Academic literature on the topic 'Signing Avatar'

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Journal articles on the topic "Signing Avatar"

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Adamo-Villani, Nicoletta, and Saikiran Anasingaraju. "Toward the Ideal Signing Avatar." EAI Endorsed Transactions on e-Learning 3, no. 11 (June 15, 2016): 151446. http://dx.doi.org/10.4108/eai.15-6-2016.151446.

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Alexanderson, Simon, and JONAS BESKOW. "Towards Fully Automated Motion Capture of Signs -- Development and Evaluation of a Key Word Signing Avatar." ACM Transactions on Accessible Computing 7, no. 2 (July 20, 2015): 1–17. http://dx.doi.org/10.1145/2764918.

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Ebling, Sarah. "Building a parallel corpus of German/Swiss German Sign Language train announcements." International Journal of Corpus Linguistics 21, no. 1 (March 31, 2016): 116–29. http://dx.doi.org/10.1075/ijcl.21.1.06ebl.

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We present a parallel corpus of German/Swiss German Sign Language train announcements. The corpus is used in a statistical machine translation system that translates from German to Swiss German Sign Language. The output of the translation system is then passed on to an animation system, the result being a sign language avatar representation on a mobile phone. Building the parallel corpus consisted of four steps: translating the written German train announcements into Swiss German Sign Language glosses, signing the announcements in front of a camera on the basis of the gloss transcriptions, notating the signs in the video recordings in a form-based sign language notation system, and adding information about non-manual features. The resulting corpus contains 3,241 sentence pairs, which makes it a large parallel corpus involving sign language.
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Wahyuni, M., M. A. Ayu, R. Anhas, and C. H. Pangaribuan. "Digital Representation of a Conceptual Leather Puppet Character using Holographic Prism Glass." Indonesian Journal of Computing, Engineering and Design (IJoCED) 2, no. 1 (April 3, 2020): 38. http://dx.doi.org/10.35806/ijoced.v2i1.102.

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Leather shadow puppet performances are slowly becoming iso-lated. They are no longer attracting the young generation to-wards its long duration and language complexity, inclusive of its incomprehensible storytelling and characters. To address this gap, this research utilized a descriptive qualitative method and mind map to transcribe and describe key concepts of both rede-signing and avatar creation of leather shadow puppet character. The purpose of this study was to explore an alternative method in representing leather puppet performance by implementing a holographic prism glass technique. The digital representation of a leather puppet through a holographic prism glass medium is a manifestation of appreciating Indonesian cultural artwork in the modern era. The contribution of this study is to provide a more detailed explanation of a new manner in exploring and preserving the narrative and figure of the cultural heritage.
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Jaballah, Kabil, and Mohamed Jemni. "A Review on 3D Signing Avatars." International Journal of Multimedia Data Engineering and Management 4, no. 1 (January 2013): 21–45. http://dx.doi.org/10.4018/jmdem.2013010102.

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Signing avatars are becoming common thanks to their potential to improve deaf education. These 3D animated characters are able to perform manual and non-manual signs. As they tap the natural skills of deaf individuals and thanks to the advances in 3D humanoids modeling and animation technologies, 3D signing avatars are getting increasing interest. They are actually used for multiple purposes in multiple fields. Deaf parents, teacher, telecommunications’ companies and many other agencies are involving in this area for different reasons. In this paper, the authors report the state of the art in signing avatars research and development as well as the purposes for which 3D signing characters are being used. They discussed the methods and the technologies adopted to create 3D signed contents. A case study of five 3D Sign Language generation systems will be highlighted. The authors will consider their architectures, linguistic representations, the modeling and the animation techniques that have been undertaken. They conducted a study to compare the performance of the available systems regarding the understandability of the generated signed contents. By the end of the survey, the authors bring the lessons learned from this study.
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De Martino, José Mario, Ivani Rodrigues Silva, Carmen Zink Bolognini, Paula Dornhofer Paro Costa, Kate Mamhy Oliveira Kumada, Luis Cláudius Coradine, Patrick Henrique da Silva Brito, et al. "Signing avatars: making education more inclusive." Universal Access in the Information Society 16, no. 3 (November 3, 2016): 793–808. http://dx.doi.org/10.1007/s10209-016-0504-x.

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de Wildt, Lars, Thomas H. Apperley, Justin Clemens, Robbie Fordyce, and Souvik Mukherjee. "(Re-)Orienting the Video Game Avatar." Games and Culture 15, no. 8 (July 17, 2019): 962–81. http://dx.doi.org/10.1177/1555412019858890.

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This article explores the cultural appropriation of the term avatar by Western tech culture and what this implies for scholarship of digital games, virtual worlds, social media, and digital cultures. The term has roots in the religious tradition of the Indian subcontinent and was subsequently imported into video game terminology during a period of widespread appropriation of Eastern culture by Californian tech industries. We argue that the use of the term was not a case of happenstance but a signaling of the potential for computing to offer a mystical or enchanted perspective within an otherwise secular world. This suggests that the concept is useful in game cultures precisely because it plays with the “otherness” of the term's original meaning. We argue that this indicates a fundamental hybridity to gaming cultures that highlight the need to add postcolonial perspectives to how issues of diversity and power in gaming cultures are understood.
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Adamo-Villani, Nicoletta, Voicu Popescu, and Jason Lestina. "A non-expert-user interface for posing signing avatars." Disability and Rehabilitation: Assistive Technology 8, no. 3 (July 13, 2012): 238–48. http://dx.doi.org/10.3109/17483107.2012.704655.

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Zirzow, Nichole K. "Signing Avatars: Using Virtual Reality to Support Students with Hearing Loss." Rural Special Education Quarterly 34, no. 3 (September 2015): 33–36. http://dx.doi.org/10.1177/875687051503400307.

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Naert, Lucie, Caroline Larboulette, and Sylvie Gibet. "A survey on the animation of signing avatars: From sign representation to utterance synthesis." Computers & Graphics 92 (November 2020): 76–98. http://dx.doi.org/10.1016/j.cag.2020.09.003.

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Dissertations / Theses on the topic "Signing Avatar"

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Fourie, Jaco. "The design of a generic signing avatar animation system." Thesis, Stellenbosch : University of Stellenbosch, 2006. http://hdl.handle.net/10019.1/17353.

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Thesis (MScIng)--University of Stellenbosch, 2006.
ENGLISH ABSTRACT: We designed a generic avatar animator for use in sign language related projects. The animator is capable of animating any given avatar that is compliant with the H-Anim standard for humanoid animation. The system was designed with the South African Sign Language Machine Translation (SASL-MT) project in mind, but can easily be adapted to other sign language projects due to its generic design. An avatar that is capable of accurately performing sign language gestures is a special kind of avatar and is referred to as a signing avatar. In this thesis we investigate the special characteristics of signing avatars and address the issue of finding a generic design for the animation of such an avatar.
AFRIKAANSE OPSOMMING: Ons het ’n generiese karakteranimasiestelsel ontwikkel vir gebruik in gebaretaal verwante projekte. Die animasiestelsel het die vermo¨e om enige karaktermodel wat met die H-Anim standaard versoenbaar is, te animeer. Die animasiestelsel is ontwerp met die oog op gebruik in die South African Sign Language Machine Translation (SASL-MT) projek, maar kan maklik aangepas word vir ander gebaretaalprojekte te danke aan die generiese ontwerp. ’n Karaktermodel wat in staat is om gebare akkuraat te maak is ’n spesiale tipe karaktermodel wat bekend staan as ’n gebaretaal avatar (Engels : signing avatar). In hierdie tesis ondersoek ons die spesiale eienskappe van ’n gebaretaal avatar en beskou die soektog na ’n generiese ontwerp vir die animering van so ’n karaktermodel.
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Naert, Lucie. "Capture, annotation and synthesis of motions for the data-driven animation of sign language avatars." Thesis, Lorient, 2020. http://www.theses.fr/2020LORIS561.

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Cette thèse porte sur la capture, l'annotation, la synthèse et l'évaluation des mouvements des mains et des bras pour l'animation d'avatars communiquant en Langues des Signes (LS). Actuellement, la production et la diffusion de messages en LS dépendent souvent d'enregistrements vidéo qui manquent d'informations de profondeur et dont l’édition et l'analyse sont difficiles. Les avatars signeurs constituent une alternative prometteuse à la vidéo. Ils sont généralement animés soit à l'aide de techniques procédurales, soit par des techniques basées données. L'animation procédurale donne souvent lieu à des mouvements peu naturels, mais n'importe quel signe peut être produit avec précision. Avec l’animation basée données, les mouvements de l'avatar sont réalistes mais la variété des signes pouvant être synthétisés est limitée et/ou biaisée par la base de données initiale. Privilégiant l’acceptation de l’avatar, nous avons choisi l'approche basée sur les données mais, pour remédier à sa principale limitation, nous proposons d'utiliser les mouvements annotés présents dans une base de mouvements de LS capturés pour synthétiser de nouveaux signes et énoncés absents de cette base. Pour atteindre cet objectif, notre première contribution est la conception, l'enregistrement et l'évaluation perceptuelle d'une base de données de capture de mouvements en Langue des Signes Française (LSF) composée de signes et d'énoncés réalisés par des enseignants sourds de LSF. Notre deuxième contribution est le développement de techniques d'annotation automatique pour différentes pistes d’annotation basées sur l'analyse des propriétés cinématiques de certaines articulations et des algorithmes d'apprentissage automatique existants. Notre dernière contribution est la mise en œuvre de différentes techniques de synthèse de mouvements basées sur la récupération de mouvements par composant phonologique et sur la reconstruction modulaire de nouveaux contenus de LSF avec l'utilisation de techniques de génération de mouvements, comme la cinématique inverse, paramétrées pour se conformer aux propriétés des mouvements réels
This thesis deals with the capture, annotation, synthesis and evaluation of arm and hand motions for the animation of avatars communicating in Sign Languages (SL). Currently, the production and dissemination of SL messages often depend on video recordings which lack depth information and for which editing and analysis are complex issues. Signing avatars constitute a powerful alternative to video. They are generally animated using either procedural or data-driven techniques. Procedural animation often results in robotic and unrealistic motions, but any sign can be precisely produced. With data-driven animation, the avatar's motions are realistic but the variety of the signs that can be synthesized is limited and/or biased by the initial database. As we considered the acceptance of the avatar to be a prime issue, we selected the data-driven approach but, to address its main limitation, we propose to use annotated motions present in an SL Motion Capture database to synthesize novel SL signs and utterances absent from this initial database. To achieve this goal, our first contribution is the design, recording and perceptual evaluation of a French Sign Language (LSF) Motion Capture database composed of signs and utterances performed by deaf LSF teachers. Our second contribution is the development of automatic annotation techniques for different tracks based on the analysis of the kinematic properties of specific joints and existing machine learning algorithms. Our last contribution is the implementation of different motion synthesis techniques based on motion retrieval per phonological component and on the modular reconstruction of new SL content with the additional use of motion generation techniques such as inverse kinematics, parameterized to comply to the properties of real motions
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Book chapters on the topic "Signing Avatar"

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Verlinden, Margriet, Corrie Tijsseling, and Han Frowein. "A Signing Avatar on the WWW." In Gesture and Sign Language in Human-Computer Interaction, 169–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-47873-6_17.

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Bouzid, Yosra, Maher Jbali, Oussama El Ghoul, and Mohamed Jemni. "Towards a 3D Signing Avatar from SignWriting Notation." In Lecture Notes in Computer Science, 229–36. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31534-3_36.

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Nelson, Delroy. "Using a Signing Avatar as a Sign Language Research Tool." In Multimodal Signals: Cognitive and Algorithmic Issues, 83–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-00525-1_8.

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Montgomery, Jami, John McDonald, Eric Gong, Souad Baowidan, and Rosalee Wolfe. "Enabling Real-Time 3D Display of Lifelike Fingerspelling in a Web App." In Lecture Notes in Computer Science, 38–44. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58805-2_5.

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AbstractFingerspelling receptive skills remain among the most difficult aspects of sign language for hearing people to learn due to the lack of access to practice tools that reproduce the natural motion of human signing. This problem has been exacerbated in recent years by the move from desktop to mobile technologies which has rendered prior software platforms less accessible to general users. This paper explores a web-enabled 3D rendering architecture that enables real-time fingerspelling on a human avatar that can address these issues. In addition it is capable of producing more realistic motion than prior efforts that were video-based and provides greater interactivity and customization that will support further enhancements to self-practice tools for fingerspelling reception.
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Wolfe, Rosalee, John McDonald, Ronan Johnson, Robyn Moncrief, Andrew Alexander, Ben Sturr, Sydney Klinghoffer, Fiona Conneely, Maria Saenz, and Shatabdi Choudhry. "State of the Art and Future Challenges of the Portrayal of Facial Nonmanual Signals by Signing Avatar." In Universal Access in Human-Computer Interaction. Design Methods and User Experience, 639–55. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78092-0_45.

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Adamo-Villani, Nicoletta, and Saikiran Anasingaraju. "Holographic Signing Avatars for Deaf Education." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 54–61. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49625-2_7.

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Jaballah, Kabil, and Mohamed Jemni. "Towards Indexing of Web3D Signing Avatars." In Advances in Intelligent Data Analysis XII, 237–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41398-8_21.

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Ben Yahia, Nour, and Mohamed Jemni. "Retracted: A New Approach for Animating 3D Signing Avatars." In Lecture Notes in Computer Science, 683–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39637-3_54.

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Ben Yahia, Nour, and Mohamed Jemni. "Erratum: A New Approach for Animating 3D Signing Avatars." In Lecture Notes in Computer Science, E1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39637-3_57.

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Adamo-Villani, Nicoletta, Jason Lestina, and Saikiran Anasingaraju. "Does Character’s Visual Style Affect Viewer’s Perception of Signing Avatars?" In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1–8. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28883-3_1.

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Conference papers on the topic "Signing Avatar"

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Punchimudiyanse, M., and R. G. N. Meegama. "3D signing avatar for Sinhala Sign language." In 2015 IEEE 10th International Conference on Industrial and Information Systems (ICIIS). IEEE, 2015. http://dx.doi.org/10.1109/iciinfs.2015.7399026.

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Ben Yahia, Nour, and Mohamed Jemni. "Animating signing avatar using descriptive sign language." In 2013 International Conference On Electrical Engineering and Software Applications (ICEESA). IEEE, 2013. http://dx.doi.org/10.1109/iceesa.2013.6578385.

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Jaballah, Kabil. "Accessible 3D signing avatars." In the International Cross-Disciplinary Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2207016.2207033.

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Beskow, Jonas. "Talking Heads, Signing Avatars and Social Robots." In Proceedings of SLPAT 2015: 6th Workshop on Speech and Language Processing for Assistive Technologies. Stroudsburg, PA, USA: Association for Computational Linguistics, 2015. http://dx.doi.org/10.18653/v1/w15-5101.

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van Zijl, Lynette, and Lesley Raitt. "Implementation experience with collision avoidance in signing avatars." In the 3rd international conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1029949.1029959.

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"Virtual Avatars Signing in Real Time for Deaf Students." In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004293102610266.

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Bouzid, Yosra, Oussama El Ghoul, and Mohamed Jemni. "Synthesizing facial expressions for signing avatars using MPEG4 feature points." In 2013 Fourth International Conference on Information and Communication Technology and Accessibility (ICTA). IEEE, 2013. http://dx.doi.org/10.1109/icta.2013.6815304.

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Quandt, Lorna. "Teaching ASL Signs using Signing Avatars and Immersive Learning in Virtual Reality." In ASSETS '20: The 22nd International ACM SIGACCESS Conference on Computers and Accessibility. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3373625.3418042.

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Ben Yahia, Nour, and Mohamed Jemni. "Notice of Violation of IEEE Publication Principles: A greedy inverse kinematics algorithm for animating 3D signing avatars." In 2013 Fourth International Conference on Information and Communication Technology and Accessibility (ICTA). IEEE, 2013. http://dx.doi.org/10.1109/icta.2013.6815293.

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Samkoe, Kimberley S., Emily Schultz, Yeonjae Park, Dawn Fischer, Brian W. Pogue, Kerrington Smith, Kenneth M. Tichauer, and Summer L. Gibbs. "Quantitative imaging of intracellular signaling for personalized pancreatic cancer therapy in an in vivo avatar (Conference Presentation)." In Visualizing and Quantifying Drug Distribution in Tissue, edited by Conor L. Evans and Kin Foong Chan. SPIE, 2017. http://dx.doi.org/10.1117/12.2254052.

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