Evolution and Trends in Sign Language Avatar Systems: Unveiling a 40-Year Journey via Systematic Review
Abstract
:1. Introduction
- RQ1: What is the bibliographic information of the existing SL avatars?
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- SRQ1a: What are the most frequent keywords used and what is the related co-occurrence network?
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- SRQ1b: What is the trend on the number of papers published per year?
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- SRQ1c: What are the different publication venues used by the authors?
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- SRQ1d: Which country is the most active in publishing in the area of sign language avatars? What is the collaboration relationship between countries?
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- SRQ1e: Who are the most active authors? What is the trend of collaboration amongst authors?
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- SRQ1f: What are the most relevant affiliations?
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- SRQ1g: What is the sign language most studied for SL avatars?
- RQ2: What are the technologies used in developing SL avatars?
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- SRQ2a: What are the methods used for SL synthesis?
- ⚬
- SRQ2b: What are the techniques used to animate SL avatars?
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- SRQ2c: What are the characteristics of SL corpus and the annotation techniques used?
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- SRQ2d: What are the techniques used for generating facial expressions?
- RQ3: What are the evaluation methods and metrics used to evaluate SL avatar systems?
2. Background
2.1. Sign Language Synthesis
2.2. Sign Language Databases
2.3. Animating SL Avatars
2.4. Facial Expressions
2.5. Evaluation of SL Avatars
3. Methodology
3.1. Eligibility Criteria
3.2. Information Sources
3.3. Search Strategy
3.4. Selection Process
3.5. Quality Assessment
- Are the aims and research questions clearly stated and directed towards avatar technology and its production?
- Are all the study questions answered?
- Are the techniques/methodologies used in the study for avatar production fully defined and documented?
- Are the limitations of this study adequately addressed?
- How clear and coherent is the reporting?
- Are the measures used in the study the most relevant ones for answering the research questions?
- How well does the evaluation address its original aims and purpose?
4. Results and Discussion
4.1. Selected Studies
4.2. RQ1: Bibliometric Analysis of the Selected Studies
4.2.1. SRQ1a: Keyword Analysis
4.2.2. SRQ1b: Trend of Published Papers Per Year
4.2.3. SRQ1c: Publication Venues
4.2.4. SRQ1d: Country-Wise Analysis
4.2.5. SRQ1e: Author-Wise Analysis
4.2.6. SRQ1f: Relevant Affiliations
4.2.7. SRQ1g: Most Studied Sign Language for SL Avatars
4.3. RQ2: Technologies Used in Development of SL Avatars
4.3.1. SRQ2a: Sign Language Synthesis
4.3.2. SRQ2b: Sign Language Animation Techniques
4.3.3. SRQ2c: Sign Language Corpora Characteristics and Annotation Techniques
4.3.4. SRQ2d: Sign Language Facial Expressions Generation
4.4. RQ3: Evaluation Methods and Metrics of SL Avatars
5. Discussion
6. Conclusions
7. Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Inclusion Criteria | Exclusion Criteria |
---|---|
Paper is on SL Avatar systems | Duplicate studies found in multiple databases |
Paper is published between the years 1982 and 2022 | Full paper is not available |
Paper is written in English | Paper is shorter than 4 pages. |
Paper has full-text availability in the information sources | Paper is purely theoretical/adds to background only |
Paper directly answers one or more of the research questions |
Database | Link |
---|---|
ACM Digital Library | https://dl.acm.org/ (accessed on 2 February 2023) |
Google Scholar | https://scholar.google.com/ (accessed on 2 February 2023) |
IEEEXplore | https://ieeexplore.ieee.org/Xplore/home.jsp (accessed on 2 February 2023) |
Scopus | https://www.scopus.com/ (accessed on 2 February 2023) |
Springer Link | https://link.springer.com/ (accessed on 2 February 2023) |
ScienceDirect | https://www.sciencedirect.com/ (accessed on 2 February 2023) |
Category 1 | Category 2 |
---|---|
Avatar | Signing |
Virtual | Sign language |
Computer animations of humans | Signers |
Online Database | Search String | Filters |
---|---|---|
ACM Digital Library | (“avatar*” OR “virtual” OR “computer animations of humans”) AND (“sign language*” OR “signer*” OR “signing”) |
|
Google Scholar | allintitle:((“avatar*” OR “virtual” OR “computer animation of humans”) AND (“sign language*” OR “signing” OR “signer*”)) |
|
IEEEXplore | ((“avatar*” OR “virtual” OR “computer animations of humans”) AND (“sign language*” OR “signer*” OR “signing”)) |
|
Scopus | TITLE-ABS-KEY ((“avatar*” OR “virtual” OR „computer animation of humans”) AND (“sign language” OR “signing” OR “signer”)) AND PUBYEAR > 1981 AND PUBYEAR < 2023 AND (LIMIT-TO (DOCTYPE, “cp”) OR LIMIT-TO (DOCTYPE, “ar”)) |
|
SpringerLink | “Sign language avatar” OR “signing avatar” OR “virtual signer” OR “computer animation of humans” |
using the key string with cat 1 and cat 2 resulted in 10 k+ results |
ScienceDirect | ((“avatar” OR “virtual” OR “computer animations of humans”) AND (“sign language” OR “signer” OR “signing”)) |
|
Ref. | Title | Year | Publication Venue | Cities | Avatar |
---|---|---|---|---|---|
[41] | Development of a legible deaf-signing virtual human | 1999 | conference | 1 | Simon |
[42] | Generation of signed sentences by an avatar from their textual description | 2002 | conference | 1 | |
[43] | TESSA, a system to aid communication with deaf people | 2002 | conference | 2 | TESSA |
[44] | A Real-Time Interactive Nonverbal Communication System through Semantic Feature Extraction as an Interlingua | 2004 | journal | 1 | |
[45] | Sign synthesis from SignWriting notation using MPEG-4, H-Anim, and inverse kinematics techniques | 2005 | journal | 1 | -- |
[46] | An Immersive Virtual Environment for Learning Sign Language Mathematics | 2006 | conference | 1 | MathSigner |
[47] | A Spanish speech to sign language translation system for assisting deaf-mute people | 2006 | conference | 1 | |
[48] | The development of a generic signing avatar | 2007 | conference | 1 | -- |
[22] | Providing signed content on the Internet by synthesized animation | 2007 | journal | 2 | |
[49] | Feature-based natural language processing for GSL synthesis | 2007 | journal | 2 | |
[50] Extension of [49] | A knowledge-based sign synthesis architecture | 2008 | journal | 1 | -- |
[51] | Speech to sign language translation system for Spanish | 2008 | journal | 2 | Identical to [47] |
[52] | Proposing a speech to gesture translation architecture for Spanish deaf people | 2008 | journal | 1 | Identical to [47] |
[53] | Automatic Translation System to Spanish Sign Language with a Virtual Interpreter | 2009 | conference | 1 | |
[54] | Design and development of a frame based MT system for english-to-ISL | 2009 | conference | 1 | -- |
[55] | Animation generation process for sign language synthesis | 2009 | conference | 1 | |
[56] | Advanced speech communication system for deaf people | 2010 | conference | 1 | Identical to [47] |
[11] | Sign Language Avatars: Animation and Comprehensibility | 2011 | conference | 1 | |
[57] | An avatar-based interface for the Italian sign language | 2011 | conference | 1 | -- |
[58] | The SignCom system for data-driven animation of interactive virtual signers: Methodology and evaluation | 2011 | journal | 1 | |
[59] | Hybrid paradigm for Spanish Sign Language synthesis | 2012 | journal | 1 | Yuli |
[60] | Automatic generation of Brazilian sign language windows for digital TV systems | 2013 | journal | 1 | |
[61] | Virtual avatars signing in real time for deaf students | 2013 | conference | 1 | |
[62] | Synthesizing facial expressions for signing avatars using MPEG4 feature points | 2013 | conference | 1 | -- |
[63] | Manual labour: tackling machine translation for sign languages | 2013 | journal | 2 | |
[64] | A virtual reality environment to support chat rooms for hearing impaired and to teach Brazilian Sign Language (LIBRAS) | 2014 | conference | 4 | |
[65] | Providing accessibility to hearing-disabled by a basque to sign language translation system | 2014 | conference | 1 | |
[66] | Coupling Natural Language Processing and Animation Synthesis in Portuguese Sign Language Translation | 2015 | conference | 1 | |
[67] | Synthesizing the finger alphabet of swiss german sign language and evaluating the comprehensibility of the resulting animations | 2015 | conference | 3 | |
[68] | Building a Swiss German Sign Language avatar with JASigning and evaluating it among the Deaf community | 2016 | journal | 2 | Anna |
[69] | From grammar-based MT to post-processed SL representations | 2016 | journal | 1 | Identical to [68] |
[70] | Toward an intuitive sign language animation authoring system for the deaf | 2016 | journal | 2 | |
[71] | Evaluation of Animated Swiss German Sign Language Fingerspelling Sequences and Signs | 2017 | conference | 2 | |
[72] | Animation of fingerspelled words and number signs of the Sinhala Sign language | 2017 | journal | 1 | |
[73] | Signing avatars: making education more inclusive | 2017 | journal | 2 | |
[74] | Teaching ASL Signs Using Signing Avatars and Immersive Learning in Virtual Reality | 2020 | conference | 1 | |
[75] | Sign Language Generation System Based on Indian Sign Language Grammar | 2020 | journal | 1 | |
[76] | 3d avatar approach for continuous sign movement using speech/text | 2021 | journal | 3 | |
[77] | Automatic generation of a 3D sign language avatar on AR glasses given 2D videos of human signers | 2021 | conference | 1 | |
[78] | SignPose: Sign Language Animation Through 3D Pose Lifting | 2021 | conference | 1 | |
[79] | An automatic machine translation system for multi-lingual speech to Indian sign language | 2022 | journal | 1 | |
[80] | Holographic sign language avatar interpreter: A user interaction study in a mixed reality classroom | 2022 | journal | 1 | |
[81] | Supporting sign language narrations in the museum | 2022 | journal | 2 | |
[82] | First Steps Towards a Signing Avatar for Railway Travel Announcements in the Netherlands | 2022 | conference | 4 | |
[83] | Sign Language Production With Avatar Layering: A Critical Use Case over Rare Words | 2022 | conference | 2 | |
[84] | Virtual reality for educating Sign Language using signing avatar: The future of creative learning for deaf students | 2022 | conference | 1 | BuHamad |
[85] | A real-time automatic translation of text to sign language | 2022 | journal | 3 | Marc |
Metrics | Data |
---|---|
Publication years | 1982–2022 |
Citation years | 40 |
Papers | 47 |
Citations | 783 |
Average citations per year | 19.6 |
Average citations per paper | 16.7 |
Authors | 209 |
Keywords | 150 |
Countries | 21 |
Authors per document | 4.4 |
Documents per authors | 0.22 |
Keyword | Occurrences | Percentage (%) |
---|---|---|
Sign language | 10 | 12 |
Machine translation | 6 | 7 |
Animation | 5 | 6 |
Virtual reality | 4 | 5 |
Sign language synthesis | 4 | 5 |
Signing avatars | 4 | 5 |
HamNoSys | 3 | 4 |
Avatars | 3 | 4 |
Deaf people | 3 | 4 |
Spanish sign language | 3 | 4 |
Virtual characters | 3 | 4 |
Spanish sign language (LSE) | 3 | 4 |
Brazilian sign language | 2 | 2 |
Focus group | 2 | 2 |
Indian sign language | 2 | 2 |
Natural language processing | 2 | 2 |
Sign languages | 2 | 2 |
Signing avatar | 2 | 2 |
Speech recognition | 2 | 2 |
Speech to gesture translation | 2 | 2 |
Spoken language translation | 2 | 2 |
Virtual humans | 2 | 2 |
Avatars | 2 | 2 |
Deaf accessibility | 2 | 2 |
3D signing avatar | 2 | 2 |
Indian sign language (ISL) | 2 | 2 |
Sign language animation | 2 | 2 |
Affiliation | Frequency |
---|---|
University of East Anglia | 5 |
Purdue University | 2 |
Universidad Politécnica de Madrid | 2 |
Institute for Language and Speech Processing | 2 |
University of Zurich | 2 |
DePaul University | 2 |
Ref. | Sign Synthesis Techniques |
---|---|
[41] | The paper utilized an elision component (Eliser) for language processing and providing sign streams to the avatar to sign. The Eliser component resolved lexical ambiguities and modified the input stream to a sign stream that can be easily signed. |
[42] | The prototype takes an input sentence and divides it into two levels, lexical and grammatical levels. In the lexical level, the signs are represented by a set of formational components, and at the grammatical level, the signs are encoded using the sign dictionary. The encoded sentence is then sent to the animation to sign the sentence. |
[43] | The proposed system in the paper used a speech recognizer to interpret speech which is then synthesized into the appropriate sequence of signs using an avatar. The recognizer is adapted to each user’s voice and stored. The system utilizes a phrase lookup approach for language translation. |
[44] | The system takes as an input a natural language sentence. Each word in the sentence is translated into a set of action parameters. The action parameters are based on a sign language notation developed by the authors and based on the hand shape, hand location, and hand movement. The parameters are then transferred, decoded, and the animation of the avatar is generated using the relevant parameters. |
[45] | The author proposed a sign synthesis system that takes the SignWriting notation as an input and converts it into MPEG-4 face and body animation parameters. |
[47] | The sign synthesis system involves an HMM-based speech recognizer that converts natural speech into a sequence of words using acoustic and language models. The word sequence is then converted into a SiGML notation through the natural language translation module that consists of a rule-based translation strategy. The output of the system is a gesture sequence that describes the natural speech input. |
[48] | The system consisted of three main modules; the first module known as the parser took an input of XML notation and converted it to an animation queue. The animation queue, containing animation sequences to be performed, is sent to the animator module that uses FIFO queue along with the avatar model definitions to build detailed animations containing joint data. These data are then sent to the final module in the system known as the renderer module that then renders the model on a 3D signing avatar. |
[22] | The sign synthesis method utilized involves representing signing as a sequence of glosses. Sequences of glosses are constructed using a tool, and the SiGML script for a sequence is then extracted and embedded in a webpage using JavaScript. |
[49] | The SL synthesis involved breaking down the phonological structure of GSL signs into features representing essential elements such as handshape, location, movement, and palm orientation. A library of sign notation features and linguistic principles were converted into motion parameters for a virtual avatar. Written Greek input was processed using a statistical parser, and the chunks were mapped onto GSL structures to generate sign string patterns. |
[51] | The methods used for SL synthesis in the system were twofold. The first approach employs a rule-based translation strategy, wherein a set of translation rules, defined by an expert, guides the translation process. The second alternative relies on a statistical translation approach, utilizing parallel corpora for training language and translation models. These methods enable the conversion of spoken language into sign sequences, which are then animated using the eSIGN 3D avatar. |
[52] | The methods used for SL synthesis in the paper involved four modules. The first module of speech recognition converted speech utterances into text words using IBM Via Voice software adapted to Spanish pronunciation. The second module of semantic analysis evaluated the text sentence and extracted the main concepts. The third module of gesture sequence generation processed semantic analysis output and assigned gestures to semantic concepts. Finally, the fourth module used an animated agent to represent sign language gestures. |
[53] | The sign synthesis system involves morphosyntactic analysis that extracts morphological information and syntactical dependencies from the input phrase. The grammatical transformation generates glosses based on syntactic information and mood. The morphological transformation corrects glosses that may not directly correlate to LSE terms. Finally, the sign generation module translates appropriate glosses into a representation format for generating animations. |
[54] | The methods used for SL synthesis included speech recognition, language processing, and 3D animation. The speech recognition module converts the clerk’s English speech into text. The language processing module involves various steps like input text parsing, eliminator, stemmer, and phrase reordering and ISL gloss generation to generate an ISL equivalent sentence. Finally, the 3D animation module creates animations from motion captured data for the virtual human character. |
[55] | The paper discussed using a four-step process for the SL synthesis of the proposed system. First, signs are divided into postures and transitions, breaking down postures into kinematic chains, and processing each chain independently. Second, using inverse kinematics methods, postures are computed and merged for the avatar skeleton’s configuration. Third, interpolation is applied between postures to create smooth transitions. Finally, the data are converted to a suitable format for use in animation. |
[56] | The SL synthesis system involved converting natural speech into text output using an HMM-based continuous speech recognition system. The text is then translated into sign sequence using example-based and rule-based approaches. Lastly, the signs are then represented on the SL avatar. |
[11] | The synthesis process utilized the EMBRScript notation. The process used a gloss-based approach which involved the creation of a database of single gloss animations based on human signer videos, which were used to assemble utterances. The process included the use of the OpenMARY text-to-speech synthesis system to generate viseme. |
[57] | The methods used for SL synthesis in the ATLAS project involve a symbolic representation of sign language input, known as the AEWLIS structure, which includes lemmas, syntactic information, and the corresponding signs. An animation system was used to generate real-time animation of the virtual interpreter based on the linguistic input. |
[58] | The methods used for SL synthesis involve a data-driven animation system. The system combines motion elements retrieved from semantic and raw databases and employs multichannel composition to create comprehensible signed language sequences. The sequences are then sent to the animation and the rendering engine computes the final avatar image. |
[59] | The SL synthesis process utilized the new input notation, HLSML, which allows the simple tagging of words or glosses for dictionary signs, along with options for defining sentence timing, sign dialect, and mood variations. |
[60] | The authors used a text-to-gloss machine translation strategy based on specific transfer rules for converting text into sign language. The translation process includes tokenization, morphological-syntactic classification, lexical replacements, and dactylology replacement for proper names and technical terms. LIBRAS dictionaries are also used to store pre-rendered visual representations of signs, avoiding real-time sign rendering, and minimizing computational resources. |
[61] | The sign synthesis system involves converting speech to text using a speech recognizer and converting PowerPoint presentation to text. The converted text is then adapted into sign language. The authors used two methods to achieve the translation from text to sign language, the rule-based method and the analogy method. The analogy method consists of searching for coincidences with pre-recorded sentences in the dictionary. The output of the module is sent to the avatar system module that then animates the virtual avatar. |
[63] | The approach adopted by the authors involved using a MaTrEx machine translation engine. The process included aligning bilingual data, segmenting these data into words, matching source words to target words, and using a decoder to generate translations based on phrase alignments. |
[64] | The machine translation system tokenized and classified input text into grammatical categories. Relevant tokens were translated into signs, while unfamiliar content triggered a fingerspelling system. This approach enabled generating sign language representations from Portuguese text. |
[65] | The authors proposed a rule-based Machine Translation approach to automatically translate domain-specific content in Basque to LSE. The translation process involved linguistic analysis of the application domain, text pre-processing to reconstruct sentences, and sentence translation. The output generated a sequence of signs that followed LSE grammar and syntax. |
[66] | The methods used for SL synthesis involved employing a gloss-based approach where words are saved with their corresponding glosses. The gloss order is calculated based on the structure transfer rules. Glosses are then converted into gestures based on the separate actions that compose it. The avatar is then animated given these individual actions. |
[67] | The authors employed a process that included generating hand postures for each letter of the alphabet and transitions between letter pairs. The synthesis is based on similarities with the ASL manual alphabet, with modifications made to accommodate unique DSGS hand shapes. Collisions between fingers during hand shape transitions are addressed through the insertion of transition hand shapes to create necessary clearance. |
[68] | The authors used the JASigning system that employed HamNoSys and its XML representation, SiGML. SiGML represented sign language elements including hand shape, position, location, and movement, as well as non-manual features like mouthing and gestures. SiGML was then transformed into motion data by an animation engine. |
[69] | The SL synthesis method in the system included a rule-based approach with logical mapping rules for structure matching between the source and target languages. The system utilized linguistic resources, such as morphological lexicons, for accurate rule application. It offered two output forms, structured sign lemmas and HamNoSys coding for avatar presentation, alongside user-friendly GUI tools for post-processing. |
[72] | The system converted Sinhala text into phonetic English using a VB.NET application and then fed these data to the Blender animation software. It compiled a sequence of sign gesture animations for characters, mathematically calculating transitional posture positions to ensure smooth animations. |
[73] | The system utilized a two-module approach for SL synthesis. First, the Translation Module receives Brazilian Portuguese text and analyzes it based on rules and translation memory to create an Intermediary Language representation. This representation serves as an input for the second module, the Animation Module, which maps symbols from the Intermediary Language to signs in LIBRAS. The signs in the Animation Module are stored using a parametric description describing the sign movements and sequences. The synthesized output drives the signing avatar by concatenating the sequence of signs. |
[75] | The methods used for SL synthesis involve converting English text into root words with associated morphological information. ISL rules based on ISL grammar are implemented for each input sentence, determining word order. The system retrieves corresponding HamNoSys symbols from a database for each root word. HamNoSys codes are then converted to SiGML representation, and the 3D avatar is animated accordingly. |
[76] | The methods used for SL synthesis involve a combination of speech recognition and script generation techniques. The “IBM-Watson speech to text” service [87] is utilized to convert English audio recordings into text. The audio files are processed to yield corresponding text outputs. For SL synthesis, the Natural Language Toolkit [88] is employed to convert English sentences into ISL. A script generator then creates a script that generates an ISL sentence and a sequence tree, associating different gestures with avatar movements to maintain the order of motion for the avatar model. |
[77] | The SL synthesis method utilized motion capture technology that extracts gestures and facial expressions from video frames signed by a professional interpreter. The extracted information is then transferred to an avatar’s skeleton using rotation vectors. |
[78] | The method for SL synthesis involves using an image of sign language performance to generate a 3D pose for a human avatar. It starts with running a 2D pose estimation model on the performance image to obtain 2D key points. A model then converts these 2D key points into 3D poses, with separate models for the hands and body. The resulting 3D pose is compatible with the avatar used for animation. |
[79] | The SL synthesis is achieved using the HamNoSys notation system, where textual HamNoSys scripts are generated and converted into the SiGML format. The JASigning application takes SiGML scripts as the input and generates 3D synthetic sign gestures using a virtual human avatar. |
[81] | The paper also utilized mocap technology that captures full-body and hand gestures. These gestures were then mapped on an SL avatar model, with an emphasis on facial animation using a blend-shape system. For the text to be signed for mocap, Cultural Heritage (CH) professionals created a narrative based on research methods like archival research, ethnography, interviews, etc. Sign language translators then reviewed and optimized the narration text for sign language, including simplification and specialized CH term translation. |
[82] | The method for SL synthesis involved developing a signing avatar system using the JASigning avatar engine, utilizing SiGML representations to generate avatar animation. The study obtained railway announcement templates and their Dutch Sign Language (NGT) translations. The signing avatar mimics NGT translations closely, allowing for the creation of multiple variations of announcement templates. |
[83] | Initially, a Sign Language Translation (SLT) model generates Korean Sign Language (KSL) translations from input Korean text. Subsequently, this translation is structured into an animation data packet. Lastly, the animation player uses this data packet to generate a comprehensive sign language animation by layering avatars. |
[85] | In Sign4PSL, the user inputs a sentence, which undergoes stemming and lemmatization, and is then converted into a sequence of PSL words. The system then accesses the knowledge base and adds available signs to the sequence. The PSL signs are converted into SiGML using HamNoSys Notation, which is then used to animate the SL avatar. |
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Share and Cite
Aziz, M.; Othman, A. Evolution and Trends in Sign Language Avatar Systems: Unveiling a 40-Year Journey via Systematic Review. Multimodal Technol. Interact. 2023, 7, 97. https://doi.org/10.3390/mti7100097
Aziz M, Othman A. Evolution and Trends in Sign Language Avatar Systems: Unveiling a 40-Year Journey via Systematic Review. Multimodal Technologies and Interaction. 2023; 7(10):97. https://doi.org/10.3390/mti7100097
Chicago/Turabian StyleAziz, Maryam, and Achraf Othman. 2023. "Evolution and Trends in Sign Language Avatar Systems: Unveiling a 40-Year Journey via Systematic Review" Multimodal Technologies and Interaction 7, no. 10: 97. https://doi.org/10.3390/mti7100097