Abstract: Trends in education affect schooling, needing incorporation into design concepts to support desired learning processes with appropriate and stimulating environments. A design process for school architecture demands research, debates, reflections, and efficient decision-making methods. This paper presents research on evidence-based design, related to middle schools, based on a systematic literature review and the elaboration of a set of architectural design patterns, through a graphic translation of new concepts for classroom configurations, to support programming debates and the synthesis phase of design. The investigation resulted in nine patterns that configure the concepts of boundaries, flexibility, levels of openness, mindsets, neighborhoods, movement and interaction, territories, opportunities for learning, and sightlines for classrooms. The research is part of a continuous investigation of design methods, on contemporary school architecture to produce an architectural pattern matrix based on scientific information translated into an insightful graphic design language.
Abstract: Deaf and hearing-impaired students face many obstacles throughout their education, especially with learning applied sciences such as computer programming. In addition, there is no clear signs in the Arabic Sign Language that can be used to identify programming logic terminologies such as while, for, case, switch etc. However, hearing disabilities should not be a barrier for studying purpose nowadays, especially with the rapid growth in educational technology. In this paper, we develop an Avatar based system to teach computer programming to deaf and hearing-impaired students using Arabic Signed language with new signs vocabulary that is been developed for computer programming education. The system is tested on a number of high school students and results showed the importance of visualization in increasing the comprehension or understanding of concepts for deaf students through the avatar.
Abstract: Computacional recognition of sign languages aims to
allow a greater social and digital inclusion of deaf people through
interpretation of their language by computer. This article presents
a model of recognition of two of global parameters from sign
languages; hand configurations and hand movements. Hand motion
is captured through an infrared technology and its joints are built
into a virtual three-dimensional space. A Multilayer Perceptron
Neural Network (MLP) was used to classify hand configurations and
Dynamic Time Warping (DWT) recognizes hand motion. Beyond
of the method of sign recognition, we provide a dataset of
hand configurations and motion capture built with help of fluent
professionals in sign languages. Despite this technology can be
used to translate any sign from any signs dictionary, Brazilian
Sign Language (Libras) was used as case study. Finally, the model
presented in this paper achieved a recognition rate of 80.4%.
Abstract: Sign Language (SL) is used by deaf and other people who cannot speak but can hear or have a problem with spoken languages due to some disability. It is a visual gesture language that makes use of either one hand or both hands, arms, face, body to convey meanings and thoughts. SL automation system is an effective way which provides an interface to communicate with normal people using a computer. In this paper, an avatar based dictionary has been proposed for text to Indian Sign Language (ISL) generation system. This research work will also depict a literature review on SL corpus available for various SL s over the years. For ISL generation system, a written form of SL is required and there are certain techniques available for writing the SL. The system uses Hamburg sign language Notation System (HamNoSys) and Signing Gesture Mark-up Language (SiGML) for ISL generation. It is developed in PHP using Web Graphics Library (WebGL) technology for 3D avatar animation. A multilingual ISL dictionary is developed using HamNoSys for both English and Hindi Language. This dictionary will be used as a database to associate signs with words or phrases of a spoken language. It provides an interface for admin panel to manage the dictionary, i.e., modification, addition, or deletion of a word. Through this interface, HamNoSys can be developed and stored in a database and these notations can be converted into its corresponding SiGML file manually. The system takes natural language input sentence in English and Hindi language and generate 3D sign animation using an avatar. SL generation systems have potential applications in many domains such as healthcare sector, media, educational institutes, commercial sectors, transportation services etc. This research work will help the researchers to understand various techniques used for writing SL and generation of Sign Language systems.
Abstract: The school is a social institution that should promote learning situations that remain throughout life. Based on this, the teaching activities promoted in museum spaces can represent an educational strategy that contributes to the learning process in a more meaningful way. This article systematizes a series of elements that guide the use of these spaces for the scientific literacy of deaf students and as experiences of this nature are favorable for the school development through the concept of the circularity. The methodology for the didactic use of these spaces of non-formal education is one of the reflections developed in this study and how such environments can contribute to the learning in the classroom. To develop in the student the idea of association making him create connections with the curricular proposal and notice how the proposed activity is articulated. It is in our interest that the experience lived in the museum be shared collaborating for the construction of a scientific literacy and cultural identity through the research.
Abstract: Hand gesture recognition is a technique used to locate, detect, and recognize a hand gesture. Detection and recognition are concepts of Artificial Intelligence (AI). AI concepts are applicable in Human Computer Interaction (HCI), Expert systems (ES), etc. Hand gesture recognition can be used in sign language interpretation. Sign language is a visual communication tool. This tool is used mostly by deaf societies and those with speech disorder. Communication barriers exist when societies with speech disorder interact with others. This research aims to build a hand recognition system for Lesotho’s Sesotho and English language interpretation. The system will help to bridge the communication problems encountered by the mentioned societies. The system has various processing modules. The modules consist of a hand detection engine, image processing engine, feature extraction, and sign recognition. Detection is a process of identifying an object. The proposed system uses Canny pruning Haar and Haarcascade detection algorithms. Canny pruning implements the Canny edge detection. This is an optimal image processing algorithm. It is used to detect edges of an object. The system employs a skin detection algorithm. The skin detection performs background subtraction, computes the convex hull, and the centroid to assist in the detection process. Recognition is a process of gesture classification. Template matching classifies each hand gesture in real-time. The system was tested using various experiments. The results obtained show that time, distance, and light are factors that affect the rate of detection and ultimately recognition. Detection rate is directly proportional to the distance of the hand from the camera. Different lighting conditions were considered. The more the light intensity, the faster the detection rate. Based on the results obtained from this research, the applied methodologies are efficient and provide a plausible solution towards a light-weight, inexpensive system which can be used for sign language interpretation.
Abstract: In this paper, we present a low cost design for a smart glove that can perform sign language recognition to assist the speech impaired people. Specifically, we have designed and developed an Assistive Hand Gesture Interpreter that recognizes hand movements relevant to the American Sign Language (ASL) and translates them into text for display on a Thin-Film-Transistor Liquid Crystal Display (TFT LCD) screen as well as synthetic speech. Linear Bayes Classifiers and Multilayer Neural Networks have been used to classify 11 feature vectors obtained from the sensors on the glove into one of the 27 ASL alphabets and a predefined gesture for space. Three types of features are used; bending using six bend sensors, orientation in three dimensions using accelerometers and contacts at vital points using contact sensors. To gauge the performance of the presented design, the training database was prepared using five volunteers. The accuracy of the current version on the prepared dataset was found to be up to 99.3% for target user. The solution combines electronics, e-textile technology, sensor technology, embedded system and machine learning techniques to build a low cost wearable glove that is scrupulous, elegant and portable.
Abstract: Due to the higher power loss levels in electronic components, the thermal design of PCBs (Printed Circuit Boards) of an assembled device becomes one of the most important quality factors in electronics. Nonetheless, some of leading causes of the microelectronic component failures are due to higher temperatures, the leakages or thermal-mechanical stress, which is a concern, is the reliability of microelectronic packages. This article presents an experimental approach to measure the junction temperature of exposed pad packages. The implemented solution is in a prototype phase, using a temperature-sensitive parameter (TSP) to measure temperature directly on the die, validating the numeric results provided by the Mechanical APDL (Ansys Parametric Design Language) under same conditions. The physical device-under-test is composed by a Thermal Test Chip (TTC-1002) and assembly in a QFN cavity, soldered to a test-board according to JEDEC Standards. Monitoring the voltage drop across a forward-biased diode, is an indirectly method but accurate to obtain the junction temperature of QFN component with an applied power range between 0,3W to 1.5W. The temperature distributions on the PCB test-board and QFN cavity surface were monitored by an infra-red thermal camera (Goby-384) controlled and images processed by the Xeneth software. The article provides a set-up to monitorize in real-time the junction temperature of ICs, namely devices with the exposed pad package (i.e. QFN). Presenting the PCB layout parameters that the designer should use to improve thermal performance, and evaluate the impact of voids in solder interface in the device junction temperature.
Abstract: The spindle system is one of the most important
components of machine tool. The dynamic properties of the spindle
affect the machining productivity and quality of the work pieces.
Thus, it is important and necessary to determine its dynamic
characteristics of spindles in the design and development in order to
avoid forced resonance. The finite element method (FEM) has been
adopted in order to obtain the dynamic behavior of spindle system.
For this reason, obtaining the Campbell diagrams and determining the
critical speeds are very useful to evaluate the spindle system
dynamics. The unbalance response of the system to the center of
mass unbalance at the cutting tool is also calculated to investigate the
dynamic behavior. In this paper, we used an ANSYS Parametric
Design Language (APDL) program which based on finite element
method has been implemented to make the full dynamic analysis and
evaluation of the results. Results show that the calculated critical
speeds are far from the operating speed range of the spindle, thus, the
spindle would not experience resonance, and the maximum
unbalance response at operating speed is still with acceptable limit.
ANSYS Parametric Design Language (APDL) can be used by spindle
designer as tools in order to increase the product quality, reducing
cost, and time consuming in the design and development stages.
Abstract: In this study, a three dimensional numerical heat
transfer model has been used to simulate the laser structuring of
polymer substrate material in the Three-Dimensional Molded
Interconnect Device (3D MID) which is used in the advanced multifunctional
applications. A finite element method (FEM) transient
thermal analysis is performed using APDL (ANSYS Parametric
Design Language) provided by ANSYS. In this model, the effect of
surface heat source was modeled with Gaussian distribution, also the
effect of the mixed boundary conditions which consist of convection
and radiation heat transfers have been considered in this analysis. The
model provides a full description of the temperature distribution, as
well as calculates the depth and the width of the groove upon material
removal at different set of laser parameters such as laser power and
laser speed. This study also includes the experimental procedure to
study the effect of laser parameters on the depth and width of the
removal groove metal as verification to the modeled results. Good
agreement between the experimental and the model results is
achieved for a wide range of laser powers. It is found that the quality
of the laser structure process is affected by the laser scan speed and
laser power. For a high laser structured quality, it is suggested to use
laser with high speed and moderate to high laser power.
Abstract: An adaptive Chinese hand-talking system is presented
in this paper. By analyzing the 3 data collecting strategies for new
users, the adaptation framework including supervised and unsupervised
adaptation methods is proposed. For supervised adaptation,
affinity propagation (AP) is used to extract exemplar subsets, and enhanced
maximum a posteriori / vector field smoothing (eMAP/VFS)
is proposed to pool the adaptation data among different models. For
unsupervised adaptation, polynomial segment models (PSMs) are
used to help hidden Markov models (HMMs) to accurately label
the unlabeled data, then the "labeled" data together with signerindependent
models are inputted to MAP algorithm to generate
signer-adapted models. Experimental results show that the proposed
framework can execute both supervised adaptation with small amount
of labeled data and unsupervised adaptation with large amount
of unlabeled data to tailor the original models, and both achieve
improvements on the performance of recognition rate.
Abstract: Sign language recognition has been a topic of research since the first data glove was developed. Many researchers have attempted to recognize sign language through various techniques. However none of them have ventured into the area of Pakistan Sign Language (PSL). The Boltay Haath project aims at recognizing PSL gestures using Statistical Template Matching. The primary input device is the DataGlove5 developed by 5DT. Alternative approaches use camera-based recognition which, being sensitive to environmental changes are not always a good choice.This paper explains the use of Statistical Template Matching for gesture recognition in Boltay Haath. The system recognizes one handed alphabet signs from PSL.
Abstract: Visual information is very important in human perception
of surrounding world. Video is one of the most common ways to
capture visual information. The video capability has many benefits
and can be used in various applications. For the most part, the
video information is used to bring entertainment and help to relax,
moreover, it can improve the quality of life of deaf people. Visual
information is crucial for hearing impaired people, it allows them to
communicate personally, using the sign language; some parts of the
person being spoken to, are more important than others (e.g. hands,
face). Therefore, the information about visually relevant parts of the
image, allows us to design objective metric for this specific case. In
this paper, we present an example of an objective metric based on
human visual attention and detection of salient object in the observed
scene.
Abstract: The goal of the study reported in the paper was to
determine whether Ambient Occlusion Shading (AOS) has a significant effect on users' perception of American Sign Language (ASL) finger spelling animations. Seventy-one (71) subjects
participated in the study; all subjects were fluent in ASL. The participants were asked to watch forty (40) sign language animation
clips representing twenty (20) finger spelled words. Twenty (20) clips did not show ambient occlusion, whereas the other twenty (20) were
rendered using ambient occlusion shading. After viewing each animation, subjects were asked to type the word being finger-spelled and rate its legibility. Findings show that the presence of AOS had a significant effect on the subjects perception of the signed words.
Subjects were able to recognize the animated words rendered with AOS with higher level of accuracy, and the legibility ratings of the animations showing AOS were consistently higher across subjects.
Abstract: Developed tool is one of system tools for easier access to various scientific areas and real time interactive learning between
lecturer and for hearing impaired students. There is no demand for the lecturer to know Sign Language (SL). Instead, the new software
tools will perform the translation of the regular speech into SL, after
which it will be transferred to the student. On the other side, the
questions of the student (in SL) will be translated and transferred to
the lecturer in text or speech. One of those tools is presented tool. It-s
too for developing the correct Speech Visemes as a root of total communication method for hearing impared students.
Abstract: In this paper we report a study aimed at determining
the most effective animation technique for representing ASL
(American Sign Language) finger-spelling. Specifically, in the study
we compare two commonly used 3D computer animation methods
(keyframe animation and motion capture) in order to ascertain which
technique produces the most 'accurate', 'readable', and 'close to
actual signing' (i.e. realistic) rendering of ASL finger-spelling. To
accomplish this goal we have developed 20 animated clips of fingerspelled
words and we have designed an experiment consisting of a
web survey with rating questions. 71 subjects ages 19-45 participated
in the study. Results showed that recognition of the words was
correlated with the method used to animate the signs. In particular,
keyframe technique produced the most accurate representation of the
signs (i.e., participants were more likely to identify the words
correctly in keyframed sequences rather than in motion captured
ones). Further, findings showed that the animation method had an
effect on the reported scores for readability and closeness to actual
signing; the estimated marginal mean readability and closeness was
greater for keyframed signs than for motion captured signs. To our
knowledge, this is the first study aimed at measuring and comparing
accuracy, readability and realism of ASL animations produced with
different techniques.
Abstract: Hand gesture is one of the typical methods used in
sign language for non-verbal communication. It is most commonly
used by people who have hearing or speech problems to
communicate among themselves or with normal people. Various sign
language systems have been developed by manufacturers around the
globe but they are neither flexible nor cost-effective for the end
users. This paper presents a system prototype that is able to
automatically recognize sign language to help normal people to
communicate more effectively with the hearing or speech impaired
people. The Sign to Voice system prototype, S2V, was developed
using Feed Forward Neural Network for two-sequence signs
detection. Different sets of universal hand gestures were captured
from video camera and utilized to train the neural network for
classification purpose. The experimental results have shown that
neural network has achieved satisfactory result for sign-to-voice
translation.
Abstract: Little research has examined working memory
capacity (WMC) in signed language interpreters and deaf signers.
This paper presents the findings of a study that investigated WMC in
professional Australian Sign Language (Auslan)/English interpreters
and deaf signers. Thirty-one professional Auslan/English interpreters
(14 hearing native signers and 17 hearing non-native signers)
completed an English listening span task and then an Auslan working
memory span task, which tested their English WMC and their Auslan
WMC, respectively. Moreover, 26 deaf signers (6 deaf native signers
and 20 deaf non-native signers) completed the Auslan working
memory span task. The results revealed a non-significant difference
between the hearing native signers and the hearing non-native signers
in their English WMC, and a non-significant difference between the
hearing native signers and the hearing non-native signers in their
Auslan WMC. Moreover, the results yielded a non-significant
difference between the hearing native signers- English WMC and
their Auslan WMC, and a non-significant difference between the
hearing non-native signers- English WMC and their Auslan WMC.
Furthermore, a non-significant difference was found between the deaf
native signers and the deaf non-native signers in their Auslan WMC.
Abstract: The success of an e-learning system is highly
dependent on the quality of its educational content and how effective,
complete, and simple the design tool can be for teachers. Educational
modeling languages (EMLs) are proposed as design languages
intended to teachers for modeling diverse teaching-learning
experiences, independently of the pedagogical approach and in
different contexts. However, most existing EMLs are criticized for
being too abstract and too complex to be understood and manipulated
by teachers. In this paper, we present a visual EML that simplifies the
process of designing learning scenarios for teachers with no
programming background. Based on the conceptual framework of the
activity theory, our resulting visual EML focuses on using Domainspecific
modeling techniques to provide a pedagogical level of
abstraction in the design process.
Abstract: Finger spelling is an art of communicating by signs
made with fingers, and has been introduced into sign language to serve
as a bridge between the sign language and the verbal language.
Previous approaches to finger spelling recognition are classified into
two categories: glove-based and vision-based approaches. The
glove-based approach is simpler and more accurate recognizing work
of hand posture than vision-based, yet the interfaces require the user to
wear a cumbersome and carry a load of cables that connected the
device to a computer. In contrast, the vision-based approaches provide
an attractive alternative to the cumbersome interface, and promise
more natural and unobtrusive human-computer interaction. The
vision-based approaches generally consist of two steps: hand
extraction and recognition, and two steps are processed independently.
This paper proposes real-time vision-based Korean finger spelling
recognition system by integrating hand extraction into recognition.
First, we tentatively detect a hand region using CAMShift algorithm.
Then fill factor and aspect ratio estimated by width and height
estimated by CAMShift are used to choose candidate from database,
which can reduce the number of matching in recognition step. To
recognize the finger spelling, we use DTW(dynamic time warping)
based on modified chain codes, to be robust to scale and orientation
variations. In this procedure, since accurate hand regions, without
holes and noises, should be extracted to improve the precision, we use
graph cuts algorithm that globally minimize the energy function
elegantly expressed by Markov random fields (MRFs). In the
experiments, the computational times are less than 130ms, and the
times are not related to the number of templates of finger spellings in
database, as candidate templates are selected in extraction step.