ASL Sea Battle: Gamifying Sign Language Data Collection

要旨

The development of accurate machine learning models for sign languages like American Sign Language (ASL) has the potential to break down communication barriers for deaf signers. However, to date, no such models have been robust enough for real-world use. The primary barrier to enabling real-world applications is the lack of appropriate training data. Existing training sets suffer from several shortcomings: small size, limited signer diversity, lack of real-world settings, and missing or inaccurate labels. In this work, we present ASL Sea Battle, a sign language game designed to collect datasets that overcome these barriers, while also providing fun and education to users. We conduct a user study to explore the data quality that the game collects, and the user experience of playing the game. Our results suggest that ASL Sea Battle can reliably collect and label real-world sign language videos, and provides fun and education at the expense of data throughput.

受賞
Honorable Mention
著者
Danielle Bragg
Microsoft Research, Cambridge, Massachusetts, United States
Naomi Caselli
Boston University, Boston, Massachusetts, United States
John W. Gallagher
Northeastern University, Boston, Massachusetts, United States
Miriam Goldberg
Boston University, Boston, Massachusetts, United States
Courtney J. Oka
Microsoft, Cambridge, Massachusetts, United States
William Thies
Microsoft Research, Cambridge, Massachusetts, United States
DOI

10.1145/3411764.3445416

論文URL

https://doi.org/10.1145/3411764.3445416

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: Accessible Content Creation

[A] Paper Room 01, 2021-05-10 17:00:00~2021-05-10 19:00:00 / [B] Paper Room 01, 2021-05-11 01:00:00~2021-05-11 03:00:00 / [C] Paper Room 01, 2021-05-11 09:00:00~2021-05-11 11:00:00
Paper Room 01
11 件の発表
2021-05-10 17:00:00
2021-05-10 19:00:00
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