Wednesday, February 27, 2008

American Sign Language recognition in Game Development for Deaf children

This paper presents a system called copy cat which is actually a computer game system that utilizes the gesture recognition technology to teach ASL to the deaf children. The motivation behind the paper is to expose children to the sign language at appropriate age when then can pick up the skill relatively very fast and since the statistics show that 90% of the deaf children are born to hearing parents ,which may not be knowing ASL, this system can be of great help. This system is interactive and shows children the interactive video before the game beings and the related signs. Then the game encourages the children to interact with the computer game by correctly making those signs which can execute the task assigned. Thus the children learn to interact with the virtual environment by making the correct signs which maps to the actions in the game.The set up is shown in the figure below:


As per the author's there is no ASL engine existing to test the setup so they conducted their experiments using the Wizard of OZ study using a human wizard which would be eventually replaced by the computer latter.Since the system is in nascent stage, they have limited the ASL to just single/ double handed gestures and no facial or other expressions. The vocabulary was chosen such that it was comparable to the system constraints as well as the standards of what is taught in the real class. The system follows push to sign approach which means that the user has to push a button to activate the recognition system and then do the gesture which is recognized.
This system, consists of the colored gloves and the wireless accelerometers which capture the motion data of the hands using the gravitational effects on the X,Y and Z coordinates. All the related hardware was developed in house. Since they are using the different color gloves, they are using the color segmentation approach in which the discriminatory information of the background and the glove color, based on the HSV histogram is used for segmentation .The data received from the vision and sensor based approaches will provided to the trained HMM which then recognizes the sign and triggers the mapped action in the game. The HMM tool kit proposed for the system is the GT2k developed at Georgia Tech. They are using the human observer to prune the responses and label them as correct or incorrect.The system Architecture is shown in the figure to the left.


They have reported their results as the user dependent and the user independent models. In the user dependent models , they obtained accuracy of 93.39% by training on the 90% data and the testing on remaining 10 % data repeating it 100 times. In the user independent models, they have obtained accuracy of 86.28%.
They have reported the success rate of 92.96 % on average in all samples at the word level samples, however they have reported that for the sentence level, their system gave less because the words can be deleted and added which causes less accuracy.


Disussion:

This paper presented a nice system which can teach children with hearing disability to learn the ASL in an interactive way through GAME which makes it more exciting than boring classes. A wizard of oz study ensures that it is understood how children would like to interact with the system and thus gave an idea of what the system should look like and interact.The usage of vision with the simple blue tooth wireless adapters was interesting as it makes them free from wires that may make things messy.Over all it was a nice paper with a nice practical application, but I still donot have GT2k anywhere on line!!!

1 comment:

Paul Taele said...

It was nice and refreshing for me to finally see a paper that gave a useful justification for a Wizard of Oz study. It really was a nice application, but I would have liked to have seen this application used by the target audience of children not as familiar with the language, as opposed to children already fluent in it.