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Gesture Vocabulary for Natural Interaction with Virtual Museums Case Study: A Process Created and Tested Within a Bilingual Deaf Children School

机译:与虚拟博物馆的自然互动姿态词汇表:在双语聋儿学校创建和测试的过程

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The research described in this paper aimed at creating a gesture interface for a 3D virtual museum developed by a research group of Image Processing. Faced to the challenge of using sound methodologies in order to create a genuine natural interface, the group joined to a Computer Human Interaction group that has worked for seven years focusing the social inclusion and development of Deaf Communities. In this context, the research investigated the state-of-the-art of Natural Interaction and gestures vocabulary creation in related literature and placed the case study at a bilingual school (Brazilian Sign Language and written Portuguese) for deaf children. The paper reports the results of some specially relevant works from literature and describes the process of developing the vocabulary together with its validation. As the main contributions of this research, we can mention the addition of a previous state – the observation of potential users interacting with the physical scenario that motivates the innovative virtual uses in order to investigate the actions and gestures used n the physical environment – to a well known author's process that has as its starting point the set of expected functions and the exemplification of a more active way of bringing potential users to the stage of defining the right gestures vocabulary, which brings more help than just interacting with users to get their opinion (asking them to match a feature to the gesture they would like to use to employ it or demonstrating a gesture and seeing what feature users would expect that gesture to trigger). Finally, the paper establishes the limitations of the results and proposes future research.
机译:本文描述的研究旨在为由研究组的图像处理组开发的3D虚拟博物馆创建一个手势界面。面对利用声音方法的挑战,以创建真正的自然界,该集团加入了一台计算机人类互动组,该组曾曾占七年的历史,其重点是聋人社区的社会包容和发展。在这种情况下,研究调查了相关文献中的自然互动和手势词汇创造的最新,并将案例研究放在双语学校(巴西手语和书面葡萄牙语)中聋儿。本文向文学报告了一些特别相关的作品的结果,并描述了与其验证一起发展词汇的过程。作为本研究的主要贡献,我们可以提及以前的状态添加 - 观察与激励创新虚拟用途的物理场景进行交互的潜在用户,以便调查使用n的动作和手势 - 到a著名的作家的过程,作为其出发点的一组预期的功能和带来的潜在用户,以确定正确的手势词汇,它带来的不仅仅是与用户互动的方式获取他们的意见更多帮助的阶段,更积极的方式例证(要求他们将一个功能与他们想要使用它或演示手势并查看用户希望预期该手势触发的手势的功能。最后,本文建立了结果的局限性,提出了未来的研究。

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