Enhancing Affordance Through the Use of Sign Language in Virtual Reality

被引:0
|
作者
Seo, Gapyuel [1 ]
机构
[1] Hongik Univ, Sejong 30016, South Korea
关键词
Virtual Reality Game; Affordance; Sign Language;
D O I
10.1007/978-3-031-61947-2_12
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In this paper, we introduce the usage of sign language in a virtual reality game that can strengthen affordance by making important information, cues, or instructions perceptible to general players as well as those who rely on sign language as a primary means of communication. The use of sign language gestures in a game can be considered a way of strengthening affordance, particularly in the context of accessibility. Affordance refers to the perceived and potential actions that players can take with an entity or within an environment. Strengthening affordance involves making these potential actions more apparent and easily understood by players. In this study, we suggested various sign language gesture hints through the agent that can provide potential actions that are more apparent and easily understood by players to induce natural progression. We implemented sign language gestures that represent the nine actions and six emotional expressions that players need to solve puzzles and explore to progress through the game. These sign language gestures help players identify puzzle elements. Players can decide on a specific puzzle or task and understand and put into action the essential elements or steps needed to solve a puzzle. We suggest the broader concept of enhancing affordance through the use of sign language gestures, where games are designed to be playable by all people, to the greatest extent possible, without the need for adaptation or specialized design.
引用
收藏
页码:104 / 110
页数:7
相关论文
共 50 条
  • [1] Sign Language Recognition in Virtual Reality
    Schioppo, Jacob
    Meyer, Zachary
    Fabiano, Diego
    Canavan, Shaun
    2020 15TH IEEE INTERNATIONAL CONFERENCE ON AUTOMATIC FACE AND GESTURE RECOGNITION (FG 2020), 2020, : 917 - 917
  • [2] Irish Sign Language in a Virtual Reality Environment
    McCloskey, Ryan
    2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2022), 2022, : 857 - 858
  • [3] Design of Sign Language Learning Media Based on Virtual Reality
    Novaliendry, Dony
    Budayawan, Khairi
    Auvi, Rogi
    Fajri, Bayu Ramadhani
    Huda, Yasdinul
    INTERNATIONAL JOURNAL OF ONLINE AND BIOMEDICAL ENGINEERING, 2023, 19 (16) : 111 - 126
  • [4] Sign language in immersive virtual reality: design, development, and evaluation of a virtual reality learning environment prototype
    Kasapakis, Vlasios
    Dzardanova, Elena
    Vosinakis, Spyros
    Agelada, Androniki
    INTERACTIVE LEARNING ENVIRONMENTS, 2024, 32 (10) : 6657 - 6671
  • [5] Virtual Reality in Digital Education: An Affordance Network Perspective on Effective Use Behavior
    Fromm, Jennifer
    Stieglitz, Stefan
    Mirbabaie, Milad
    DATA BASE FOR ADVANCES IN INFORMATION SYSTEMS, 2024, 55 (02): : 14 - 41
  • [6] Revisiting affordance perception in contemporary virtual reality
    Bhargava, Ayush
    Lucaites, Kathryn M.
    Hartman, Leah S.
    Solini, Hannah
    Bertrand, Jeffrey W.
    Robb, Andrew C.
    Pagano, Christopher C.
    Babu, Sabarish V.
    VIRTUAL REALITY, 2020, 24 (04) : 713 - 724
  • [7] Revisiting affordance perception in contemporary virtual reality
    Ayush Bhargava
    Kathryn M. Lucaites
    Leah S. Hartman
    Hannah Solini
    Jeffrey W. Bertrand
    Andrew C. Robb
    Christopher C. Pagano
    Sabarish V. Babu
    Virtual Reality, 2020, 24 : 713 - 724
  • [8] The use of virtual reality for language investigation and learning
    Repetto, Claudia
    FRONTIERS IN PSYCHOLOGY, 2014, 5
  • [9] The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality
    Shin, Dong-Hee
    TELEMATICS AND INFORMATICS, 2017, 34 (08) : 1826 - 1836
  • [10] Enhancing Archaeological Research Through Immersive Virtual Reality
    Carrozzino, Marcello A.
    Lanfranco, Eleonora
    Rignanese, Giuseppe
    Adornato, Gianfranco
    Bergamasco, Massimo
    IEEE COMPUTER GRAPHICS AND APPLICATIONS, 2024, 44 (04) : 69 - 78