Conference Paper

A New Robotic Platform as Sign Language Tutor

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Abstract

This paper presents preliminary results from a socially interactive humanoid robot assisted Sign Language (SL) tutoring system for children with communication impairments, by means of imitation based interaction games. In this study, the 5 fingered robot platform Robovie R3 will be able to express a set of chosen words in SL using hand movements, body and face gestures. The study consists of an introductory phase, where participants are passive observers of the robot, an imitation based learning phase, where participants are motivated to imitate the signs demonstrated by the robot, and the game phase where the signs taught in the previous phases are tested within an interaction game. The aim of this interactive game phase is the reinforcement of the signs taught visually, semantically and kinematically in the previous phases in a motivating and engaging way, as well as testing the learning performance of the participants. The game also aims to improve children’s imitation and turn-taking skills and to teach the words semantically. Current paper presents results from the preliminary study with adults (without hearing disabilities).We use the humanoid robot as an assistive educational medium in this game, to evaluate the participant’s sign languagelearning ability from a robot, and comparison of different robot platforms within this setup.

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... In [33], 15 words are taught in one scenario, and this decreased the performance. In [34], using 10 words in both Nao and R3 robots resulted in a better performance. In [28] 5 words were taught in the game, and the results are quite successfull. ...
... The feedback is gived using flashcards, which enables the robot to continue its predefined order of actions. In [33] and [34] the order is defined and initiated by the flashcards. The tactiles of the robot are used to start the game and in some experiments enable the robot to dance, to motivate and entertain the participants between the tests. ...
... One of the reasons for this is the fact that the Nao robot has only 3 dependent fingers while most of the words from the i.e., TSL are performed by using 5 fingers (mostly independent, i.e one pointing a part of the face and other 4 are curled). Our current experiments are duplicated on a humanoid platform with 5 fingers and more DOF on the arms (a modified R3) to overcome these limitations [34]. ...
Chapter
This paper investigates the role of interaction and communication kinesics in human-robot interaction. It is based on a project on Sign Language (SL) tutoring through interaction games with humanoid robots. The aim of the study is to design a computational framework, which enables to motivate the children with communication problems (i.e., ASD and hearing impairments) to understand and imitate the signs implemented by the robot using the basic upper torso gestures and sound in a turn-taking manner. This framework consists of modular computational components to endow the robot the capability of perceiving the actions of the children, carrying out a game or storytelling task and tutoring the children in any desired mode, i.e., supervised and semi-supervised. Visual (colored cards), vocal (storytelling, music), touch (using tactile sensors on the robot to communicate), and motion (recognition and implementation of gestures including signs) based cues are proposed to be used for a multimodal communication between the robot, child and therapist/parent. We present an empirical and exploratory study investigating the effect of basic non-verbal gestures consisting of hand movements, body and face gestures expressed by a humanoid robot, and having comprehended the word, the child will give relevant feedback in SL or visually to the robot, according to the context of the game.
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The aim of this study is to present usable educational tools of students with special needs. Hearing impaired students cannot use text and speech based technological, educational material that is becoming a crucial tool for modern education. Like videos of signers, a signing avatar for T˙ID (Turkish Sign Language) would allow communicating information in the form of visual gestures, thus becoming usable when the use of text is unfeasible. However, compared to videos, animated avatars offer several advantages like easy reproducible of gesture sequences, control of point of view, adjusting the speed of the sign and being smaller in storage and bandwidth then videos. For this study, a signing avatar was developed to represent a portion of the social sciences course for Turkish primary education curriculum. To analyze the success and effectiveness of the interface, the performance of the text, and avatar-based interaction in a humancomputer interaction scheme using elementary school students have been compared. The results demonstrate that avatar based tutoring was more effective in assessing the child’s knowledge of certain sign language words. Since the aim was to make the signing avatar as comprehensible as possible, the results demonstrate that goal have been.
Thesis
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The aim of this thesis is to present usable educational tools of students with special needs. Hearing impaired students cannot use text and speech based technological, educational material that is becoming a crucial tool for modern education. While they are not a direct substitute for human teachers, technological support materials in education have been shown to motivate children and aid instructors. To allow the use of such methods, three applications aimed at educating deaf children using the robot, the web, and avatar-based technologies was designed. One such technological medium that can be used to connect with such children are robots. Robots are often used in children's education by making use of their inherent personified nature compared to other non-human teaching mediums. Children prefer to interact by touching during a training session. In this study, we developed a method, where two humanoid robots namely R3 and NAO are used to perform sign language gestures to communicate with children using sign languages with creating human-like hand, arm and body gestures. The most powerful aspect of the robot is its embodiment that causes children to interact with the robot socially, rather than treating it as a simple, book like education tool. One other educational tool we have developed is a signing avatar. Like videos of signers, a signing avatar for TİD would allow communicating information in the form of visual gestures, thus becoming usable when the use of text is infeasible. However, compared to videos, animated avatars offer several advantages like easy reproducibility of gesture sequences, control of point of view, adjusting the speed of the sign and being smaller in storage and bandwidth then videos. For this thesis, a signing avatar was developed to represent a portion of the social sciences course for Turkish primary education curriculum. Finally, a web and android based experimental framework was developed to perform customized human-machine interaction experiments. Sign language and drum based interaction game schemes were developed to perform in-depth analysis of different education based modalities with users from different demographics. By performing usability studies and evaluations in a gamification, scheme using turn-taking games, the effectiveness of the described three methods were analyzed. The observations and the reactions of children demonstrate that of the three technologies implemented, robot technologies may be the most effective method for assisting children. While a prototype interaction scheme and used in controlled education settings have been constructed, in their current technology level, price range and ease of operability robots such as Nao do not present an implementable option of presenting the entire primary school corpora. For that reason, a signing avatar and recreated content from the Social Sciences corpora have been implemented. While the signing avatar an imitation of videos created by signing users, it possesses the advantage of easily synthesizing novel sequences of content from existing isolated sign videos. To analyze the success and effectiveness of the developed methods, the performance of the text, signer video and avatar-based interaction in a human-computer interaction scheme using elementary school students have been compared. The results demonstrate that of the three methods, video-based methods were the most comprehensible closely followed by avatar based methods among kids who did not know how to read. Since the aim was to make the signing avatar as comprehensible as possible, the results demonstrate that goal have been.
Book
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Dil bir kâğıda benzetilebilir: Düşünce kâğıdın ön yüzü, ses ise arka yüzüdür. Kâğıdın ön yüzünü kestiniz mi, ister istemez arka yüzünü de kesmiş olursunuz. Dilde de durum aynıdır: Ne ses düşünceden ayrılabilir ne de düşünce sesten. Peki, ses olmadığında ne olur? Düşünce nasıl gelişir? Bu iki soru, dilbilimcileri işitme engelliliği, sağırlık, dil ve biliş üzerinde araştırmalar yapmaya yönlendirmiştir. Dilbilimciler yıllar süren araştırmalar sonucunda işaret dillerinin “dil” tanımına uygun olduğunu göstermiştir. Sanılanın aksine işaret dilleri konuşma dillerinden türememiştir. Tıpkı konuşma dilleri gibi karmaşık, zengin yapılara sahiptir, hem somut hem de soyut kavramları içerir. Dünyada sadece bir tane işaret dili yoktur, pek çok işaret dili vardır. Bir tanesini bilmek, diğer işaret dillerini biliyor olmak anlamına gelmez. Bu kitap, hem işaret dili dilbilimine hem de Türk İşaret Dili üzerine bilgilerimize katkıda bulunmayı hedefliyor. Birinci grup makalelerde Türk İşaret Dili'nin tarihi ve günümüzde toplumsal ve politik konumu ayrıntılarıyla incelenirken sağırlık kavramı da pek çok açıdan tartışılıyor. İkinci grup makaleler Türk İşaret Dili'ne dilbilgisel yaklaşımlardan oluşuyor. Üçüncü grup makalelerde ise Türk İşaret Dili’yle ilgili uygulamalara yer veriliyor. Engin Arık, doktora derecesini Purdue Üniversitesi Dilbilim Programı'ndan 2009 yılında aldı. Halen Medipol Üniversitesi Psikoloji Bölümü'nde yardımcı doçent.
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For more information, go to editor's website : http://www.hup.harvard.edu/catalog.php?recid=25615 Excerpts available on Google Books.
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There is an on-going study which aims to assist in teaching Sign Language (SL) to hearing impaired children by means of non-verbal communication and imitation based interaction games between a humanoid robot and the child. In this study, the robot will be able to express a word in SL among a set of chosen words using hand movements, body and face gestures. Having comprehended the word, the child will give relevant feedback to the robot. In the current study, we propose an interactive story telling game between a NAO H25 humanoid robot and preschool children based on Turkish Sign Language (TSL). Since most of the children do not know how to read and write, and they are not familiar with sign language, we prepared a short story including specially selected words which is performed by the robot verbally and with sign language as well. The children are expected to give feedback to the robot with matching colour flashcards when it implements a word in sign language. The robotic event covered 106 preschool children. The aim is to evaluate the children's sign language learning ability from a robot, and comparison of these results with the results of video based studies.
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We present results from an empirical study investigating the effect of embodiment and minimal gestures in an interactive drumming game consisting of an autonomous child-sized humanoid robot (KASPAR) playing with child participants. In this study, each participant played three games with a humanoid robot that played a drum whilst simultaneously making (or not making) head gestures. The three games included the participant interacting with the real robot (physical embodiment condition), interacting with a hidden robot when only the sound of the robot is heard (disembodiment condition; note that the term 'disembodiment' is used in this paper specifically to refer to an experimental condition where a physical robot produces the sound cues, but is not visible to the participants), or interacting with a real-time image of the robot (virtual embodiment condition). We used a mixed design where repeated measures were used to evaluate embodiment effects and independent-groups measures were used to study the gestures effects. Data from the implementation of a human–robot interaction experiment with 66 children are presented, and statistically analyzed in terms of participants' subjective experiences and drumming performance of the human–robot pair. The subjective experiences showed significant differences for the different embodiment conditions when gestures were used in terms of enjoyment of the game, and perceived intelligence and appearance of the robot. The drumming performance also differed significantly within the embodiment conditions and the presence of gestures increased these differences significantly. The presence of a physical, embodied robot enabled more interaction, better drumming and turn-taking, as well as enjoyment of the interaction, especially when the robot used gestures.
Article
People who are both deaf and blind can experience extreme social and informational isolation due to their inability to converse easily with others. To communicate, many of these individuals employ a tactile version of fingerspelling and/or sign language, gesture systems representing letters or words, respectively. These methods are far from ideal, however, as they permit interaction only with others who are in physical proximity, knowledgeable in sign language or fingerspelling, and willing to engage in one of these "hands-on-hands" communication techniques. The problem is further exacerbated by the fatigue of the fingers, hands, and arms during prolonged conversations. Mechanical hands that fingerspell may offer a solution to this communication situation. These devices can translate messages typed at a keyboard in person-to-person communication, receive TDD (Telecommunication Devices for the Deaf) telephone calls, and gain access to local and remote computers and the information they contain.
Conference Paper
This research explores feasibility of using intellectual robots as a language instruction tool for young children. Since the intellectual robots have several sensors which can recognize status of the other parties, it can perform various bi-directional interaction strategies. This study verified how such bi-directional interaction using intellectual robots affects the improvement of linguistic ability. The subjects were 34 4-year-old children, 17 of whom were in the traditional media-assisted reading program, and 17 of whom were in the Robot-assisted reading program. The results indicated that the children in the robot-assisted groups improved significantly compared with media-assisted groups in linguistic ability (story making, understanding, word recognition, PPVT (Peabody Picture Vocabulary Test)). Furthermore, the benefits and limitations of using Intelligent Robot in linguistic education are discussed.
Conference Paper
This paper gives a short overview about new human-centered robotic approaches applied to the rehabilitation of gait and upper-extremity functions in patients with movement disorders. So-called "patient-cooperative" strategies can take into account the patient's intention and efforts rather than imposing any predefined movement. It is hypothesized that such human-centered robotic approaches can improve the therapeutic outcome compared to classical rehabilitation strategies
Article
Investigation into robot-assisted intervention for children with autism spectrum disorder (ASD) has gained momentum in recent years. Therapists involved in interventions must overcome the communication impairments generally exhibited by children with ASD by adeptly inferring the affective cues of the children to adjust the intervention accordingly. Similarly, a robot must also be able to understand the affective needs of these children-an ability that the current robot-assisted ASD intervention systems lack-to achieve effective interaction that addresses the role of affective states in human-robot interaction and intervention practice. In this paper, we present a physiology-based affect-inference mechanism for robot-assisted intervention where the robot can detect the affective states of a child with ASD as discerned by a therapist and adapt its behaviors accordingly. This paper is the first step toward developing ldquounderstandingrdquo robots for use in future ASD intervention. Experimental results with six children with ASD from a proof-of-concept experiment (i.e., a robot-based basketball game) are presented. The robot learned the individual liking level of each child with regard to the game configuration and selected appropriate behaviors to present the task at his/her preferred liking level. Results show that the robot automatically predicted individual liking level in real time with 81.1% accuracy. This is the first time, to our knowledge, that the affective states of children with ASD have been detected via a physiology-based affect recognition technique in real time. This is also the first time that the impact of affect-sensitive closed-loop interaction between a robot and a child with ASD has been demonstrated experimentally.
Desirable features of a "humanoid" robot-therapist
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