Realidade aumentada e representação de LIBRAS
This paper aims to explore the application of Augmented Reality (AR) technology in the representation of the Brazilian Sign Language (LIBRAS), the language of the Brazilian Deaf Community. In the context which the Deaf People’s access to their natural language is essential, however jeopardized, it i...
Autor principal: | Poles, Stevan de Campos |
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Formato: | Trabalho de Conclusão de Curso (Graduação) |
Idioma: | Português |
Publicado em: |
Universidade Tecnológica Federal do Paraná
2022
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Assuntos: | |
Acesso em linha: |
http://repositorio.utfpr.edu.br/jspui/handle/1/28446 |
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Resumo: |
This paper aims to explore the application of Augmented Reality (AR) technology in the representation of the Brazilian Sign Language (LIBRAS), the language of the Brazilian Deaf Community. In the context which the Deaf People’s access to their natural language is essential, however jeopardized, it is of extreme importance that new initiatives are developed and implemented to increase the possibilities of sign language representation and, therefore, allow the generation of cultural and educational materials, those which may be developed by applying AR technology in the benefit of the Deaf Community. With the popularization of the AR resources and the new interpretation possibilities that this technology may provide, it becomes interesting to further comprehend qualities that may be applied in the Sign Language representation, characterized by its visualspatial aspect. The application of the AR technology for LIBRAS representation was validated through the creation of a Proof of concept (POC), developed based on the Design Thinking methodology. This POC has undergone a qualitative evaluation performed by participants that present different knowledge levels of the Brazilian sign language. This work proposes an expansion of the representation possibilities of Sign Language offered by implementing a techno-innovative approach that aims to bring three-dimensional characteristics of the sign by the use of Augmented Reality Technology. |
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