[games_access] Speech to Sign
d. michelle hinn
hinn at uiuc.edu
Sat Sep 15 19:37:28 EDT 2007
A complete aside but I was really interested in this -- I was talking
to a researcher yesterday who does work about deaf teen culture and
she mentioned to me that she was recently at a PhD dissertation
defense via video conference. The student defending was deaf. So I
asked her how that went, given that there were a variety of different
ways that she (the researcher) could be broadcast to the student, who
didn't read lips. I'd assumed that there was some sort of closed
captioning but instead they had a sign language interpreter who
translated in spoken word Jenny's (the researcher) signing to the
non-signing members of the dissertation committee when she was
signing a comment/question to the student and then she used spoken
word when talking to the committee members directly rather than the
student and the sign language interpreter would sign what was being
spoken to the student. And it worked in a way more effective way than
their early tests with live closed captioning. It was a really cool
solution that worked for everyone that could have been a disaster
before video conferencing got to today's standards and if the student
had a committee with some real $#@$#@( faculty (not that the faculty
would have been able to get away with it legally...but it's good to
know that they really accepted this "non-traditional" (at least at
the point in time where at) format and did what was fair for all AND
still academically rigorous.
Reminds me...I was going to post something more about GDC
Austin...I'll do so in a follow up email. :)
>The comments on the YouTube video do make good points. Sign Language
>conveys a lot of important information in overall body language and
>facial expressions that I'm afraid will be lost on digital characters.
>I'm glad they did this research though. The next step is to analyze
>tone of voice and layer in facial expressions to match the tone of
>>From a game developer standpoint, the only way something like this
>will be implemented in games as an alternative communication method is
>if it's software developers can license and include in their games.
>Even then, we're probably looking at hundreds, maybe thousands of
>additional animations, that all require disk and memory space.
>On 9/15/07, Barrie Ellis <barrie.ellis at oneswitch.org.uk> wrote:
>> Somewhat hammered here with some good points against...
>> I can still see some good use for this here - e.g. on-line gaming where
>> people are using a microphone for some of the gameplay - this kind of
>> interpretation gives deaf gamers a better chance of keeping up with a
>> converstation (if it works).
>> games_access mailing list
>> games_access at igda.org
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