Wednesday, February 27, 2008

American Sign Language Recognition in Game Development for Deaf Children (Brashear, Henderson, Park, Hamilton, Lee, Starner)

Summary:

This work discusses CopyCat, a game intended to help teach ASL to young deaf children. It is aimed at ages 6-11, and encourages signing in complete phrases using gesture recognition technology. They used a Wizard of Oz method to collect relevant data, since no sufficient ASL recognizer existed for their use. They use a camera and colored gloves, with a different color on each fingertip, to find hand position. The game has a character, Iris, who must be woken up with a click and then instructed by ASL gestures, and then the interaction is ended with another click. Sample phrases used for the game include "go chase snake" and "orange kitten in flowers". They use HSV histograms and a Bayes classifier to make a binary mask from the video data. They have wearable, wireless accelerometers that provide extra data to be combined with video data. They collected data with five children and, after removing samples not signed correctly according to gameplay and samples with problems like fidgeting or poor form, they had 541 signed sentences and 1959 individual signs. They used GT^2k for gesture recognition, and found 93% accuracy for a user-dependent model and 86% accuracy for user-independent models.


Discussion:

I think this paper is well-motivated: it would be hard as a hearing parent to raise an unexpectedly deaf child well, and even if the parents try to learn sign language to speak to the child, most parents probably will have some difficulty approaching fluency in it. I remember from psychology classes that being exposed to language in a non-interactive format like television is not sufficient for a child to learn language (so neglected children may not learn language, even if often left alone in a room with a television playing.) An interactive game, then, seems more likely to assist in language acquisition (though I wouldn't trust it as the only source of teaching, no matter how good the recognition is.)

I also think the data samples with "problems" like false starts or fidgeting could be useful in the future as recognition becomes more refined, as it would be valuable for a computer to be able to deal with it, at least to identify it as noise, but maybe also to get extra information like how nervous the user is, or how fluent a speaker -- similarly it would be useful for a verbal speech recognition system to handle stuttering and self-corrections.

1 comment:

- D said...

I like game as an addition to instruction in ASL. Games are always helpful (well, not always) in an educational setting, as they help stimulate more than boring lecture.