2001 Conference Proceedings
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Improved Hand Animation for American Sign Language
Mary Jo Davidson, Karen Alkoby, Eric Sedgwick, Roymieco
Carter, Juliet Christopher, Brock Craft, Jacob Furst, Damien
Hinkle, Brian Konie, Glenn Lancaster, Steve Luecking, Ashley
Morris, John McDonald, Noriko Tomuro, Jorge Toro, Rosalee
Wolfe
School of Computer Science, Telecommunications and Information
Systems DePaul University
243 South Wabash Avenue
Chicago, IL 60604-2301
FAX: (312)-362-6116
E-mail: asl@cs.depaul.edu
Introduction
American Sign Language (ASL) is a natural language used by
members of the North American Deaf community and is the third
most widely used language in the United States [Ster96][Deaf00].
At present, deaf people rely on sign language interpreters for
access to spoken English. The cost and limited availability of
interpreters has contributed to isolation for many in the deaf
community. A pioneering effort to make English accessible to the
deaf community was closed captioning on television. This is an
incomplete solution because closed-captioning requires reading
skills that are beyond many in the deaf community. Since ASL is
very different linguistically from English. [Klim79] [Vall93],
most native adult ASL signers read English at the third or fourth
grade level [Holt94]. We believe that a technology that
translates English into ASL, especially for conversation, would
provide greater freedom and privacy, and greater opportunity for
the deaf. For example, medical and legal matters could be
transacted doctor-to-patient or attorney-to-client without the
need for an interpreter. A personal digital translator that would
translate English into American Sign Language, would better
bridge the gulf between deaf and hearing worlds.
While there are currently many different approaches to the
digital presentation of ASL, from video clips of ASL signs to
letter-for-letter translation of English to still images of
fingerspelling handshapes, we believe that the best approach is
animated three-dimensional computer graphics (CG). The nature of
conversation requires the type of flexibility that CG can
provide. This paper describes one of the crucial components of a
future personal digital translator, which is hand
animation.
The Nature of ASL
American Sign Language is a rich and varied natural language.
While ASL shares some vocabulary with English, it is not a direct
translation of English words and sentence structure. It presents
many of the same challenges of any language translation process,
but adds the complexity of changing modality from aural/oral to
visual/gestural [Alko99a]. There are two major subsets of ASL -
signs that express words, concepts and complex phrases, and
fingerspelling.
Word/phrase signs can express an extraordinary range of meaning
by using the natural geography of the body and facial expression,
in addition to the hands. As practiced by fluent signers,
word/phrase signs are economical and of endless variety.
Positioning and facial expression convey differences in sentence
type (e.g. question vs. exclamation), as well as level of
intensity. Word/phrase signs account for the vast majority of a
typical ASL conversation [Tenn98].
Fingerspelling is the use of the hands to spell out English
words and numbers letter-for-letter. Fingerspelling is used for
proper nouns, technical terms, acronyms, and in situations where
no word/phrase sign exists. Fingerspelling slows ASL
conversation, but is necessary for complete communication.
Although word/phrase signs and fingerspelling have very
different roles in ASL communication, they share a common
physical building block, the handshape. All signs and
fingerspelling are composed of one or more handshapes. Additional
information is conveyed by facial expression, hand orientation
and position, but the handshape is a key factor.
Digital Presentation Technologies
Technologies that can present ASL digitally already exist. They
include: Video clips of fingerspelling [Mich99] or word/phrase
signs expressing a specific concept [Ster96] A series of still
images of fingerspelling presented in sequence to spell an
English word [ASL99] Animated three-dimensional computer graphics
(CG) [Su98] [Tomu00] Both video clip technology and still image
technology are limited in their ability to create the full range
of ASL ultimately necessary. In order to be useful in
conversation, a presentation technology must be flexible enough
to create new sentences from signs, taking into account such
items as the correct conjugation of verbs.
Computer Graphics Technology
We believe that computer graphics is the most appropriate
technology choice for presentation of ASL on a digital
translator. Its support for “on the fly” creation of
new animations based on both existing rules/conditions and input
from outside sources provides the flexibility necessary for ASL
sign translation. We believe that CG has the potential for:
Conveying the grammar of ASL more fully, e.g. questions, verb
tenses Supporting translation beyond “phrase book”
type, scripted applications Providing support for more
combinations of signs and development of new signs based on
combinations of handshapes and physical positioning While CG best
supports a broad spectrum of the users’ communication
needs, it carries with it two major challenges, which are:
Development of representations of the fine motor movements of
the hand. CG has been used frequently to emulate body physiology
for movie work, where the appearance of gross motor movement has
been the only requirement. Any acceptable representation of ASL
requires small subtle movement of the hands and other parts of
the body.
Lack of physicality - objects can pass through each other. This
problem, called “collision avoidance” is similar to
the challenge presented to virtual reality applications when
virtual objects must be grasped while the hand is constrained by
the implied boundary of the object.
Fingerspelling as a Prototype Application
In order to find solutions to these problems, the team decided to
choose the limited domain of fingerspelling for prototyping. This
would be an opportunity to develop a scale model of the problem
set and iteratively refine solutions that would apply to the
general category of hand animation used in ASL. It would also
provide the opportunity to get user feedback on the
representation of the hand, including realism and recognizability
of the resulting fingerspelling.
As discussed above, fingerspelling is a small but essential
portion of ASL. The handshapes used in fingerspelling are derived
from the same basic set of handshapes that form word/phrase
signs. We believed that solving the problem of accurately
portraying fine motor movement and the problem of collision
avoidance for fingerspelling would lead to a breakthrough in
animating entire sentences in ASL. For these reasons,
fingerspelling was chosen as the prototype domain. When creating
the handshapes, we developed a more accurate hand model than
those previously available [McD00]. When animating the hand, we
developed a simplified collision avoidance approach that
capitalized on a data-driven solution instead relying on a
general brute-force technique [Sedg01].
Usability Concerns
Usability is a central concern of the ASL project. In concept,
the personal digital translator could become a constant resource
for the deaf as they carry out day-to-day tasks. It is critical
that the user spend most of the time it takes for an interaction
with the digital translator observing the results of the
translation, not in observing oddities of the representation. The
user would also have to be able to recognize the signs at a high
presentation speed. However appealing the animations might appear
to a hearing person, we think it is imperative that our approach
be tested with people who are likely to use the translator.
Usability Testing - Methodology
In order to get early feedback on the sign images and animation
created using the team’s CG approach, we conducted an
exploratory usability test to get feedback on our fingerspelling
animations, speed of presentation, and general appearance of the
hand. We conducted our usability tests with two groups of users:
deaf high school students and participants at Deaf Expo, an
annual conference that explores many of the issues and needs of
the deaf community. Both tests took place in November 1999. All
participants were proficient or moderately proficient in ASL. In
both test sessions the protocol was the same, specifically each
participant was: Shown a series of CG animations which presented
fingerspelling of a word at three different speeds, highest speed
first. The participant was asked to identify the word. If the
participant could not recognize the word the next slower speed
animation was used. The participant was asked which speed they
preferred. This was repeated for a number of words. For a sample
animation, see Figure 1. Shown a poster of still images of the
signs. Asked to identify each. Asked about general appearance.
Animation for #TEST (420 KB avi)
Animation for #DEAF (529 KB avi)
Figure 1: Fingerspelling animations.
Usability Testing - Findings for High School Students
The deaf high school students tested the images and animation
first. While their ASL skill varied, most students could
recognize the fingerspelled word on first or second presentation
at the fastest speed. Based on this result, an animation that
fingerspelled at an even faster speed was created and used during
the tests at Deaf Expo. The fastest speed presented at Deaf Expo
was 2.5 letters per second. This compares well with studies of
recognition rates for fingerspelling [Blad98].
Usability Testing - Findings for Both Groups
The following items were findings from both the high school
students and Deaf Expo test participants.
Most users were able to recognize the fingerspelled words in one
or two presentations. Most were able to recognize the words at
the highest speed of presentation. All participants were
enthusiastic about the potential of the personal digital
translator.
Results and Future Work
We will do some fine tuning of the handshapes, as users commented
on the appearance of the thumb in some handshapes and sometimes
confused the letters “C”, “O” and
“E”.
The results of the usability test and user comments gave a clear
indication that the approach we are using for hand animation is
sound and we will be using it in our future work. We are using
these results as we work on a sentence animator.
References
[Alko99a] Alkoby, K. A Survey of ASL Tenses. <>Proceedings
of the 2nd Annual CTI Research Symposium. Chicago, Illinois,
November 4, 1999.
[ASL99] ASL Fingerspelling Dictionary, http://where.com/scott.net/asl/
[Blad98] Blades, F. and Kyle, J. Video Conference and Sign
Transmission: Studies carried out as part of the FORUM work on
video conferencing. 1998. http://www.sign-lang.uni-hamburg.de/Forum/docs/vidconf.htm
[Deaf00] Deafworld web site, http://dww.deafworldweb.org/int/us/
[Holt94] Holt, J., "Demographic, Stanford Achievement Test
– 8th Edition for Deaf and Hard of Hearing Students:
Reading Comprehension Subgroup Results".
[Klim79] Klima, E. and Bellugi,U., The Signs of Language.
Harvard University Press, 1979.
[McD00] McDonald, J.,et.al., An Improved Articulated Model of
the Human Hand, Proceedings of the 8th International Conference
in Central Europe on Computer Graphics, Visualization and
Interactive Digital Media. May 2000.
[Mich99] Personal Communicator CD, Michigan State University
Communication Technology Laboratory, 1999.
[Sedg01] Sedgwick,E.,et.al., Toward the effective animation of
ASL. Submitted to WSCG 2001.
[Ster96] Sternberg, M., The American Sign Language Dictionary,
Multicom, 1996. (CD ROM)
[Su98] Su, S.A., "VRML-based Representations of ASL -
Fingerspelling on the World-Wide Web.
[Tenn98] Tennant, R. and Brown, M. The American Sign Language
Handshape Dictionary. Washington, DC: Clerc Books, 1998.
[Tomu99] Tomuro, N.,et.al, An Alternative Method for Building a
Database for American Sign Language. Presented at the Technology
and Persons with Disabilities Conference 2000. California State
University at Northridge, Los Angeles, CA March 20-25, 2000.
[Vall93] Valli, C. and Luca, C., Linguistics of American Sign
Language, Gallaudet University Press, 1993.
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