ETSI TR 101 568-2012 Human Factors (HF) A study of user context dependent multilingual communications for interactive applications (V1 1 1)《人为因素(HF) 与用户情景相关的交互式应用多语言通信研究(版本1 1 1)》.pdf

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1、 ETSI TR 101 568 V1.1.1 (2012-02) Human Factors (HF); A study of user context dependent multilingual communications for interactive applications Technical Report ETSI ETSI TR 101 568 V1.1.1 (2012-02) 2Reference DTR/HF-00137 Keywords application, HF, ICT, interaction, language, user ETSI 650 Route de

2、s Lucioles F-06921 Sophia Antipolis Cedex - FRANCE Tel.: +33 4 92 94 42 00 Fax: +33 4 93 65 47 16 Siret N 348 623 562 00017 - NAF 742 C Association but non lucratif enregistre la Sous-Prfecture de Grasse (06) N 7803/88 Important notice Individual copies of the present document can be downloaded from

3、: http:/www.etsi.org The present document may be made available in more than one electronic version or in print. In any case of existing or perceived difference in contents between such versions, the reference version is the Portable Document Format (PDF). In case of dispute, the reference shall be

4、the printing on ETSI printers of the PDF version kept on a specific network drive within ETSI Secretariat. Users of the present document should be aware that the document may be subject to revision or change of status. Information on the current status of this and other ETSI documents is available a

5、t http:/portal.etsi.org/tb/status/status.asp If you find errors in the present document, please send your comment to one of the following services: http:/portal.etsi.org/chaircor/ETSI_support.asp Copyright Notification No part may be reproduced except as authorized by written permission. The copyrig

6、ht and the foregoing restriction extend to reproduction in all media. European Telecommunications Standards Institute 2012. All rights reserved. DECTTM, PLUGTESTSTM, UMTSTMand the ETSI logo are Trade Marks of ETSI registered for the benefit of its Members. 3GPPTM and LTE are Trade Marks of ETSI regi

7、stered for the benefit of its Members and of the 3GPP Organizational Partners. GSM and the GSM logo are Trade Marks registered and owned by the GSM Association. ETSI ETSI TR 101 568 V1.1.1 (2012-02) 3Contents Intellectual Property Rights 5g3Foreword . 5g3Introduction 5g31 Scope 7g32 References 8g32.

8、1 Normative references . 8g32.2 Informative references 8g33 Definitions and abbreviations . 9g33.1 Definitions 9g33.2 Abbreviations . 11g34 Localising an interactive application 11g34.1 Localisation vs. translation . 11g34.2 Localisation aspects 12g34.2.1 Localisation and language complexity 12g34.2

9、.2 Grammatical aspects . 12g34.2.3 Social aspects 14g34.2.4 Cultural aspects. 14g34.3 Localisation of context dependent applications: games . 15g34.3.1 Flavour of the game localisation problem . 15g34.3.2 Variable and modifier: Example of interactivity script . 18g34.4 Localisation of all context de

10、pendent applications . 20g34.4.1 Sectors sensitive to context-dependent applications localisation 21g34.4.2 Example of interactivity script: 1-to-1 real-estate sector 22g34.5 Impact on interactive applications 23g34.5.1 Localisation process 23g34.5.2 Localisation impact on the economical world 24g34

11、.5.3 Localisation impact on the society 24g35 Localisation sensitive sectors . 25g35.1 Context dependent application industry . 25g35.1.1 Differences in industry size not sector 25g35.1.2 Technical limitations of existing solutions . 25g35.1.3 Existing technologies for interactive application locali

12、sation . 26g35.1.4 Existing proprietary solutions for interactive application localisation 27g35.2 Limitations of traditional ICT localisation rules 31g35.2.1 Optimized source texts 31g35.2.2 ICT localisation guidelines . 32g35.2.3 Missing localisation aspects 33g36 Language technologies state-of-ar

13、t 35g36.1 Machine translation (MT) 35g36.1.1 General 35g36.1.2 MT technologies . 35g36.1.3 Advanced terminology management technologies . 36g36.2 Multilingual dialogue systems 36g36.2.1 General 36g36.2.2 Human-computer dialogue . 37g36.2.3 Multiparty dialogue. 37g36.2.4 Current limitation of Multili

14、ngual Dialogue Systems . 37g37 Generic analysis . 38g37.1 Localisation requirements of the industry 38g37.1.1 Necessity for absolute correctness for all languages . 38g37.1.2 Key localisation success factors 39g3ETSI ETSI TR 101 568 V1.1.1 (2012-02) 47.2 Localisation environment architecture require

15、ments 40g37.2.1 Localisation environment principles . 40g37.2.2 Localisation result for the application end-users 40g37.2.3 Localisation environment for the application developer . 41g37.2.4 Localisation environment for the localisers/translators 42g37.2.5 Localisation environment for the society 43

16、g38 Conclusions and recommendations 44g3Annex A: Linguistic complexity 46g3A.1 Grammatical number 46g3A.2 Grammatical gender . 47g3A.3 Grammatical cases 48g3A.4 Other grammatical specificities 49g3Annex B: Bibliography 51g3History 52g3ETSI ETSI TR 101 568 V1.1.1 (2012-02) 5Intellectual Property Righ

17、ts IPRs essential or potentially essential to the present document may have been declared to ETSI. The information pertaining to these essential IPRs, if any, is publicly available for ETSI members and non-members, and can be found in ETSI SR 000 314: “Intellectual Property Rights (IPRs); Essential,

18、 or potentially Essential, IPRs notified to ETSI in respect of ETSI standards“, which is available from the ETSI Secretariat. Latest updates are available on the ETSI Web server (http:/ipr.etsi.org). Pursuant to the ETSI IPR Policy, no investigation, including IPR searches, has been carried out by E

19、TSI. No guarantee can be given as to the existence of other IPRs not referenced in ETSI SR 000 314 (or the updates on the ETSI Web server) which are, or may be, or may become, essential to the present document. Foreword This Technical Report (TR) has been produced by ETSI Technical Committee Human F

20、actors (HF). Introduction Of the study objectives The present study addresses the issue of localisation for multilingual context-dependent interactive applications. “Localisation“ is the process of adapting the application for a specific country. It implies not only translation of dialogues or phras

21、es from one language to another, but also the adaptation of idiomatic and cultural characteristics. The same issue is relevant to multilingual interactive applications where several languages are to be supported simultaneously. The objective of the study is to define how to simplify the development

22、process of highly interactive multilingual applications and to ensure the top quality of their localisation. The present study is intended for anyone dealing with complex localisation of context-dependent interactive products, such as dynamic online systems, video games, serious game and eLearning,

23、smartphone applications, internet-based applications accessed by PC or mobile, etc. It concerns applications designers, developers, publishers, product managers and distributors, as well as all stakeholders who may benefit from its use, including service and application providers, end-users, etc. In

24、 short, the present study primarily concerns those who have already experienced a serious localisation problem, when designing or using an application, especially designers, publishers, users or all those who dont want to experience this problem at all. Therefore, the present study tries to achieve

25、two key goals: To describe the state of art in the localisation issues and techniques, especially regarding context dependency; To describe a way forward, a proposed roadmap leading to guidelines or potentially standard in that area. Although this roadmap may need additional collateral information,

26、the study shows that the contents, the scope and the potential solutions for such guidelines is clearly defined, so that the Technical Committee may launch these guidelines study with no delay, nor additional research required. Of the study background ICT users are becoming increasingly involved and

27、 fully immersed in applications such as video games or one-to-one Internet-based applications. The more immersed the user, the more successful the application! Two key factors determine the extent of such immersion: an increasingly realistic environment (such as graphics), and a more in-depth textua

28、l or oral interaction. Applications therefore demand “online“ textual or oral interactivity with the user in a complex, accurate and natural-sounding way. Texts are created on the basis of the user context, which, in turn, depends directly on the users actions and his/her environment. ETSI ETSI TR 1

29、01 568 V1.1.1 (2012-02) 6The complexity of dialogues and interactions with the environment in different context has become so important that it is practically impossible to plan for every potential combination. Text “strings“ (chains of characters) to be created by the application are therefore cons

30、tructed dynamically from scripts for human-machine dialogues, through “engines“ generating at real-time phrases that are dependent on these context variables. Once created, these applications are to be adapted into languages or countries different than the original ones they have been created for- a

31、 process known as “localisation“. It implies not only the linguistic translation of dialogues or phrases from one language to another, but also the adaptation of idiomatic and cultural characteristics. In simple applications, with little dynamically generated text, the localisation process includes

32、the translation of the whole User Interface (UI) and text strings from the source language into the target language. This is however not possible for interactive applications based on variables and interactivity scripts. Localising such an application implies translating all possible UI and text str

33、ings from one language into another, identifying all variables and their potential values, and also translating these variable values into the target language. The fact that majority of applications are being written in English or Asian languages, which have a very simple grammar system, increases t

34、he difficulties when translating into other, more complex-structured languages, where grammatical agreements vary depending on case, number and gender. The problem becomes even more critical when having to adapt cultural variables. These issues can lead to limiting the number of countries in which t

35、he application can be marketed. Alternatives are either forcing users to use English, or releasing poor quality applications in localised languages, risking a poor audience or worse, a negative buzz. Several types of industries are facing this critical problem, such as the game industry, education,

36、telecom, internet, automotive industry, etc. Many of them are working around the problem by simplifying the dialogues to avoid grammatical barriers, therefore reducing the quality and the level of immersion. And there are no emerging languages technologies able to propose a valuable solution yet. Th

37、erefore, there is a strong need, both for the designers and for the end users, to study issues relevant to the localisation of such context dependent multilingual interactive applications, approached from all relevant stakeholders perspectives, to understand the complexity and specificity of the iss

38、ue throughout all the involved application segments, to analyse how these sectors are addressing or working around the problem, and finally how the whole application development community can define together a common way to solve this increasingly critical issue. Of the study boundaries The study wi

39、ll focus on text-based interactivity, since this is the core of all communications, even audio ones. Indeed, applications are either explicitly text based (messages are displayed to the user or taken from him through keyboard) or they add an audio interface, as input or output. Audio inputs are base

40、d on Speech To Text (STT) and Automatic Speech Recognition (ASR) technologies to be able to record and process user input. Audio outputs are either pre-recorded audio (then static and with no link with our scope) or based on Text-To-Speech (TTS) technologies able to generate speech out of a dynamic

41、text. The present study will then not consider audio at all, and the speech technologies STT, TTS, ASR, although of high interest in multi-language systems, will not be presented in the report as being totally out of scope. It is also important to explain what part of the concept of UGC User Generat

42、ed Content the present study is covering. UGC is a generic term covering all types of information, used in a broad range of applications, which is coming directly from the user, such as news, forums, comments, blogging, digital video or images, podcasting, etc. In the present study, since target app

43、lications are context dependent interaction, UGC is restricted to the user context, including his profile, his inputs, his history and previous actions, etc., which could be recorded in real-time context variables, as in 1-to-1 marketing, or games or role playing in eLearning scenarios. Typically, u

44、ser input such as comment, chat, discussion, is out of scope. However, user input asked for a name, an answer to a question, a decision, a choice, are to be considered. In a first phase, “closed“ inputs only will be taken into account, and later more open and informal answers. ETSI ETSI TR 101 568 V

45、1.1.1 (2012-02) 71 Scope The present document gives an introduction to and an analysis of the most important issues and areas of relevance to context dependent multilingual communications for interactive applications. It provides a clear description of the most common difficulties and problems faced

46、 by application designers and localisers today, and how they solve or work around these. The scope of the present document is summarised through the following statements about the study: 1) It defines localisation and explains what is involved in the localisation process of interactive application,

47、including the management of interactive and non-interactive applications translations. 2) It describes in detail problems and issues related to the localisation of interactive applications, to help understand the limitations, needs and existing solutions or work-around used in the field. 3) It ident

48、ifies the different industrial and technical domains that are directly concerned by the issue. It looks at several innovation activities related to the domain and provides a state-of-art presentation of languages technologies and research in the domain of multilingual applications, translation manag

49、ement and localisation. 4) It collects information from the different industry sectors identified, examining their needs, their localisation process, their management of translations, and potentially, specific tools or processes they are using for solving or working around the problem. 5) It provides a generic analysis of the situation, plus a specific analysis related to each identified industry sector. The present document addresses the localisation process, which covers a large spectrum of issues and activities. However, the study, after providing an exhaustive

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