AlphabetSign:Gamifying Signs with DeepLearning

  • Unique Paper ID: 165008
  • PageNo: 2469-2472
  • Abstract:
  • It has always been difficult to close the communication gap between hearing and deaf or hard-of-hearing people. There are now chances to overcome this obstacle because of developments in computer vision and natural language processing. We provide an interactive game application to help people learn sign language through text-to-image conversion. By accurately converting text into sign graphics, the core capability makes learning interesting and instructive. Our interactive, text-input-friendly "AlphabetSigns: Gamifying Sign Language with Deep Learning" was created in Python using Tkinter. The goal of this text-to-sign conversion game is to provide people with an enjoyable and engaging approach to learn sign language, all while acting as an accessible educational resource. The application ensures a simple and inclusive learning experience for users of all ages by removing the complications involved with voice recognition and camera-based gesture interpretation, and instead concentrating on translating text inputs into visuals in sign language. The creative method used in this application advances the development of assistive educational technologies in addition to encouraging the broad use of sign language. With this study, we show how machine learning and interactive gaming components can be used to enhance language acquisition and communication among the deaf and hard-of-hearing population.

Copyright & License

Copyright © 2026 Authors retain the copyright of this article. This article is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

BibTeX

@article{165008,
        author = {Pilli.Akshitha and Chakilam.Akshitha and Gade.Athwika and Pasupuleti.Bhanu Srinija and Manne.Bharghavi and Sankaran Ramesh Kumar},
        title = {AlphabetSign:Gamifying Signs with DeepLearning},
        journal = {International Journal of Innovative Research in Technology},
        year = {},
        volume = {10},
        number = {12},
        pages = {2469-2472},
        issn = {2349-6002},
        url = {https://ijirt.org/article?manuscript=165008},
        abstract = {It has always been difficult to close the communication gap between hearing and deaf or hard-of-hearing people. There are now chances to overcome this obstacle because of developments in computer vision and natural language processing. We provide an interactive game application to help people learn sign language through text-to-image conversion. By accurately converting text into sign graphics, the core capability makes learning interesting and instructive. Our interactive, text-input-friendly "AlphabetSigns: Gamifying Sign Language with Deep Learning" was created in Python using Tkinter. The goal of this text-to-sign conversion game is to provide people with an enjoyable and engaging approach to learn sign language, all while acting as an accessible educational resource. The application ensures a simple and inclusive learning experience for users of all ages by removing the complications involved with voice recognition and camera-based gesture interpretation, and instead concentrating on translating text inputs into visuals in sign language. The creative method used in this application advances the development of assistive educational technologies in addition to encouraging the broad use of sign language. With this study, we show how machine learning and interactive gaming components can be used to enhance language acquisition and communication among the deaf and hard-of-hearing population.},
        keywords = {},
        month = {},
        }

Cite This Article

Pilli.Akshitha, , & Chakilam.Akshitha, , & Gade.Athwika, , & Srinija, P., & Manne.Bharghavi, , & Kumar, S. R. (). AlphabetSign:Gamifying Signs with DeepLearning. International Journal of Innovative Research in Technology (IJIRT), 10(12), 2469–2472.

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