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Akihisa Shitara

Publications and source records attributed to Akihisa Shitara.

7 recordsLinked to original sources

Learning Sign Language Recognition under Label Noise: A Study of Noise-Robust Losses for Isolated and Continuous Settings

In sign language recognition, the isolated (ISLR) classification loss treats a single label as ground truth, as does the frame-level auxiliary classifier over pseudo-labels we add to continuous (CSLR) methods, which lack one. Stylistic variation blurs ISLR annotation and the lack of temporal boundaries in CSLR forces pseudo-labels; both are noisy. We therefore apply symmetric and generalized cross entropy (SCE, GCE), robust alternatives to cross entropy (CE) from image classification, not to connectionist temporal classification but to the preceding single-label classifier. On ASL Citizen with injected symmetric noise on three backbones (three seeds for ST-GCN), robust losses cost at most 2.5 pt when labels are clean and beat CE by 2.9-10.0 pt in all six conditions at noise rate 0.2, one of which only after q was re-selected on dev. GCE gains more, but its optimal q does not transfer across backbones, whereas one SCE setting works in all nine conditions; both vary 2-11 times more than CE across runs, so a favorable point estimate does not establish stability. For CSLR (PHOENIX-2014) we report no gain; our frame-level targets carry a systematic assignment bias, making that study a diagnosis of a single configuration. At lambda_aux = 25 the pseudo-label CE auxiliary raises word error rate above the no-auxiliary baseline on VAC, CorrNet and SlowFastSign, and GCE/SCE improve on CE by 1.7-3.2 pt (three of six conditions return below that baseline). However, the three losses differ by more than an order of magnitude in effective gradient at a common lambda_aux: matching the initial gradient shrinks the gap to 0.4-0.9 pt, and lowering the CE weight alone already beats that baseline, so neither the degradation nor the improvement can be separated from the effect of the weight. We use only symmetric noise; multi-seed evaluation covers only ST-GCN and VAC isolated.

cs.CV

TofuML: A Spatio-Physical Interactive Machine Learning Device for Interactive Exploration of Machine Learning for Novices

We introduce TofuML, an interactive system designed to make machine learning (ML) concepts more accessible and engaging for non-expert users. Unlike conventional GUI-based systems, TofuML employs a physical and spatial interface consisting of a small device and a paper mat, allowing users to train and evaluate sound classification models through intuitive, toy-like interactions. Through two user studies -- a comparative study against a GUI-based version and a public event deployment -- we investigated how TofuML impacts users' engagement in the ML model creation process, their ability to provide appropriate training data, and their conception of potential applications. Our results indicated that TofuML enhanced user engagement compared to a GUI while lowering barriers for non-experts to engage with ML. Users demonstrated creativity in conceiving diverse ML applications, revealing opportunities to optimize between conceptual understanding and user engagement. These findings contribute to developing interactive ML systems/frameworks designed for a wide range of users.

cs.HC

See-Through Face Display for DHH People: Enhancing Gaze Awareness in Remote Sign Language Conversations with Camera-Behind Displays

This paper presents a sign language conversation system based on the See-Through Face Display to address the challenge of maintaining eye contact in remote sign language interactions. A camera positioned behind a transparent display allows users to look at the face of their conversation partner while appearing to maintain direct eye contact. Unlike conventional methods that rely on software-based gaze correction or large-scale half-mirror setups, this design reduces visual distortions and simplifies installation. We implemented and evaluated a videoconferencing system that integrates See-Through Face Display, comparing it to traditional videoconferencing methods. We explore its potential applications for Deaf and Hard of Hearing (DHH), including multi-party sign language conversations, corpus collection, remote interpretation, and AI-driven sign language avatars. Collaboration with DHH communities will be key to refining the system for real-world use and ensuring its practical deployment.

cs.HC

SHITARA: Sending Haptic Induced Touchable Alarm by Ring-shaped Air vortex

Social interaction begins with the other person's attention, but it is difficult for a d/Deaf or hard-of-hearing (DHH) person to notice the initial conversation cues. Wearable or visual devices have been proposed previously. However, these devices are cumbersome to wear or must stay within the DHH person's vision. In this study, we have proposed SHITARA, a novel accessibility method with air vortex rings that provides a non-contact haptic cue for a DHH person. We have developed a proof-of-concept device and determined the air vortex ring's accuracy, noticeability and comfortability when it hits a DHH's hair. Though strength, accuracy, and noticeability of air vortex rings decrease as the distance between the air vortex ring generator and the user increases, we have demonstrated that the air vortex ring is noticeable up to 2.5 meters away. Moreover, the optimum strength is found for each distance from a DHH.

cs.HC

HaptStarter: Designing Haptic Stimulus Start System for Deaf and Hard of Hearing Sprinters

In this study, we design and develop HaptStarter -- a haptic stimulus start system -- to improve the starting performance of the deaf and hard of hearing (DHH) sprinters. A DHH person has a physical ability nearly equivalent to hearing; however, the difficulties in perceiving audio information lead to differences in their performance in sports. Furthermore, the visual reaction time is slower than the auditory reaction time (ART), while the haptic reaction time is equivalent to it. However, a light stimulus start system is increasingly being used in sprint races to aid DHH sprinters. In this study, we design a brand-new haptic stimulus start system for DHH sprinters; we also determine and leverage an optimum haptic stimulus interface. The proposed method has the potential to contribute toward the development of prototypes based on the universal design principle for everyone (DHH, blind and low-vision, and other disabled sprinters with wheelchairs or artificial arms or legs, etc.) by focusing on the overlapping area of sports and disability with human-computer interaction.

cs.HC

Technical Understanding from IML Hands-on Experience: A Study through a Public Event for Science Museum Visitors

While AI technology is becoming increasingly prevalent in our daily lives, the comprehension of machine learning (ML) among non-experts remains limited. Interactive machine learning (IML) has the potential to serve as a tool for end users, but many existing IML systems are designed for users with a certain level of expertise. Consequently, it remains unclear whether IML experiences can enhance the comprehension of ordinary users. In this study, we conducted a public event using an IML system to assess whether participants could gain technical comprehension through hands-on IML experiences. We implemented an interactive sound classification system featuring visualization of internal feature representation and invited visitors at a science museum to freely interact with it. By analyzing user behavior and questionnaire responses, we discuss the potential and limitations of IML systems as a tool for promoting technical comprehension among non-experts.

cs.HC

See-Through Captions: Real-Time Captioning on Transparent Display for Deaf and Hard-of-Hearing People

Real-time captioning is a useful technique for deaf and hard-of-hearing (DHH) people to talk to hearing people. With the improvement in device performance and the accuracy of automatic speech recognition (ASR), real-time captioning is becoming an important tool for helping DHH people in their daily lives. To realize higher-quality communication and overcome the limitations of mobile and augmented-reality devices, real-time captioning that can be used comfortably while maintaining nonverbal communication and preventing incorrect recognition is required. Therefore, we propose a real-time captioning system that uses a transparent display. In this system, the captions are presented on both sides of the display to address the problem of incorrect ASR, and the highly transparent display makes it possible to see both the body language and the captions.

cs.HC