devices (mobile phones & iPods)
In addition, Flash animation often integrates gaming technology characteristics
which promote interactivity, in view of the fact that games (animations and simulations)
are a merger of content and collaboration that shift the focus of interactivity from the
technology itself to the people using it (DeKanter, 2004). Moreover, following the play
patterns described by Dr Brown, the manipulating of Flash animation would be a form
of object playing and playing with objects is a pervasive and innately fun pattern of
play, which creates its own states of playfulness by manipulating to create a new form
of the original object. The localisation of a Flash animation into another language is
without doubt a new creation even if it is a parallel form of the original one. Besides,
animations in Flash are widely used to create learning objects for education in several
disciplines, including scientific disciplines. Learning objects can be defined as Any
digital resource that can be reused to support learning (Wiley, 2000). According to this
author, a learning object can be a single file such as an animation in any digital format,
a video clip, a discrete piece of text or URL, or it could be a collection of contextualised
files that make up a learning sequence. The concept is that if one can design pieces of
independent digital content, they can be hooked up on demand in any other context by
an instructor. It is a digital resource that can be identified, tracked, referenced, used and
reused for a variety of learning purposes. And that is what we do, reuse pieces of work.
If scientific animation has been created within Medical education and other scientific
disciplines along with a value of grasping and motivating, why not reuse this material in
the scientific translation classroom. In this way, it is possible to make the unseen
visible, to make abstract thoughts concrete, closer to reality, for example, blood cells
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flowing in the circulation or the capturing and storing of carbon dioxide, injecting it into
underground geological formations.
Most animations are simple, smooth and easily understood and have a direct
influence on learning and understanding skills, since they include motion features;
events that cannot be filmed with a camera in real life are shown step by step, for
example, DNA sequencing. Animation helps to attract the audience by providing a
richer expression in an ordinary way; the animated image is used to support a narrator,
if there is one. The animation is stored on a portable device and the entire animation can
be reproduced at any time in any place. In addition, working with Flash animations,
students can extrapolate the methodology used to localise a website, since Flash can be
embedded on a webpage. But what is a Flash animation? What are proper animations?
Where can they be found and which learning aims can be achieved using them? In the
following sections we address these issues.
2. 1. Flash animations
Across all media, most content is divided into genres. Each genre has its
common set of styles, including rules and expectations. Fiction films are categorised,
television programs have their genre, while music and video games are categorised(Scholand, 1996 &2002; Mangiron, 2006; Aldrich 2009). And technology allows the
overlapping, integration and fusion of different subgenres, generating a new final
product characterised by the amount of modal resources included. By modal resources
we understand a myriad of methods, processes or forms of delivery data. They can be
text, video, 3D models, animation, panoramic images, audio, video and other
application-specific data which normally require different formats but which can come
together in a multimedia container format also called a wrapper format. The table below
includes some examples of popular multimedia container formats:
Format Name Extension Developed by Modal resources
Flash Video FLV Adobe Systems
(originally developed
by Macromedia)
Audio, video, text, data
QuickTime mov Apple Audio, video, text, data
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Video Object VOB DVD Forum Audio, video, subtitles
and menu contents
Digital Video Express DivX DivX Inc. (formerly
DivXNetworks, Inc.)
Audio, video, subtitles
and menu contents
Table 1: Multimedia container formats
For our purposes, we assume a specific categorisation by Rankin & Sampayo (2008)
linked to the interactive software shown in Fig. 1 below:
Figure 1. Game categories for education (Rankin & Sampayo, 2008)
As it can be seen in the graph, the criterion of classification is linked to the
communicative intention of the product. Also, from the standpoint of the complexity of
the animation, it is to be considered whether the communicative intention is more
educative and formative oriented than playful. Thus, the more training-focussed is the
intention, the greater the complexity of the terminology used in the Flash animation.
2. 2. Finding the proper Flash online
One of the typical questions related to didactic materials is how can we find a
proper Flash animation (text, images, audio) for specific purposes. First of all, we
should know that the editable format of a Flash animation is identified as .fla, which is
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saved as .SWF format. SWF is an Adobe (formerly Macromedia's) file format and is a
vector-based container used to store animation. The editable Flash animation files
manipulated with Adobe Flash are compiled and compressed as Shockwave Flash or
.swf, which is a non-editable format. Having said that, we can simply use the Advanced
functions of Google Search in order to find files with the desired format type or file
type. In this case, we look for Shockwave Flash (.swf), one of the file types supported
by the Google search engine.
The following screenshot shows an example of an Advanced Search.
Figure 2. Google Advanced Search
After entering the search equation human cell mitosis, the file type must also be
chosen. The search engine returns many hits; the instructor must choose a good example
for his specific learning goals.
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2. 3. Learning goals withFlash
UsingLearning Objects for Scientific Translation is related to the Learning goals
pursued in the scientific translation classroom, which broadly include the following:
Enhancing scientific knowledge interest
Practising more complex instrumental skills
Practising listening skills
Practising translation skills through localisation
Nevertheless, working with Flash is part of a progressive complexity in our
learning goals.In this sense, Flash localisation is the second step in the gradual teaching
of scientific knowledge with multimedia. In our course, the first step is subtitling
scientific video clips with the specific aims of:
Arousing and developing scientific interest
Practising listening skills
Practising instrumental skills through subtitle editors
Practising language and translation skills through correcting
Having achieved those aims with the subtitling of scientific video clips, the
specific learning goals with Flash animations are:
enhancing scientific knowledge interest, as the level of this content is
more complex than the scientific video clips
practising instrumental skills using decompiler tools and audio editors
practising listening skills, as students have to transcribe the English audio
file which they then have to translate into Spanish
being aware of localising principles through graphic and audio
manipulation
In the next section, we will go through the steps to localise an animation file,
emphasising the skills that are intended in each step.
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3. Steps to localise a Flash animation file
Once we have resolved the issue of which animation we will exploit, students
will follow the steps listed below to perform their work.
1. Visualising Flash animation (.swf) with a web browser
2. Opening withDecompiler Trillix
3. Identifying different resources within the Flash file (audio, graphics) and
recognising the translatable data
4. Localising graphics
5. Recording audio withAudacity
6. Evaluating the Flash localisation exercise
3.1. Visualising Flash animation (.swf)
We will use an animation about the sequencing of the human genome. This
consists of audio files, which describe what happens in the animation and text
embedded in images displayed as interactive graphics. Students learn how to visualise
this file with a simple web browser, because besides from displaying HTML, web
browsers can generally display any kind of content that may be included in a web page.
Most browsers such as Mozilla Firefox or Explorercan display images, audio, video
and XML files, and often have plug-ins to support flash applications and Java applets.
Students can also visualise the animation by simply using a media player which
supports Flash animation and video formats, such as, for example, Media Player
Classic2.
3.2. Opening withDecompiler TrillixAfter having visualised the file, we need to identify different resources within
the Flash file (audio, graphics) in order to recognise the translatable data. To do this, we
open the animation file with Flash Decompiler Trillex3, a decompiler tool. We use a
decompiler tool in order to restore the original source code of the Flash format.
2
http://mpc-hc.sourceforge.net/3 http://www.flash-decompiler.com/
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Figure 3. File opened using Flash Decompiler Trillex
The decompiler enables us to extract the different elements included in the Flash
animation as images, text or sound. These elements are organised in folders and we
need to separate these elements in order to edit them or localise them in the target
language.
3.4. Localising graphics
We visualise the text folder with all the translatable text. As we can see in the
next figure, the text elements of a folder can be viewed as thumbnails making it easier
to choose one to localise it.
Figure 4. Translatable text elements
Once we know which part of the translatable material we are going to edit, we
choose it and go to the Edittab and select Texts. Now we can edit a text box embedded
in graphics, as you can see in the figure below.
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Figure 5. Editing text with Flash Decompiler Trillex
3.5. Recording audio withAudacity
We can see that Flash Decompiler Trillix is useful, when editing the text
elements of the SWF file. However, when we have to edit the audio elements, where a
voiceover in off is required, the decompilerallows us to export the audio filesand save
them in a variety of formats to ensure the best possible results, as shown in the
following figure.
Figure 6. Importing and exporting sound files using Flash Decompiler Trillex
Once we know how to import and export audio files, we have to use an audio
file editor. Students are free to use whichever audio file editor they want. In case they
do not have any experience with such a tool, we recommend using Audacity4, since it is
free open source software for recording and editing sounds. It is very easy and has all
the learning material in many languages and is accessible on the web.5
When tackling
this part of the exercise, students can record themselves and save the recording as an
audio file whose quality will increase using headphones and a microphone.
4http://audacity.sourceforge.net/?lang=en5http://www.guidesandtutorials.com/audacity-tutorial.html
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Figure 7.Audacity interface
3.6. Evaluating the Flash localisation exercise
The last part of the exercise is designed to perform a critical exercise appraisal
scenario. In this case, the exercise description does not include proper instructions; it
simply proposes the maximum number of words. In almost all cases, the assessment
made by the students could be divided into two sections. First, the assessments focus on
the problems they have had to solve during the completion of the exercise. Second,
however, almost invariably they describe their level of satisfaction for having performed
the task as it deals with so many abilities at once.
In the section on problems, the first is linked to the specialised language itself
and the specific terms used in the Flash. A reliable search of the specific terms in
Spanish prompts some students to take the next step. Some students rely on their own
sources and ask biology students who also want to see the full Flash animation to
propose a solution.
Other issues addressed are directly linked to the specific environment of the
location. It is mentioned that the space available for text elements is not sufficient to
translate since Spanish on average requires more characters than English. To solve the
problem some students carry out a work of synthesis (reduction) and prioritisation of
textual elements, other students solve this difficulty using a smaller font size, gaining
with it space. In this specific case, the option to leave, for example, the button Play in
English, as its equivalent in Spanish, Reproducir, has too many characters for the
allocated space, is justified by the student because it is supported by an international
standard icon. The student adds that if it were a real job order, he would contact the
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customer to propose some solutions: modify the structure of the Flash or not incorporate
text directly into the function buttons since its pictogram and intuitive are enough.
Finally, it highlights the difficulty of locating the audio file. The main problem is also
related to the important difference that requires words in Spanish audio over the English
original. Since the size of the audio file in Spanish should be the same size as the
original, this requires significant effort to reduce and prioritise text.
As we have already noted above, the second group of comments are related to
their satisfaction in using two tools which make it possible to embed their translation
work in a professional environment. In this sense, they not only give feedback on how
interesting it is to cope with problems of location, they also describe how they work
unwittingly, investing much effort in the accomplishment of the task and at the same
time having fun.
4. Conclusion
We started with the underlying assumption that multimodality is a central feature
of comprehensive learning technology systems, which enables successful learning
experiences, and from the assumption that this motivates students with an impact on
their knowledge acquisition. This belief is part of the definition of the Media Literacyconcept understood as a 21st century approach to education that provides a framework
to access, analyze, evaluate and create messages in a variety of forms. (Centre for
Media Literacy).
We have also discussed how playing in combination with gamed-based learning
contains implicit possibilities that can be used to benefit students. We saw that Flash
animations foster learning through playing in the scientific translation classroom, that
Flash editing supports transversality of knowledge and learning goals, contributing to
the better assimilation of content through the use of technologies and, moreover,
students take on the challenges and design problem-solving strategies to grapple with
complicated multimedia formats.
Students feedback shows that animations, in terms of visuality, arousing
attention and easiness in perception, makes learning in this way more attractive.
However, we should be aware that this is not the only way to learn. Although we could
not find any cases of dissatisfaction among our students, we assume that there are other
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things people are motivated to learn without games and of course, there are people who
do not prefer game-based technology for learning.
Nevertheless, among people who study scientific and technical translation, the
inclusion of multimedia and digital games is justified, since this scenario is a perfect
simulation to prepare the student for their professional future where translation
assignments sometimes are hugely complex not just because of the content but the
technology used to display these contents.
Underneath that pleasant veneer, working with Flash animations is a multi
challenge issue for the students and teachers but it is a challenge that is worthwhile
taking part in since it retrain students and teachers in a new way of learning to do, not
just learning to know.
5. Bibliograhy
Aldrich, C. The complete guide to simulations and serious games. Pfeiffer 2009.
Brown, S. & Vaughan, C. Play:How It Shapes the Brain, Opens the Imagination, and
Invigorates the Soul, Penguin Group, 2009.
Center for Media Literacy, http://www.medialit.org/
DeKanter, N. Gaming redefines interactivity for learning Springer Boston,
TechTrends Volume 49, Number 3 / mayo de 2004
Mangiron, C. Video Games Localisation: Posing New Challenges to the Translator.
Perspectives: Studies in Translatology, Vol. 14:4. 2006
Mayer, R. E.Multimedia learning. New York: Cambridge University Press. 2001
National Institute for Play, Online, http://www.nifplay.org/
Rankin, J.R. & Sampayo, S. A review of Serious Games and other game categories for
Education, SimTect 2008, Melbourne, Australia, pp. 305-311.
Prensky, M.Digital Game-Based Learning, The MccGraw Hill Companies, Minnesota.
2001.
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Scholand, M. Computerspiele als Form der interaktiven Unterhaltung. Globalisierung,
Lokalisierung, bersetzung. Germersheim: Johannes Gutemberg- Universitt Mainz.
1996.
Scholand, M. Localizacin de videojuegos. Tradumtica, N. 1. 2002. Online version
Retrieved February, 2010, from the World Wide Web:
http://www.fti.uab.es/tradumatica/revista/articles/mscholand/mscholand.pdf
Wiley, D. A. Connecting learning objects to instructional design theory: A definition, a
metaphor, and a taxonomy. In D. A. Wiley (Ed.), The Instructional Use of Learning
Objects. 2000. Online Version. Retrieved February, 2010, from the World Wide Web:
http://reusability.org/read/chapters/wiley.doc