@unpublished{upm65117, year = {2020}, author = {Jonathan Rodr{\'i}guez Vaca}, address = {Madrid}, title = {Desarrollo e implementaci{\'o}n de una librer{\'i}a gr{\'a}fica hecha en Angular basada en Vis Network}, keywords = {Software c{\'o}digo abierto; Librer{\'i}as gr{\'a}ficas}, url = {https://oa.upm.es/65117/}, abstract = {El mercado de los videojuegos est{\'a} en auge, y nuestra intenci{\'o}n es destacar la importancia que en dicho mercado tiene un infravalorado proceso de localizaci{\'o}n que muchas veces se pasa por alto, pero que se echa tanto de menos cuando no existe. Para ello, hemos remarcado los pasos que se siguen dentro del proceso de localizaci{\'o}n centr{\'a}ndonos de manera especial en la etapa de doblaje, pretendiendo transportar a quien lea este trabajo al interior de una sala cerrada al p{\'u}blico, como es la que se utiliza para llevar adelante esta herramienta art{\'i}stica tan ligada a la t{\'e}cnica. As{\'i} mismo, hemos realizado un an{\'a}lisis documental acerca del mundo de la localizaci{\'o}n y, m{\'a}s concretamente, del doblaje, para llevar a cabo una parte importante de este trabajo. Por {\'u}ltimo, se ha utilizado la t{\'e}cnica de investigaci{\'o}n cualitativa mediante entrevistas en profundidad a profesionales del sector para darle validez emp{\'i}rica a los datos recopilados en dicho an{\'a}lisis. De todo el an{\'a}lisis mencionado se deduce que, la localizaci{\'o}n de videojuegos es un proceso presente en nuestra sociedad, siendo de una importancia clave en los productos audiovisuales y de software y absolutamente necesaria para que una parte del p{\'u}blico pueda disfrutar de dichos productos. Abstract: The Market of Videogames is at its peak, and our intention is to point out the importance of after mentioned market segment which has an under valuated localization process that is commonly overlooked, but its notably lacking when it doesn't exist. For that reason, we have remarked the steps that are followed for the process of localization, focusing in the special step which is translating and commonly called "dubbing", which is made to transport whomever reads this work to the interior of a closed private room, like the one that's used to develop this artistic tool which is highly technical. Likewise, we have made a documentary review regarding the world of localization, concretely, the after mentioned dubbing, to be able to complete an important part of this work. Lastly, the technique used has been a qualitative investigation through deep interviews to professionals on the same sector to further proof and validate the information with empiric knowledge on this analysis. From all the investigation we can deduct that, the localization of videogames is a process present in our society, being this a key of utmost importance for audio-visual products and software, that is absolutely necessary so that many parts of the public can enjoy the products.} }