1982 ◽  
Vol 27 (6) ◽  
pp. 475-476
Author(s):  
Robert J. Matthews

2021 ◽  
Vol 14 (2) ◽  
pp. 1-45
Author(s):  
Danielle Bragg ◽  
Naomi Caselli ◽  
Julie A. Hochgesang ◽  
Matt Huenerfauth ◽  
Leah Katz-Hernandez ◽  
...  

Sign language datasets are essential to developing many sign language technologies. In particular, datasets are required for training artificial intelligence (AI) and machine learning (ML) systems. Though the idea of using AI/ML for sign languages is not new, technology has now advanced to a point where developing such sign language technologies is becoming increasingly tractable. This critical juncture provides an opportunity to be thoughtful about an array of Fairness, Accountability, Transparency, and Ethics (FATE) considerations. Sign language datasets typically contain recordings of people signing, which is highly personal. The rights and responsibilities of the parties involved in data collection and storage are also complex and involve individual data contributors, data collectors or owners, and data users who may interact through a variety of exchange and access mechanisms. Deaf community members (and signers, more generally) are also central stakeholders in any end applications of sign language data. The centrality of sign language to deaf culture identity, coupled with a history of oppression, makes usage by technologists particularly sensitive. This piece presents many of these issues that characterize working with sign language AI datasets, based on the authors’ experiences living, working, and studying in this space.


Author(s):  
Boby Ferdianza

History belongs to a compulsory element in the teaching and learning at school. It can help students to know and more appreciate the past events. The number of history materials taught at school sometimes causes difficulty for students to learn. The lack of facilities and learning media which can attract student’s interest becomes the main factors of student’s difficulty in learning Social Science. Learning medium is very vital to determine what materials students can learn. One of solutions to solve difficulty in learning history is by creating new learning medium in the form of educational game as it can arouse student’s ability in thinking. One of the games teaching history particularly the history of Surabaya is Dreamcatcher: War of Surabaya. This game was designed based on historical events in Surabaya composed in an attractive story. It is completed with quiz to improve student’s memory. Game “Dreamcatcher: War of Surabaya” can be played with android platform and it is considered successful in teaching the history of Surabaya as it could improve students’ abilities on Surabaya history by 113.7% based on the results of pre-and post-tests.


2018 ◽  
Vol 1 (2) ◽  
pp. 125-135
Author(s):  
Yanuar Rahman ◽  
Hendy Hertiasa

History is a reflection to characters of the nation that should not be forgotten, because there are so many lessons and could be gained by understanding it. But in reality history lessons did not always get a proper place in the learning process of students in high school. This research wants to dig deeper and find alternative solutions for historical learning process, especially about how to introduce chronological history of the sumpah palapa through an exciting gaming media as part of the learning process to teenagers. The research process is also looking for alternative ways of designing gameplay and visually appropriate for the game. The method used in this research is a systematic and continuous action reserach, to understand the context of learning used constructivism learning methods, as well as related theories in the realm of education and psychology in order to enrich the rationale of this research. The results of the research produced through literature review, observation, discussion and experiments to obtain data, will be used as a basis in the design of content and visual games. A final challenge of this game design process is to create a game that contextual and parallel with the goal of teaching history in Indonesia, as a means to develop the good character of young people for the nation by strengthen the sense of history to the youth as the primary user.


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