Emre Kurtoğlu, Kenneth DeHaan, Caroline Kobek Pezzarossi, Darrin J. Griffin, Chris Crawford, Sevgi Z. Gurbuz
{"title":"Interactive learning of natural sign language with radar","authors":"Emre Kurtoğlu, Kenneth DeHaan, Caroline Kobek Pezzarossi, Darrin J. Griffin, Chris Crawford, Sevgi Z. Gurbuz","doi":"10.1049/rsn2.12565","DOIUrl":null,"url":null,"abstract":"<p>Over the past decade, there have been great advancements in radio frequency sensor technology for human–computer interaction applications, such as gesture recognition, and human activity recognition more broadly. While there is a significant amount of study on these topics, in most cases, experimental data are acquired in controlled settings by directing participants what motion to articulate. However, especially for communicative motions, such as sign language, such directed data sets do not accurately capture natural, in situ articulations. This results in a difference in the distribution of directed American Sign Language (ASL) versus natural ASL, which severely degrades natural sign language recognition in real-world scenarios. To overcome these challenges and acquire more representative data for training deep models, the authors develop an interactive gaming environment, ChessSIGN, which records video and radar data of participants as they play the game <i>without any external direction</i>. The authors investigate various ways of generating synthetic samples from directed ASL data, but show that ultimately such data does not offer much improvement over just initialising using imagery from ImageNet. In contrast, an interactive learning paradigm is proposed by the authors in which model training is shown to improve as more and more natural ASL samples are acquired and augmented via synthetic samples generated from a physics-aware generative adversarial network. The authors show that the proposed approach enables the recognition of natural ASL in a real-world setting, achieving an accuracy of 69% for 29 ASL signs—a 60% improvement over conventional training with directed ASL data.</p>","PeriodicalId":50377,"journal":{"name":"Iet Radar Sonar and Navigation","volume":"18 8","pages":"1203-1216"},"PeriodicalIF":1.4000,"publicationDate":"2024-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1049/rsn2.12565","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Iet Radar Sonar and Navigation","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1049/rsn2.12565","RegionNum":4,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"ENGINEERING, ELECTRICAL & ELECTRONIC","Score":null,"Total":0}
引用次数: 0
Abstract
Over the past decade, there have been great advancements in radio frequency sensor technology for human–computer interaction applications, such as gesture recognition, and human activity recognition more broadly. While there is a significant amount of study on these topics, in most cases, experimental data are acquired in controlled settings by directing participants what motion to articulate. However, especially for communicative motions, such as sign language, such directed data sets do not accurately capture natural, in situ articulations. This results in a difference in the distribution of directed American Sign Language (ASL) versus natural ASL, which severely degrades natural sign language recognition in real-world scenarios. To overcome these challenges and acquire more representative data for training deep models, the authors develop an interactive gaming environment, ChessSIGN, which records video and radar data of participants as they play the game without any external direction. The authors investigate various ways of generating synthetic samples from directed ASL data, but show that ultimately such data does not offer much improvement over just initialising using imagery from ImageNet. In contrast, an interactive learning paradigm is proposed by the authors in which model training is shown to improve as more and more natural ASL samples are acquired and augmented via synthetic samples generated from a physics-aware generative adversarial network. The authors show that the proposed approach enables the recognition of natural ASL in a real-world setting, achieving an accuracy of 69% for 29 ASL signs—a 60% improvement over conventional training with directed ASL data.
过去十年间,射频传感器技术在人机交互应用领域取得了巨大进步,例如手势识别和更广泛的人类活动识别。虽然对这些主题进行了大量研究,但在大多数情况下,实验数据都是在受控环境下通过指导参与者做出何种动作来获取的。然而,特别是对于手语等交流动作,这种指导性数据集并不能准确捕捉到自然的、原位的发音。这导致定向美式手语(ASL)与自然手语的分布存在差异,严重降低了真实世界场景中的自然手语识别能力。为了克服这些挑战并获取更有代表性的数据来训练深度模型,作者开发了一种交互式游戏环境--ChessSIGN,它可以记录参与者在没有任何外部指令的情况下进行游戏时的视频和雷达数据。作者研究了从定向 ASL 数据生成合成样本的各种方法,但结果表明,这些数据最终并没有比仅使用 ImageNet 的图像进行初始化有多大改进。与此相反,作者提出了一种交互式学习范式,在这种范式中,随着获取越来越多的自然 ASL 样本,并通过物理感知生成式对抗网络生成的合成样本对其进行增强,模型训练就会得到改善。作者的研究表明,所提出的方法能够在真实世界环境中识别自然 ASL,对 29 种 ASL 符号的识别准确率达到 69%,比传统的定向 ASL 数据训练提高了 60%。
期刊介绍:
IET Radar, Sonar & Navigation covers the theory and practice of systems and signals for radar, sonar, radiolocation, navigation, and surveillance purposes, in aerospace and terrestrial applications.
Examples include advances in waveform design, clutter and detection, electronic warfare, adaptive array and superresolution methods, tracking algorithms, synthetic aperture, and target recognition techniques.