Crowdin is a proprietary, cloud-based localization technology and services company. It provides software as a service for commercial products, and it provides software free of charge for non-commercial open source projects,[2] and educational projects.[3][1]

Crowdin
Company typePrivate
Founded2009; 15 years ago (2009) [1]
FounderSerhiy Dmytryshyn
Websitecrowdin.com

History

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The company was founded in 2008 by Ukrainian programmer Serhiy Dmytryshyn as a hobby project for localization of small projects.[citation needed] The platform was officially launched in January 2009. Since then, it was adopted among software and game development[4] (including Minecraft)[5] companies, for software translation. The suite includes an automated machine translation engine and a translation memory to store and reuse translations.[6]

Translation mechanics

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The tool has an Online Translation Editor,[7] where texts can be translated and proofread by linguists. Translation strategies include in-house translation team, crowdsourcing,[8][9] and translation agency. Crowdin has a marketplace with translation agencies:[10] Inlingo, Alconost, Applingua, Babble-on, Gengo, Tomedes, Translated, Translate by Humans,[11] WritePath, Farsi Translation Services, Bureau Translations, e2f, Web-lingo, Leanlane, and Acclaro.[citation needed]

Crowdin has integrated machine translation into the translation workflow. It currently supports the following MT systems: Microsoft Translator, Google Translate, Amazon Translate, Watson (IBM) Translator, DeepL Translator. Machine translations can be post-edited.[12][13]

See also

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References

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  1. ^ a b "Crowdin About Us Page". Retrieved 16 July 2022.
  2. ^ Damiani, Ernesto; Frati, Fulvio; Riehle, Dirk; Wasserman, Anthony I. (2015-04-16). Open Source Systems: Adoption and Impact: 11th IFIP WG 2.13 International Conference, OSS 2015, Florence, Italy, May 16-17, 2015, Proceedings. Springer. ISBN 9783319178370.
  3. ^ "If you're building awesome non-profit projects that could use the power of Crowdin, we're happy to help". Crowdin website. 2019-04-17. Retrieved 2020-02-11.
  4. ^ "Localization tools for game developers | Video Game Localization - Expert Game Translation Services". Video Game Localization - Expert Game Translation Services. 18 October 2017. Retrieved 2018-10-11.
  5. ^ Jiménez-Crespo, Miguel A. (2017-04-11). Crowdsourcing and Online Collaborative Translations: Expanding the limits of Translation Studies. John Benjamins Publishing Company. ISBN 9789027265852.
  6. ^ "Community Translation Team - July 15th, 2017 - Community Translation Team". Joomla! Volunteers Portal™. Retrieved 2023-01-04.
  7. ^ "THE CHALLENGE OF TRANSLATION" (PDF). The MagPi Magazine (71): 86–87. July 2018.
  8. ^ Nataly Kelly, Rebecca Ray, Donald A. DePalma (Summer 2011). "From crawling to sprinting: Community translation goes mainstream". Common Sense Advisory. Archived from the original on 2014-10-06. Retrieved 2018-07-17.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  9. ^ Morera, Aram; Aouad, Lamine; Collins, J. J. (2012). "Assessing Support for Community Workflows in Localisation". In Daniel, Florian; Barkaoui, Kamel; Dustdar, Schahram (eds.). Business Process Management Workshops. Lecture Notes in Business Information Processing. Vol. 99. Springer Berlin Heidelberg. pp. 195–206. doi:10.1007/978-3-642-28108-2_20. ISBN 9783642281082.
  10. ^ Välikangas, Liisa; Gibbert, Michael (2015-09-11). Strategic Innovation: The Definitive Guide to Outlier Strategies. FT Press. ISBN 9780133980141.
  11. ^ Translate by Humans
  12. ^ Sin-wai, Chan (2016-10-26). The Future of Translation Technology: Towards a World without Babel. Taylor & Francis. ISBN 9781317553267.
  13. ^ Daniel, Florian; Barkaoui, Kamel; Dustdar, Schahram (2012-01-25). Business Process Management Workshops: BPM 2011 International Workshops, Clermont-Ferrand, France, August 29, 2011, Revised Selected Papers. Springer Science & Business Media. ISBN 9783642281075.