Often, mobile phone games are developed over a short time span. Because of the additional work and complexity that localisation requires, such games are frequently produced without localisation in mind. In recent years automation and standardisation of localisation has been developed and promoted by the Localisation Industry Standard Association (LISA) and Oasis. Mobile phone game localisation involves various types of language transfer on a small scale, which challenges the localisation process carried out on a game. Our work investigated the workflow for the localisation of a mobile phone game into Spanish and German using a LISA Standard TMX (Term Base Memory Exchange) and the Oasis standard XLIFF (XML Localisation Interchange File Format). Using Unicode the game was also localised into one Altaic language (Korean) and one Semitic language (Arabic). The localisation results have been compared and contrasted using software and statistical analysis carried out on a range of methods.
This paper describes research into the suitability of using SystemC for rapid prototyping of embedded systems. SystemC [1] [2] communication interface protocols [3] [4] are interfaced with a reconfigurable hardware system platform to provide a real-time emulation environment, allowing SystemC simulations to be directly translated into real-time solutions. The consequent Rapid Prototyping Emulation System Platform (PESP), suitable for the implementation of consumer level multimedia systems, is described, including the system architecture, SystemC Controller model, the FPGA configured MicroBlaze CPU system and additional logic devices implemented on the Multimedia development board, illustrated in the context of a typical application.
This paper gives an overview of how the speed of simulation of Video/Graphics subsystem can be increased with SystemC [1][5][6]. Also, an idea of partitioning hardware and software at instruction level and the simulation framework to support this partitioning has been introduced. The simulation of each design space is conducted at the transaction level and the partitioning decision, which is effectively a selection of suitable design space, is made on the basis of the number of instructions, resource wastage factor and the hardware cost involved in the design space.
Multimedia capable portable devices such as 3G phones will host a variety of new applications. Although the underlying push for new applications in such devices is driven by the increase in bandwidth offered by 3G, it is clear that many of the “new” applications will require the provision of new and powerful graphics/video technology within the mobile device itself. Within a computing device, high bandwidth and computational cost are associated with anything but the simplest of graphics, and as a result the graphics subsystem is generally one of the most critical elements of a system, requiring particular attention in the design process. The project is examining the suitability of SystemC, a system description language, for Hardware/Software Codesign of a graphics system in a typical next generation WAP compatible device.