@inproceedings{quandt-etal-2022-signing,
title = "Signing Avatars in a New Dimension: Challenges and Opportunities in Virtual Reality",
author = "Quandt, Lorna and
Lamberton, Jason and
Leannah, Carly and
Willis, Athena and
Malzkuhn, Melissa",
editor = "Efthimiou, Eleni and
Fotinea, Stavroula-Evita and
Hanke, Thomas and
McDonald, John C. and
Shterionov, Dimitar and
Wolfe, Rosalee",
booktitle = "Proceedings of the 7th International Workshop on Sign Language Translation and Avatar Technology: The Junction of the Visual and the Textual: Challenges and Perspectives",
month = jun,
year = "2022",
address = "Marseille, France",
publisher = "European Language Resources Association",
url = "https://aclanthology.org/2022.sltat-1.13",
pages = "85--90",
abstract = "With improved and more easily accessible technology, immersive virtual reality (VR) head-mounted devices have become more ubiquitous. As signing avatar technology improves, virtual reality presents a new and relatively unexplored application for signing avatars. This paper discusses two primary ways that signed language can be represented in immersive virtual spaces: 1) Third-person, in which the VR user sees a character who communicates in signed language; and 2) First-person, in which the VR user produces signed content themselves, tracked by the head-mounted device and visible to the user herself (and/or to other users) in the virtual environment. We will discuss the unique affordances granted by virtual reality and how signing avatars might bring accessibility and new opportunities to virtual spaces. We will then discuss the limitations of signed con-tent in virtual reality concerning virtual signers shown from both third- and first-person perspectives.",
}
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<abstract>With improved and more easily accessible technology, immersive virtual reality (VR) head-mounted devices have become more ubiquitous. As signing avatar technology improves, virtual reality presents a new and relatively unexplored application for signing avatars. This paper discusses two primary ways that signed language can be represented in immersive virtual spaces: 1) Third-person, in which the VR user sees a character who communicates in signed language; and 2) First-person, in which the VR user produces signed content themselves, tracked by the head-mounted device and visible to the user herself (and/or to other users) in the virtual environment. We will discuss the unique affordances granted by virtual reality and how signing avatars might bring accessibility and new opportunities to virtual spaces. We will then discuss the limitations of signed con-tent in virtual reality concerning virtual signers shown from both third- and first-person perspectives.</abstract>
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%0 Conference Proceedings
%T Signing Avatars in a New Dimension: Challenges and Opportunities in Virtual Reality
%A Quandt, Lorna
%A Lamberton, Jason
%A Leannah, Carly
%A Willis, Athena
%A Malzkuhn, Melissa
%Y Efthimiou, Eleni
%Y Fotinea, Stavroula-Evita
%Y Hanke, Thomas
%Y McDonald, John C.
%Y Shterionov, Dimitar
%Y Wolfe, Rosalee
%S Proceedings of the 7th International Workshop on Sign Language Translation and Avatar Technology: The Junction of the Visual and the Textual: Challenges and Perspectives
%D 2022
%8 June
%I European Language Resources Association
%C Marseille, France
%F quandt-etal-2022-signing
%X With improved and more easily accessible technology, immersive virtual reality (VR) head-mounted devices have become more ubiquitous. As signing avatar technology improves, virtual reality presents a new and relatively unexplored application for signing avatars. This paper discusses two primary ways that signed language can be represented in immersive virtual spaces: 1) Third-person, in which the VR user sees a character who communicates in signed language; and 2) First-person, in which the VR user produces signed content themselves, tracked by the head-mounted device and visible to the user herself (and/or to other users) in the virtual environment. We will discuss the unique affordances granted by virtual reality and how signing avatars might bring accessibility and new opportunities to virtual spaces. We will then discuss the limitations of signed con-tent in virtual reality concerning virtual signers shown from both third- and first-person perspectives.
%U https://aclanthology.org/2022.sltat-1.13
%P 85-90
Markdown (Informal)
[Signing Avatars in a New Dimension: Challenges and Opportunities in Virtual Reality](https://aclanthology.org/2022.sltat-1.13) (Quandt et al., SLTAT 2022)
ACL
- Lorna Quandt, Jason Lamberton, Carly Leannah, Athena Willis, and Melissa Malzkuhn. 2022. Signing Avatars in a New Dimension: Challenges and Opportunities in Virtual Reality. In Proceedings of the 7th International Workshop on Sign Language Translation and Avatar Technology: The Junction of the Visual and the Textual: Challenges and Perspectives, pages 85–90, Marseille, France. European Language Resources Association.