Deaf people have serious difficulties accessing information. The support for sign language (their primary means of communication) is rarely addressed in information and communication technologies. Furthermore, there is a lack of works related to machine translation for sign language in real-time and open-domain scenarios, such as TV. To minimize these problems, in this paper, we propose an architecture for machine translation to Brazilian sign language (LIBRAS) and its integration, implementation and evaluation for digital TV systems, a real-time and open-domain scenario. The system, called LibrasTV, allows the LIBRAS windows to be Keywords Brazilian sign language • Machine translation • Accessible technologies • Digital television • Deaf people
Sign languages are natural languages used by the deaf to communicate. Currently, the use of sign language on TV is still limited to a window with a sign language interpreter showed into the original video program. This approach has some problems, such as high operational costs, need for a full-time interpreter. Some works in the scientific literature propose solutions for this problem, but there are some gaps to be addressed. In this paper, the authors propose a solution to provide support for sign language in middlewares compatible with ITU J.200 specification. The solution allows sign language content to be signed by 3D-Avatars when human interpreters are not available. To provide a case study for the proposed solution, they implemented a prototype of it using Ginga, the Brazilian DTV middleware, compliant with ITU J.200. Some tests with Brazilian deaf were also performed to evaluate the proposal.
Despite the numerous advances provided by Digital TV and Connected TV platforms, they have not provided significant gains to the television viewing experience. In the Connected TV platform, for instance, one relevant limitation is that the audiovisual content normally does not converse with the resources of these environments. In this work we propose a complementary approach to promote content-sensitive interactivity. This approach uses markup on video to promote content-sensitive interactivity based on self-contained hypermedia anchors. The anchors are self-contained metadata inserted synchronously with the narrative and contain necessary information to allow that a specific agent can lead the users to different contexts according to their interaction with the content. Our experiments show that is possible to create rich interactive narratives even with a limited set of anchor's classes, including support for pull, push and distributed modes. ResumoApesar de inúmeros avanços, as iniciativas pioneiras de interatividade na TV Digital e nas plataformas de TV Conectada ainda não trouxeram ganhos significativos para o usuário na sua experiência de assistir televisão. Nas plataformas de TV Conectada, por exemplo, uma limitação relevante é que o conteúdo audiovisual normalmente não dialoga com os recursos de tais plataformas. Neste trabalho nós propomos como abordagem complementar, o uso de técnicas de marcação em vídeo para promover interatividade de forma sensível ao conteúdo baseada na criação de âncoras hipermídia autocontidas. As âncoras autocontidas são metadados inseridos de forma sincronizada com a narrativa contendo as informações necessárias que permitam que um agente específico possa conduzir o usuário para contextos diferentes de acordo com a sua interação particular com o conteúdo apresentado. Os experimentos realizados permitiram verificar que mesmo com um conjunto limitado de classes de âncoras é possível criar narrativas interativas ricas, com suporte aos modos pull, push e distributed.A sociedade atravessa uma fase de transformação que apresenta proporções sem precedentes na sua história recente. Como reflexo de uma maciça digitalização, as pessoas passaram a se relacionar através de formas e frequências inéditas, que extrapolam ou minimizam as tradicionais barreiras sociais, culturais e geográficas. Atualmente, interagir com os outros de forma ubíqua e transparente não é apenas possível, mas imperativamente necessário, independentemente da finalidade da interação. A ampla e global disseminação do uso da Internet e a contínua oferta de novas e atrativas categorias de serviços potencializam o fenômeno, criando um círculo virtuoso que permanentemente atrai novos usuários e amplia as possibilidades de uso do ambiente. A importância dessas mudanças pode ser observada no trabalho de Gesler [11], que aponta que 38% do tempo gasto para realizar uma tarefa no trabalho, está atualmente relacionado com a colaboração do trabalhador com sua equipe e atores externos. Tal colaboração é realizada através desses novos...
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