ABSTRACT
This paper presents a prototype of an educative and inclusive application: the Brazilian Sign Language Multimedia Hangman Game. This application aims to estimulate people, specially children, deaf or not, to learn a sign language and to help deaf people to improve their vocabulary in an oral language. The differential of this game is that its input consists of videos of the user performing signs from Brazilian Sign Language corresponding to Latin alphabet letters, recorded through the game graphical interface. These videos are processed by a computer vision module in order to recognize the letter to which the sign corresponds, using a recognition strategy based on primitives - hand configuration, movement and orientation, reaching 84.3% accuracy.
- D. B. Dias, R. C. B. Madeo, T. Rocha, H. H. Bíscaro, and S. M. Peres. Hand movement recognition for brazilian sign language: A study using distance-based neural networks. In International Joint Conference on Neural Networks, pages 697--704. IEEE, 2009. Google ScholarDigital Library
- R. C. B. Madeo, S. M. Peres, H. H. Bíscaro, D. B. Dias, and C. Boscarioli. A committee machine implementing the pattern recognition module for fingerspelling applications. In Proceedings of the 25th Annual ACM Symposium on Applied Computing 2010, pages 954--958. ACM Press, 2010. Google ScholarDigital Library
- R. C. B. Madeo, S. M. Peres, D. B. Dias, and C. Boscarioli. Gesture recognition for fingerspelling applications: An approach based on sign language cheremes. In Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility, pages 261--262. ACM, 2010. Google ScholarDigital Library
Index Terms
- Brazilian sign language multimedia hangman game: a prototype of an educational and inclusive application
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