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Game design and the
gamification of content:
The VirtualSign project
This work was supported by the Engineering Institute
of Oporto and GILT (Graphics, Interaction and
Learning Technologies) under grant No. 60973089, a
project FCT (Fundação para a Ciência e Tecnologia).
1. Implementation of a bidirectional translation system for
Portuguese Sign Language (LGP)
2. Development of a game focused primarily on
educational and didactic aspects
Main Goals
Scope:
• configuration and movement of the hands;
• body position/inclination;
• facial expressions;
Sign Language
Configuration and
Movement of the Hands
Hand shape Palm orientation
Body Position
Facial Expression
System Components
Depth Sensor (Kinect) Data Gloves (5DT)
Translation through an avatar
Dynamic recognition of the Gestures
Sign Language Serious Game
Virtual Sign Application
1- Finite Automata
2- Algorithms for Hierarchical
Classification
3- Sequence Alignment
Algorithms
Game Play
1. The inventory script.
2. The graphical interface.
3. The map has objects, and those
objects contain scripts on them.
4. The inventory consists of 42 spaces
5. The handling of collisions, between
objects.
Score
• Player’s score is incremented during
the game;
• The shorter the time it takes between
the acquisition of two objects, the
greater will be the score.
Gamification
1. Points: studies at the University of Chicago show that
points are fantastic motivators and can be used to
reward users/students across multiple levels or
dimensions of a gamified activity.
2. Levels: these are often defined as point thresholds, so
the students (or users) can use them to indicate a
higher status and have access to bonus content.
Gamification
3. Challenges, badges, achievements, and trophies: the
introduction of goals in an activity makes students
(users) feel like they are working toward a goal.
4. Leader boards or “high-score table”: in the context of
gamification, high-score tables are used to track and
display desired actions, using completion to drive
valued behavior. In VirtualSign score was based on
objects acquired and achievement times.
VirtualSign Achievements
1. Gesture recognition using Kinect and Data Gloves
2. Gestures classifiers
3. Automatic Classification of Gestures
4. 3D avatar to represent text in PSL
5. Application chat
6. Serious Game for PSL
Game Application Issues
1. The high development costs and an uncertain market
make investment in educational games and innovations
too risky for producers;
2. Institutions resist adopting innovations and do not
want to make unnecessary changes and investments,
including the use of new technologies for learning;
3. Instructors, institutions and publishers do not
(traditionally) want to replace textbooks with
educational games;
Game Application Issues
4. The value of specific educational technologies (games,
simulations, etc..) have not been proven in many cases;
5. Parents and teachers still have very negative attitudes
about the use of games in the classroom;
6. Games are especially suited to teach higher order skills
that are not typically assessed through examinations
(multitasking, decision-making, strategic vision, etc.);
7. Easy access to computers and the Internet cannot be
taken for granted in many educational institutions.
Conclusions
• Success in the development of a system that allows
the translation of textual content into sign language,
and the other way round, based on the use of data
gloves and the Kinect, to recognize the Portuguese
alphabet using automatic classification.
• Connected to this, the development of a gamification
framework and a game model aimed at teaching
Portuguese Sign Language showed to be viable
options in the design of a learning experience.
Video
Presentation
1’ 35’’
VirtualSign

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Vs game edulearn2015

  • 1. Game design and the gamification of content: The VirtualSign project
  • 2. This work was supported by the Engineering Institute of Oporto and GILT (Graphics, Interaction and Learning Technologies) under grant No. 60973089, a project FCT (Fundação para a Ciência e Tecnologia).
  • 3. 1. Implementation of a bidirectional translation system for Portuguese Sign Language (LGP) 2. Development of a game focused primarily on educational and didactic aspects Main Goals
  • 4. Scope: • configuration and movement of the hands; • body position/inclination; • facial expressions; Sign Language
  • 5. Configuration and Movement of the Hands Hand shape Palm orientation
  • 8. System Components Depth Sensor (Kinect) Data Gloves (5DT)
  • 9. Translation through an avatar Dynamic recognition of the Gestures
  • 11. Virtual Sign Application 1- Finite Automata 2- Algorithms for Hierarchical Classification 3- Sequence Alignment Algorithms
  • 12. Game Play 1. The inventory script. 2. The graphical interface. 3. The map has objects, and those objects contain scripts on them. 4. The inventory consists of 42 spaces 5. The handling of collisions, between objects. Score • Player’s score is incremented during the game; • The shorter the time it takes between the acquisition of two objects, the greater will be the score.
  • 13. Gamification 1. Points: studies at the University of Chicago show that points are fantastic motivators and can be used to reward users/students across multiple levels or dimensions of a gamified activity. 2. Levels: these are often defined as point thresholds, so the students (or users) can use them to indicate a higher status and have access to bonus content.
  • 14. Gamification 3. Challenges, badges, achievements, and trophies: the introduction of goals in an activity makes students (users) feel like they are working toward a goal. 4. Leader boards or “high-score table”: in the context of gamification, high-score tables are used to track and display desired actions, using completion to drive valued behavior. In VirtualSign score was based on objects acquired and achievement times.
  • 15. VirtualSign Achievements 1. Gesture recognition using Kinect and Data Gloves 2. Gestures classifiers 3. Automatic Classification of Gestures 4. 3D avatar to represent text in PSL 5. Application chat 6. Serious Game for PSL
  • 16. Game Application Issues 1. The high development costs and an uncertain market make investment in educational games and innovations too risky for producers; 2. Institutions resist adopting innovations and do not want to make unnecessary changes and investments, including the use of new technologies for learning; 3. Instructors, institutions and publishers do not (traditionally) want to replace textbooks with educational games;
  • 17. Game Application Issues 4. The value of specific educational technologies (games, simulations, etc..) have not been proven in many cases; 5. Parents and teachers still have very negative attitudes about the use of games in the classroom; 6. Games are especially suited to teach higher order skills that are not typically assessed through examinations (multitasking, decision-making, strategic vision, etc.); 7. Easy access to computers and the Internet cannot be taken for granted in many educational institutions.
  • 18. Conclusions • Success in the development of a system that allows the translation of textual content into sign language, and the other way round, based on the use of data gloves and the Kinect, to recognize the Portuguese alphabet using automatic classification. • Connected to this, the development of a gamification framework and a game model aimed at teaching Portuguese Sign Language showed to be viable options in the design of a learning experience.

Editor's Notes

  1. This project, is included in Human Computer Interaction area and is called Virtual Sign. VS project aims to develop a tool in order to get a, bidirectional translation of Portuguese Sign Language – to complement this tool we have also developed a Game Contextualizing this project in the main entities…  
  2. Virtual Sign is being supervised/coordinated by the research group GILT (Games, interaction & learning technologies) and we are running this project under the frame of a national funded project. 
  3. This project, aims to develop and evaluate a model that facilitates access for the deaf and hearing impaired people to digital content in particular the educational content creating the conditions for greater social inclusion of people with these kind of disabilities. And to help/facilitate or even to improve the process of learning the Portuguese Sign Language we have developed a Serious Game in order to teach the basic/common gestures which are used to communicate with deaf people
  4. The Access to digital content will be supported, by an automatic translator between Portuguese Writing (LEP) and Portuguese Sign Language (LGP) supported, by an interaction model. The main sources for the Portuguese sign language that we had to deal in order to create/develop the model were: Hands (configuration and movement of the hands; Body Motion and Facial expressions
  5. Regarding to: Handshape; This refers to the hand configuration which is used in the beginning of any word of Portuguese Sign Language (PSL). Palm orientation; refers to the direction in which the hand is turned to produce a sign: which include palm up, palm down, palm right, palm left, palm away from you, or palm facing you.
  6. Location; it is another aspect under analysis and it refers to the physical parameters or body location, where the sign is produced. The general physical parameters for sign language production are approximately four inches in front of the chest.
  7. also Non-Manual Markers; which are signals or gestures done without the use of the hands and mostly from the shoulders, head and face to relay a message.
  8. Tools that are being used in our project to support the development of the model: NUI (Natural User Interfaces) using depth sensors such as Kinect, and Data gloves. In the first part of the project we focused on the letters of the alphabet. We focused in the range of hand motion: the range is very small and consists mainly of finger configuration and orientation of the hand in a static position. It has the big advantage of not wearing many accessories to perform the recognition.
  9. 2nd phase: In order to translate the words into gestures we move to a dynamic recognition of the Gestures. In this phase there are some challenges we faced such as: _ The Sequential combination of movements and hands configurations, that we have to control. _ The Significant variations, in the performance of the gesture, and the speed of the hands and body position; _ And the difficulty of perceiving, or understand where, each word begins and where it ends.
  10. In order to progress in the game the players are encoraged to perform Gestures matching to certin words or frases. These gestures are recorded in real time using the Kinect and a pair of 5 DT Gloves. After being saved, the gesture is analysed, and the player performence is evaluated.
  11. In PSL There are 54 (fifty four) possible hands configurations (states); A word is defined by a transition from an initial state to a final state; Each state transition has an associated movement; _ Words classification : we have 3 classifiers, that we have used: 1- Finite Automata 2- Algorithms for Hierarchical Classification 3- Sequence Alignment Algorithms
  12. Regarding Game play: 1_The first script that was developed, was the inventory script. The inventory stores the items acquired by the player and provides access to them, at any time during the game. 2_ Having been established some objects on the map we proceeded by creating the graphical interface. 3_The map has objects and those objects contain scripts on them. 4_ The inventory consists of 42 (forty-two) spaces that are empty upon initialization. 5_With the inventory settled up and ready to receive the objects we develop the handling of collisions between these objects in order to detect whenever the user/player is within a reasonable distance to perform the interaction. Regarding the Score 1_ Players’ score are incremented during the game as long as the player aquire new gestures. 2_ The shorter the time it takes between the acquisition of two objects, the greater will be the score
  13. To conclude these are the main results of Virtual Sign Project 1. Gesture recognition using Kinect and 5DT Data Gloves 2. Gestures classifiers – (The development of gestures classifiers of Portuguese Sign Language, based on the inputs generated by Kinect, and Data Gloves) 3. Automatic Classification of Gestures 4. 3D avatar to represent text in PSL 5. Application chat, and finally 6. A Serious Game for PSL
  14. To conclude these are the main results of Virtual Sign Project 1. Gesture recognition using Kinect and 5DT Data Gloves 2. Gestures classifiers – (The development of gestures classifiers of Portuguese Sign Language, based on the inputs generated by Kinect, and Data Gloves) 3. Automatic Classification of Gestures 4. 3D avatar to represent text in PSL 5. Application chat, and finally 6. A Serious Game for PSL
  15. To conclude these are the main results of Virtual Sign Project 1. Gesture recognition using Kinect and 5DT Data Gloves 2. Gestures classifiers – (The development of gestures classifiers of Portuguese Sign Language, based on the inputs generated by Kinect, and Data Gloves) 3. Automatic Classification of Gestures 4. 3D avatar to represent text in PSL 5. Application chat, and finally 6. A Serious Game for PSL
  16. To conclude these are the main results of Virtual Sign Project 1. Gesture recognition using Kinect and 5DT Data Gloves 2. Gestures classifiers – (The development of gestures classifiers of Portuguese Sign Language, based on the inputs generated by Kinect, and Data Gloves) 3. Automatic Classification of Gestures 4. 3D avatar to represent text in PSL 5. Application chat, and finally 6. A Serious Game for PSL
  17. To conclude these are the main results of Virtual Sign Project 1. Gesture recognition using Kinect and 5DT Data Gloves 2. Gestures classifiers – (The development of gestures classifiers of Portuguese Sign Language, based on the inputs generated by Kinect, and Data Gloves) 3. Automatic Classification of Gestures 4. 3D avatar to represent text in PSL 5. Application chat, and finally 6. A Serious Game for PSL
  18. To conclude these are the main results of Virtual Sign Project 1. Gesture recognition using Kinect and 5DT Data Gloves 2. Gestures classifiers – (The development of gestures classifiers of Portuguese Sign Language, based on the inputs generated by Kinect, and Data Gloves) 3. Automatic Classification of Gestures 4. 3D avatar to represent text in PSL 5. Application chat, and finally 6. A Serious Game for PSL