Talking arms and hands
by Bob Achgill · in Artist Corner · 04/09/2005 (1:47 pm) · 3 replies
Our goal is to make it fun for every kid on the planet to learn at least one sign language. To do this we want to make it as easy as possible for animators such as yourselves using TGE to use our arms and hands on your characters so that in the field of play team members can speak sign language to each other to communicate team information or plans.
What is the best way you can suggest that we package our arms/hands engine to make it easy for you to pick up and use these smart appendages?
Our sign database will have every sign language of the world that a volunteer from that language group wants to enter. Our primary use of the hands/arms is to help with a world wide literacy program we have developed. The hands/arms will help deaf kids to learn to read their host country text. The lexicon covers 1700 meanings. And the lexicon will have exact cross reference between every meaning for every text language that a volunteer will enter. So if a player types in a message in Vietnamese the hands of his avatar will sign that message in any sign language the player chooses. e.g. Chinese Sign language. There are more than 114 sign languages in the world. And our Unicode lexicon can accept 5000+ different text languages that kids could type their messages in. Don't worry developers... you can make precanned messages in English or whatever is your native language and these canned messages will be echoed to the senders screen in his language of choice and correctly will find the correct hand signs to string together to say the sentence. We will take care of all that in our engine.
Our secondary goal is to make sign language ubiquitous... which means we want kids to see sign language everywhere so they can learn it more easily. If we can make it easy for game developers to include the signing function for free into their creations then kids in time will see the characters in their favorite games start to be able to speak with hand signs. This way we hope to help more of the general public at a young age to learn how to communicate with the deaf around them. And actually feel supercharged to exercise their newly acquired skills.
By way of application...
Think in terms for example how the Americans we so glad to have their own Native American Indians during WW2 to be the radio operators because the opposition did not know that language. The radio operators could speak freely over the radio and the enemy could not understand them.
In a like manner kids from various places around the world that have learned a certain sign language could team together for play and could visually communicate with one another using sign language and understand each other even though neither team member knows each others native spoken language. The knowledge of the hand sign language is their common bridge of communication.
One team member could watch through binoculars as a fellow team member communicates location for artillery coordinates, or passes plands to rendezvous at the tall hill, beyond the lake.
Or maybe the when the priest tries to convert an enemy soldier he says some riddle with hand language and if the soldier can answer the riddle with Yes or No correctly then he won't get converted and escapes. I don't know ... you will think of ways to use this communication tool and never want to go back. If it's easy enough to incorporate.
What is the best way you can suggest that we package our arms/hands engine to make it easy for you to pick up and use these smart appendages?
Our sign database will have every sign language of the world that a volunteer from that language group wants to enter. Our primary use of the hands/arms is to help with a world wide literacy program we have developed. The hands/arms will help deaf kids to learn to read their host country text. The lexicon covers 1700 meanings. And the lexicon will have exact cross reference between every meaning for every text language that a volunteer will enter. So if a player types in a message in Vietnamese the hands of his avatar will sign that message in any sign language the player chooses. e.g. Chinese Sign language. There are more than 114 sign languages in the world. And our Unicode lexicon can accept 5000+ different text languages that kids could type their messages in. Don't worry developers... you can make precanned messages in English or whatever is your native language and these canned messages will be echoed to the senders screen in his language of choice and correctly will find the correct hand signs to string together to say the sentence. We will take care of all that in our engine.
Our secondary goal is to make sign language ubiquitous... which means we want kids to see sign language everywhere so they can learn it more easily. If we can make it easy for game developers to include the signing function for free into their creations then kids in time will see the characters in their favorite games start to be able to speak with hand signs. This way we hope to help more of the general public at a young age to learn how to communicate with the deaf around them. And actually feel supercharged to exercise their newly acquired skills.
By way of application...
Think in terms for example how the Americans we so glad to have their own Native American Indians during WW2 to be the radio operators because the opposition did not know that language. The radio operators could speak freely over the radio and the enemy could not understand them.
In a like manner kids from various places around the world that have learned a certain sign language could team together for play and could visually communicate with one another using sign language and understand each other even though neither team member knows each others native spoken language. The knowledge of the hand sign language is their common bridge of communication.
One team member could watch through binoculars as a fellow team member communicates location for artillery coordinates, or passes plands to rendezvous at the tall hill, beyond the lake.
Or maybe the when the priest tries to convert an enemy soldier he says some riddle with hand language and if the soldier can answer the riddle with Yes or No correctly then he won't get converted and escapes. I don't know ... you will think of ways to use this communication tool and never want to go back. If it's easy enough to incorporate.
#2
What format are the animations in? FBX, application specific(3dmax, maya, etc) or proprietory?
What is a MINIMUM set of signs that can be used in-game? 10, 20, 100?
Of course if the game is about signing then 100 seems reasonable - 1000 less so.
Just curious. Sounds very interesting :)
J.
04/10/2005 (3:05 pm)
I think it's a wonderful idea Bob but I'm curious. Sign language is about body language and facial expression providing context to the words being signed. Do you see this as a minor issue? What format are the animations in? FBX, application specific(3dmax, maya, etc) or proprietory?
What is a MINIMUM set of signs that can be used in-game? 10, 20, 100?
Of course if the game is about signing then 100 seems reasonable - 1000 less so.
Just curious. Sounds very interesting :)
J.
#3
- Use as few signs as you like but the engine will automatically be able to deliver a sign from the 1,700 meaning lexicon. Granted the volunteer has loaded all of them. What I mean to say is the game developer will not have to worry about maintaining the sign database e.g. Chinese sign language ... it will be provided and updated to the user platform by via on-line subscription from our volunteer database/ volunteer peer server network.
- May I clarify... The proposed sign assist capability in games is not about artistically reproducing "spoken" native sign language. That step is a wholly different task better left to computers that only rich kids can play on. The point is made that games offer the undivided attention of 100's of millions of kids each day. Why not put some potentially valuable visual sound bites into their eye gate in the course of their play. Seeing/memorizing raw signs now will provide for later recall when a kid may find a motivated moment to try to communicate with a deaf person. Much like learning a 100 keys words before going to visit another country will provide survival level of communication skill. Relationship can take over from there till they learn more from the new deaf acquaintance.
The sign engine will give kids stepping stones for which to be able to cross a river (of sign language) as opposed to teaching them to swim in the river. :o)
Who wants to be the first to experiment with the sign engine in their game? BobAchgill(at)hotmail.co
Bob
04/12/2005 (2:43 am)
- The animation format at this point will be maintained closed format to preserve the investment of the volunteer community that dedicate their time toward sign creation and quality review. No need to let big firms' development cycles dictate the course of what volunteers are charting.- Use as few signs as you like but the engine will automatically be able to deliver a sign from the 1,700 meaning lexicon. Granted the volunteer has loaded all of them. What I mean to say is the game developer will not have to worry about maintaining the sign database e.g. Chinese sign language ... it will be provided and updated to the user platform by via on-line subscription from our volunteer database/ volunteer peer server network.
- May I clarify... The proposed sign assist capability in games is not about artistically reproducing "spoken" native sign language. That step is a wholly different task better left to computers that only rich kids can play on. The point is made that games offer the undivided attention of 100's of millions of kids each day. Why not put some potentially valuable visual sound bites into their eye gate in the course of their play. Seeing/memorizing raw signs now will provide for later recall when a kid may find a motivated moment to try to communicate with a deaf person. Much like learning a 100 keys words before going to visit another country will provide survival level of communication skill. Relationship can take over from there till they learn more from the new deaf acquaintance.
The sign engine will give kids stepping stones for which to be able to cross a river (of sign language) as opposed to teaching them to swim in the river. :o)
Who wants to be the first to experiment with the sign engine in their game? BobAchgill(at)hotmail.co
Bob
Bob Achgill
The idea is to make it fun for kids to become expert in a certain sign language in order to play the game more effectively. Then they will be thrilled every chance they get to use what they learned with a deaf class mate. This will over time reduce the barriers that deaf folk have with their surrounding world. Kids who learn for example, the international hand sign language, will be able to travel anywhere in the world and communicate with fellow gamers young and old when they get off the airplane. :)
So how do you recommend us making the interface for you to easily use our animated hands and arms on any or all of your characters?
And if you want to join our project we would be really honored. BobAchgill at hotmail
Comments? Suggestions??
Bob Achgill