Keynote Speakers

Jérôme Dupire, CEDRIC/CNAM

Jerome Dupire is an assistant professor at the Conservatoire National des Arts et Métiers (CNAM) since 2010. He holds a Masters degree in Computer Science (CNAM, Paris), a Masters degree in Biomechanics and Physiology (Pierre et Marie Curie University, Paris), and a Ph.D in Computer Sciences (CNAM, Paris).

His teaching activity at the Ecole Nationale des Jeux et Media Interactifs Numériques (ENJMIN) covers topics such as physical computing, prototyping, interaction design and accessibility for disabled gamers. He also initiated and leads an annual workshop called “Inclus et Connectés”: for one week, this workshop brings together students from different fields, such as computer engineers, game/sound/graphic/UX designers and programmers and makes them work on the topic of alternative interactions and the inclusion of disabled users.

His research activity takes place at the Centre d’Etude et De Recherche en Informatique et Communications (CEDRIC) lab, within the Human-Computer Interaction team. One of his main fields of research is digital accessibility for disabled people and especially accessibility applied to video games.

He is the co-founder and chairman of the working group TC14.9 on Game Accessibility at the International Federation for Information Processing (IFIP) whose aim is to promote academic and industrial research on game accessibility for disabled gamers.

Jerome is also the president of Capgame, a non-profit association he co-founded in 2013, which is promoting game accessibility for disabled gamers. Capgame is leading different actions, from communication towards the general public and broadcasting available technical solutions (hardware and software) for disabled gamers, to consulting for game studios and training for professionals.

 

Video game accessibility in 2018: what we did, what we do and what could be done

Video game accessibility is not a new field. For years now, people have worked on it and designed solutions. Unfortunately, the industry did not adopt as fast as they could these propositions. These last years came with a new legal context, motivating the industry to be aware of and to begin to implement accessibility solutions. Things are now moving in the right direction and we even have the opportunity to build new perspectives to make the video games accessible from a huge variety of ways.

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Jerome Dupire

 

Miguel Ángel Bernal-Merino, University of Roehampton

A creative thinker, Miguel Á. Bernal-Merino, PhD in the localisation of multimedia interactive entertainment software at Imperial College London, is the main international researcher in video game localisation. He is the author of the acclaimed monograph Translation and Localisation in Video Games: Making Entertainment Software Global (2015), and has published the leading articles on the subject in both professional and scholarly journals. He co-leads the AHRC-funded Media Across Borders Network and is a co-editor of Media Across Borders: The Localisation of Audiovisual Content (2016) for the reputable Routledge series lead by D. Thussu. He collaborates with universities and companies across Europe on projects related to media translation and video game localisation. He is the co-founder and elected chair of the ‘IGDA Localization SIG’. Dr. Bernal-Merino created the main international events in this field, the ‘Game Localization Round Table’ (at the heart of the language services industry), and the ‘Localization Summit’ (the main developers conference for the game industry), and has coordinated them from their conception.

Playability and multimodality in game localisation

Creativity is one of the most debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in rich media products is a complex process that comprises many variables beyond the linguistic ones, and even more so when dealing with multimedia interactive entertainment software (MIES). This seminar put forward new findings explaining the creativity in various entertainment products. The notion of neural networks is proposed as a way of explaining highly artistic translation within the constraints of each product type. We will explore many examples in order to isolate 'playability', the unique feature of creative game localisation.


Miguel Ángel Bernal Merino

 

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