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Soares 2015
Soares 2015
Filomena Soares, João Sena Esteves, Vitor Carvalho Carlos Moreira, Pedro Lourenço
Industrial Electronics Department Industrial Electronics Department
Algoritmi Research Centre University of Minho – Campus of Azurém
University of Minho – Campus of Azurém Guimarães, Portugal
4800-058 Guimarães, Portugal, +351253510180
E-mail address: fsoares@dei.uminho.pt
Abstract — This paper describes the preliminary study and of interaction with the user. With two monochromatic cameras
development of a videogame aimed at learning the alphabet in and three infrared LEDs, it observes a hemispherical volume
Portuguese sign language, through gestures. Leap Motion with a radius of about one meter, detecting the movements of
Controller is used, allowing the detection of fingers and hands
with high accuracy and resolution. The project is based on the the hands and fingers in an accurate way. It has a high
well-known hangman game. The player inputs the gestures that resolution because the observation volume is reduced. The
represent the letters of the alphabet in the sign language. The sensor outputs 3D coordinates. Joining the Leap Motion
Leap Trainer framework for gesture and pose learning and Controller features and sign language, it is expectable to obtain
recognition was used. This framework is helpful to the an educational game that helps in learning this gesture
development of the proposed game since it allows the recording language, mainly by children. This game will allow learning
of a gesture and a subsequent comparison with the recorded
gesture, giving a match percentage result. There are many sign
only the alphabet, but it may be a starting point to the learning
language learning games, but they are not interactive. The of the whole sign language, including the body parts.
proposed game is primarily for children but also adequate for This paper is structured as follows: Section II presents the
adults. related work, the developed project is introduced in Section III
Keywords — Deaf people; Gesture recognition; Hangman and the final remarks are presented in Section IV.
game; Leap Motion; Sign language.
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The number of trainings by the ANN may be configured on
the Options menu, on the game interface. Then, events are
triggered when known gestures are detected.
With Leap Motion Controller, it is possible to obtain
information of the position of the fingers and hand through
coordinates. It is possible to keep the various settings of
gestures through the three-dimensional coordinates. An
application was developed to interpret these values and assign
them to a particular gesture previously recorded, within a
margin of error. Thus, all possible gestures may be stored in
Fig. 4 – Game environment. Inserting a letter.
order to form a gestures library.
When a gesture is recognized, an event is triggered. The
correlation between the parameter gesture and a data set of
gestures is characterized by a numeric value between 0.0 and
1.0 for each known gesture, describing how similar the gesture
is to the data set.
The well-known hangman game was chosen as a suitable
application for the sign language learning videogame. In this
game, the player must guess a word based on the category of
the word and the number of letters. When a wrong letter is
suggested, a new member is added in the hanged body. If the
hanged body is completed, the player loses the game. With the
new game, the player is supposed to suggest the letters by Fig. 5 – Game environment. Inserting a wrong letter.
applying the associated sign gesture to that letter, and therefore
practicing, in a didactic way, the knowledge obtained. The
player will also be given the opportunity to build his own
word/gestures database.
For example, Fig. 3 shows the game environment. The left
side lists the letters of the alphabet. By clicking each letter, it is
possible to see the corresponding gesture.
When the game starts, the gallows and the guessing word
are shown (Fig. 4). By applying a certain gesture,
corresponding to a letter, if the letter exists in the word to
guess, it is inserted. When a gesture corresponding to a letter
that does not exist in the word is applied, a new member is
added to the hanged body (Fig. 5).
A schematic of the game is shown in Fig. 6. In this scheme
it is possible to see that learning and gaming are performed in
parallel. Thus, at any time, the user can see how a gesture is
done and then apply it.
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IV. RESULTS As future work, it is suggested putting this game in Leap
The preliminary version of the game was tested in Motion applications store and schools so children and also
laboratory environment. With only one learning performed by adults can learn the Portuguese sign language. A major goal of
the neural network, it was quite difficult to distinguish the this project is developing a useful game not only for deaf
different letters. Increasing the number of learnings performed people but also for anyone wanting to learn sign language.
by the neural network the initial problem has improved but not
yet as required. The authors believe that the problem is the
hand model. With the current configuration, the hand model REFERENCES
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