2016
DOI: 10.1007/s10209-016-0504-x
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Signing avatars: making education more inclusive

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Cited by 14 publications
(22 citation statements)
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“…Based on the information of the authors Jaime-Gil et Optical as well as nonoptical systems were used by the studies in our review. Within the group of optical MCSs, the systems can be further distinguished depending on whether or not they use markers: nine studies used markerless systems [12,14,16,17,[48][49][50][51][52] and eight studies used marker-based systems [11,15,18,[53][54][55][56][57]. Among markerless systems, the Kinect was used in six out of nine studies.…”
Section: The Types Of Systems and The Systems Usedmentioning
confidence: 99%
See 1 more Smart Citation
“…Based on the information of the authors Jaime-Gil et Optical as well as nonoptical systems were used by the studies in our review. Within the group of optical MCSs, the systems can be further distinguished depending on whether or not they use markers: nine studies used markerless systems [12,14,16,17,[48][49][50][51][52] and eight studies used marker-based systems [11,15,18,[53][54][55][56][57]. Among markerless systems, the Kinect was used in six out of nine studies.…”
Section: The Types Of Systems and The Systems Usedmentioning
confidence: 99%
“…The Vicon system was used three times [18,53,54]. De Martino et al [54] stated that they used Vicon Cara.…”
Section: The Types Of Systems and The Systems Usedmentioning
confidence: 99%
“…Not much research has been done on technology-based products for learning sign language in the initial stages . The user interaction provided by current technology based application is minimal (Cempre et al, 2013;Reis et al, 2015;Mokhtar and Anuar, 2015;Boulares and Jemni, 2012;Kasim and Wai, 2013;De Martino et al, 2017). Most of the existing products available as mobile applications could convert only displayed text/character into the corresponding sign language.…”
Section: Tools For Sign Language Learningmentioning
confidence: 99%
“…Virtual avatars are used extensively in different research fields such as gaming [9,37], education [11,54,81], or social virtual environments (VE) [15,16,29,36,88]. There is a large body of work that investigated the perception of virtual avatars (e.g., [62]) or studied people's body ownership of a virtual avatar (e.g., [25]).…”
Section: Introductionmentioning
confidence: 99%