=Paper=
{{Paper
|id=Vol-3877/15
|storemode=property
|title=Towards Italian Sign Language Generation for Digital Humans
|pdfUrl=https://ceur-ws.org/Vol-3877/paper15.pdf
|volume=Vol-3877
|authors=Emanuele Colonna,Alessandro Arezzo,Domenico Roberto,David Landi,Felice Vitulano,Gennaro Vessio,Giovanna Castellano
|dblpUrl=https://dblp.org/rec/conf/nl4ai/ColonnaARLVVC24
}}
==Towards Italian Sign Language Generation for Digital Humans==
Towards Italian Sign Language Generation for digital
humans
Emanuele Colonna1,* , Alessandro Arezzo2 , Domenico Roberto1 , David Landi2 ,
Felice Vitulano2 , Gennaro Vessio1 and Giovanna Castellano1
1
Department of Computer Science, University of Bari Aldo Moro, Italy
2
QuestIT S.r.l., Siena, Italy
Abstract
In the rapidly evolving field of human-computer interaction, the need for inclusive and accessible communication
methods has become increasingly vital. This paper introduces an early exploration of Text-to-LIS, a new model
designed to generate contextually accurate Italian Sign Language (LIS) gestures for digital humans. Our approach
addresses the importance of non-verbal communication in virtual environments, focusing on enhancing interaction
for the deaf and hard-of-hearing community. The core contribution of this work is developing an iterative
framework that leverages a comprehensive multimodal dataset, integrating textual and audio inputs with visual
data. Utilizing state-of-the-art deep learning algorithms and advanced human pose estimation techniques, the
framework enables the progressive refinement of generated gestures, ensuring realism and contextual relevance.
The potential applications of the Text-to-LIS model are wide-ranging, from improving accessibility in digital
environments to supporting educational tools and promoting LIS in the digital age. The code is publicly available
at: https://github.com/CarpiDiem98/text-to-lis/.
Keywords
Sign language generation, Human pose estimation, Digital humans, Inclusive technology
1. Introduction
The advancement of graphics and robotics technology has significantly contributed to the rise of virtual
and socially intelligent agents, making them increasingly popular for human interaction. This progress
has enabled the development of artificial agents with either virtual or physical embodiments, such as
avatars or robots, capable of interacting with humans across diverse settings. Among these, digital
humans are particularly impactful, replicating human form and behavior within virtual environments [2].
A key component of effective interaction with digital humans is nonverbal communication, which
includes facial expressions, gestures, and body language [3]. Gestures, especially co-speech gestures
that accompany verbal communication, enhance these agents’ realism and engagement. However,
automatically generating natural and synchronized gestures remains a significant challenge due to the
complexity and diversity of human nonverbal communication [4].
In this context, sign languages such as Italian Sign Language (LIS) introduce an even more complex
dimension of nonverbal communication. Sign languages are not simply gestures but fully developed
languages that serve as the primary means of communication for the deaf and hard-of-hearing commu-
nity. This paper addresses the challenge of generating realistic LIS gestures for digital human agents,
recognizing sign languages’ critical role in communication and the unique needs of the deaf community.
Specifically, we propose a novel approach that employs an iterative refinement process, training a
model on a comprehensive dataset of text and image pairs representing LIS signs (Fig. 1). Our approach
integrates textual descriptions and visual data to generate accurate and expressive LIS gestures. The
NL4AI 2024: Eighth Workshop on Natural Language for Artificial Intelligence, November 26-27th, 2024, Bolzano, Italy [1]
*
Corresponding author.
$ emanuele.colonna@uniba.it (E. Colonna); arezzo@quest-it.com (A. Arezzo); d.roberto8@studenti.uniba.it (D. Roberto);
d.landi@quest-it.com (D. Landi); felice.vitulano@quest-it.com (F. Vitulano); gennaro.vessio@uniba.it (G. Vessio);
giovanna.castellano@uniba.it (G. Castellano)
0009-0009-0932-3424 (E. Colonna); 0009-0002-8896-7840 (D. Roberto); 0009-0006-6642-1918 (D. Landi);
0000-0002-0883-2691 (G. Vessio); 0000-0002-6489-8628 (G. Castellano)
© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
CEUR
ceur-ws.org
Workshop ISSN 1613-0073
Proceedings
Step Iteration
Text Encoder
È iniziato Current Step
oggi...
Prediction
PoseText Encoder
Pose Encoder Encode Pose Step
PoseText Encoder
Text-to-LIS Pipeline
Human Pose Estimation Pipeline
Hybrik-X
SMPL-X
Loss
HaMeR
MPJPE
Figure 1: Pipeline of the Text-to-LIS framework. The red section shows the human pose estimation system for
generating pseudo-ground truth. The gray section depicts the Text-to-LIS model for generating LIS motion from
text. The orange section indicates the metrics for calculating the loss and improving pose quality and accuracy.
model has five main parts: a text encoder, which uses Transformers; a pose encoder, which handles
poses; a pose-text encoder, which combines the two; a step encoder, which makes refinements at each
step; and a projection module, which produces the final poses. This model captures linguistic and
visual aspects of LIS signs. The iterative process begins with an initial generic pose and progresses
through multiple steps. Advanced human pose estimation techniques serve as the ground truth for our
dataset, allowing for the precise capture and translation of human body movements into 3D animations
for virtual models. We present a robust solution for creating natural and coherent LIS gestures by
combining textual and visual data.
By advancing technology for LIS gesture generation, we aim to achieve several important goals.
First, we seek to improve accessibility by generating accurate and natural LIS gestures, which can
enhance communication tools for the deaf community, making digital content and interactions more
accessible. Additionally, our work promotes LIS, a minority language facing challenges in preservation
and promotion, by contributing to its digital representation and documentation, thus supporting its
importance in the digital era. Another significant aim is to enhance education; accurate LIS gesture
generation can serve as a valuable resource for educational tools, helping deaf individuals learn written
Italian and aiding hearing individuals in acquiring LIS. Moreover, as virtual and augmented reality
technologies become prominent, it is crucial to ensure that LIS users can fully participate in these digital
environments, fostering inclusivity. Lastly, our model and dataset offer valuable resources for linguistic
research, particularly for scholars studying the structure and patterns of LIS, thereby contributing to
the broader understanding of sign languages.
The rest of this paper is structured as follows. Section 2 reviews the existing literature. Section 3
introduces the proposed dataset. Section 4 details the proposed Text-to-LIS model. Section 5 presents
preliminary results and discusses future work directions.
2. Related work
Our Text-to-LIS model builds on several areas of research, including pose extraction, sign language
datasets, gesture generation, and Italian Sign Language research. This section provides an overview of
the relevant work in these fields.
2.1. Pose extraction
Pose extraction is essential for creating realistic digital humans, as it captures and translates human
body movements into 3D animations. Using computer vision techniques, pose estimation methods infer
human poses from images without requiring markers. These methods are typically categorized into
whole-body and single-part estimations, each with specific challenges.
Several models have emerged to reconstruct human body posture from a single image. PIXIE [5] gener-
ates complete 3D models even with challenging poses or incomplete body information. Hand4Whole [6]
simultaneously estimates both the full-body and hand poses, outperforming prior methods such as
FrankMocap [7] and PIXIE. PyMAF-X [8] improves accuracy and speed, estimating SMPL-X parameters
with detailed joint rotation and depth information. SMPL-X (Skinned Multi-Person Linear model
with eXpressive hands and face) is a comprehensive 3D human body model that integrates detailed
representations of the body, face, and hands [9]. SMPL-X parameters are the values used to configure
this model, including joint angles, body shape coefficients, and facial expression parameters.
Hand pose estimation has also advanced significantly. Early approaches like those by Baek et al. [10]
and Boukhayma et al. [11] used parametric hand models such as MANO [12] to match hand shapes to
images. Later methods, such as the already mentioned PyMAF-X [8], moved away from predefined
models, directly predicting the 3D shape of the hand point by point, allowing for greater detail and
flexibility.
2.2. Sign language datasets
While several datasets exist for various sign languages, there remains a need for more extensive and
diverse resources, especially for the Italian language. Notable sign language datasets include:
• RWTH-Phoenix-2014T: A German Sign Language (DGS) dataset with approximately 11 hours of
content [13].
• Boston104: An American Sign Language (ASL) dataset with about 9 hours of video [14].
• How2Sign: A large-scale multimodal ASL dataset with 79 hours of content [15].
• TGLIS-227: A LIS dataset with approximately 19 hours of video [16].
Other LIS datasets, such as those in [17, 18], are private or partially accessible. Our work aims to
complement and extend these existing resources by providing a novel and comprehensive multimodal
dataset for LIS, including video, audio, text, and extracted key points.
2.3. Gesture generation
Recent advancements in gesture generation have focused on creating more natural and context-aware
movements. Yoon et al. [3] proposed generating speech gestures using trimodal context, incorporating
text, audio, and speaker identity. Their approach highlights the importance of considering multiple
modalities for realistic gesture synthesis. Similarly, Yang et al. [4] introduced DiffuseStyleGesture,
a diffusion-based model for generating stylized co-speech gestures, demonstrating the potential of
advanced generative models for creating diverse and expressive movements.
In the context of sign language generation, Shi et al. [19] developed an open-domain sign language
translation system learned from online videos, showcasing the feasibility of generating sign language
from large-scale web data. Our Text-to-LIS model builds on these advancements by incorporating
iterative refinement and utilizing textual and visual information to generate accurate and expressive
LIS gestures.
2.4. Italian Sign Language research
Research on LIS is growing, but there is still a need for more comprehensive studies and resources.
Marchisio et al. [17] introduced deep learning techniques with data augmentation for LIS recognition.
Fagiani et al. [18] contributed by creating a new LIS database, adding to the resources available for LIS
research. Bertoldi et al. [16] developed a large-scale Italian-LIS parallel corpus, which has been valuable
for machine translation and linguistic studies. However, their work primarily focused on text-based
representations rather than visual gesture generation.
Our research extends these efforts by creating a more comprehensive LIS dataset and developing a
model specifically designed for generating realistic LIS gestures from textual input. This work bridges the
gap between textual representations and visual sign language production, contributing to computational
linguistics and assistive technology.
3. Proposed dataset
Our proposed dataset is a comprehensive, multimodal collection designed to advance research and
application development in Italian Sign Language. It addresses the scarcity of publicly available LIS data
and supports various applications, including human movement analysis, nonverbal communication
recognition, and understanding human behavior in digital environments.
The dataset includes approximately 37 hours of LIS content:
• Video: High-quality video recordings of signers performing LIS during TV news broadcasts,
segmented to align with spoken phrases.
• Audio: Corresponding audio recordings, including the signer’s voice and ambient news sounds.
• Text: Transcriptions of the spoken content, initially generated using Whisper [20] and manually
corrected for accuracy.
• Key points: Body and hand joint positions, stored in pickle file format for each frame of the
videos.
The segmented videos were generated based on transcriptions produced by Whisper. To streamline the
automated process, no preprocessing was applied to the transcription output. As noted qualitatively,
glossary extraction techniques, common in many datasets, were not applied as they can potentially
decrease the deaf community’s understanding of the movement. In this dataset, a whole sentence is
considered text.
We utilized a fully automated web scraping mechanism to gather LIS news broadcast videos from
multiple platforms, primarily YouTube, while ensuring compliance with privacy regulations. This
approach allowed us to collect diverse signers and contexts, enhancing the dataset’s diversity and
representativeness. For key point extraction, we employed two state-of-the-art techniques:
• Hybrik-X [21]: Known for its accuracy and robustness, Hybrik-X is optimized for real-time
execution on mobile devices and performs well in high-detail scenarios.
• HaMeR [22]: HaMeR reconstructs a 3D hand mesh from a single RGB image, utilizing a Vision
Transformer (ViT) [23] for detailed hand pose estimation.
The extracted key points were normalized using the SMPL-X model [9], ensuring consistency between
the body and hand models. Figure 2 shows an overview of the multiple modalities collected in our
dataset.
Compared to current state-of-the-art sign language datasets, our LIS dataset stands out in its mul-
timodal nature and substantial duration (see Table 1). While other LIS datasets exist, they are often
either private or limited in accessibility [17, 18]. We aim to continually expand this dataset to enhance
its utility for LIS research.
Speech Signal Sign Video Italian Transcription Pose Keypoints
Il comitato scientifico che si
occuperà della promozione e
valorizzazione del monumento...
Figure 2: Overview of our LIS dataset, comprising approximately 37 hours of LIS videos, including multiple
modalities such as video, audio, text, and key points.
Table 1
Overview of publicly available sign language datasets, including ours.
Dataset Language Duration (h) Modalities
Multiview Transcription Gloss Pose Depth Speech
RWTH-Phoenix-2014T DGS 11 ✗ ✓ ✗ ✓ ✓ ✗
Boston104 ASL ≈9 ✗ ✓ ✓ ✗ ✗ ✗
How2Sign ASL 79 ✓ ✓ ✓ ✓ ✓ ✓
TGLIS-227 LIS ≈ 19 ✗ ✓ ✗ ✓ ✗ ✓
LIS (ours) LIS ≈ 37 ✗ ✓ ✗ ✓ ✗ ✓
4. Proposed method
This section presents our Text-to-LIS model for automatic gesture generation based on textual descrip-
tions. Our approach builds on the work of Zhang et al. [24], employing an iterative refinement process
to generate a sequence of poses from textual input generated by automatic transcription [20]. The key
innovation of our method lies in its ability to progressively enhance pose quality through multiple
refinement steps, leveraging both textual and positional information.
4.1. Model architecture
The core components of our Text-to-LIS model, shown in Fig. 1, include:
• Text encoder: A Transformer-based encoder that processes text embeddings to generate a dense
representation of the input text. It uses multi-head attention mechanisms and feed-forward neural
networks to capture the contextual relationships between tokens. The text encoder receives the
corresponding phrase of the LIS gesture as its input.
• Pose encoder: A Transformer-based encoder designed to handle the sequence of poses. This
encoder applies attention mechanisms to the current state of the gesture (which, in the initial
iteration, is a generic starting pose) to represent the directional matrices.
• Pose-text encoder: This component combines and processes the joint information from text and
pose data.
• Step encoder: A small neural network representing the current iterative process step. It refines
this representation with embedding layers, integrating information from previous steps to inform
subsequent pose adjustments.
• Projection module: This module transforms hidden representations into final poses, mapping the
refined poses back into the appropriate output space.
The process is iterated, with each iteration taking the output from the previous step as its new input.
This iterative approach attempts to translate sentences into fluid and accurate movements effectively.
4.2. Iterative refinement process
The iterative refinement process is the heart of our Text-to-LIS model. It works similarly to an artist
creating a painting, starting with a rough sketch and gradually refining it through multiple steps until a
detailed work of art emerges. The process begins with a textual input (a description of a gesture in LIS)
and an initial generic pose, which serves as a foundation. From this starting point, the model iterates
through a series of refinements, progressively improving the pose.
At each iteration, the text and current pose are processed by their respective encoders, allowing the
model to “understand” both the description and the current pose. The step encoder keeps track of the
progress made so far, integrating information from previous refinements. Based on this understanding,
the model outputs an improved pose version. This process repeats over several iterations, with each
cycle producing a more accurate and detailed representation of the LIS gesture described in the text.
This gradual refinement allows the model to capture subtle nuances and correct errors step by step,
leading to more natural and expressive gesture generation.
4.3. Training procedure
Training our Text-to-LIS model involves strategies to facilitate effective learning, creativity, and precision.
Two key techniques used during training are:
• Teacher forcing [25]: Similar to guiding an apprentice artist, this technique alternates between
allowing the model to make its predictions and providing the correct pose for the next step.
This approach enables the model to learn from independent attempts and supervised guidance,
improving its ability to generate accurate poses.
• Controlled noise injection: To improve robustness and flexibility, we introduce random variations
(or “noise”) into the poses during training. This involves adding small Gaussian noise to joint
positions. This is akin to practicing under different conditions—such as using different brushes or
lighting in art—which helps prevent overfitting and encourages the model to learn the underlying
structure of LIS gestures.
5. Preliminary results and future work
We conducted exploratory experiments training the model for 200 epochs with a batch size of 16. Our
analyses were performed on a subset of the dataset, consisting of approximately six thousand videos,
each with an average duration of ten seconds. Table 2 summarizes the hyperparameters used during
model training and evaluation.
Two loss functions were employed to evaluate the model’s performance: the MPJPE (Mean per Joint
Position Error) and a refined loss specifically designed to account for the model’s confidence in each
predicted pose point. To define this loss function, first, the squared error between the ground truth
pose 𝑃𝑖𝑗 and the predicted pose 𝑃^ 𝑗𝑖 is calculated:
^ 𝑗 − 𝑃 𝑗 ‖2 .
𝐸𝑖𝑗 = ‖𝑃 (1)
𝑖 𝑖
This error is then weighted by a confidence vector 𝐶𝑖𝑗 that represents the model’s certainty about each
predicted joint position, leading to the loss function:
^ 𝑗 − 𝑃 𝑗 ‖2 .
𝐿𝑗𝑖 = 𝐶𝑖𝑗 ‖𝑃 (2)
𝑖 𝑖
This loss function enables the model to prioritize joints with higher confidence while assigning less
weight to uncertain predictions. Finally, the mean weighted error is calculated and normalized, yielding
the final refined loss:
𝑁 𝐽
1 ∑︁ ∑︁ 𝑗
𝐿refined = 𝐿𝑖 · log(𝑆 + 1), (3)
𝑁 ·𝐽
𝑖=1 𝑗=1
Table 2
Hyperparameters used in model training.
Category Hyperparameter Value
Seed 42
Generic
Batch size 16
Max sequence size 10000
Sequence Noise epsilon 1e–4
Sequence length weight in loss calculation 2e–5
Dimension of hidden encoder 128
# Text encoder layers 2
Model # Pose encoder layers 4
# Pose refinement steps 10
Encoder feed-forward size 2048
Optimizer Adam learning rate 1e–3
Table 3
Comparison of the number of refinement steps and the quality of the generated poses.
# Steps Refined loss (Train) MPJPE (Test)
1 0.07 0.20
10 0.12 0.10
where 𝑁 represents the number of the samples in the batch multiplied by the number of the joints
in each pose 𝐽. A key feature of this loss is the normalization based on the number of model steps 𝑆,
computed with the logarithmic function log(𝑆 + 1). The MPJPE is a widely used metric for assessing
the accuracy of 3D pose estimation. It quantifies the average discrepancy between predicted and actual
joint positions across all samples:
𝑁 𝐽
1 ∑︁ ∑︁ ^ 𝑗
MPJPE = ‖𝑃 𝑖 − 𝑃𝑖𝑗 ‖2 , (4)
𝑁 ·𝐽
𝑖=1 𝑗=1
𝑗
where 𝑃^ represents the predicted 3D coordinate for joint 𝑗 of sample 𝑖, 𝑃 𝑗 is the corresponding ground
𝑖 𝑖
truth, 𝑁 is the number of samples, and 𝐽 is the number of joints per sample.
We conducted experiments comparing different configurations to determine the optimal number of
refinement steps. As shown in Table 3, increasing the number of refinement steps significantly improves
the quality of the generated poses. The improvement was most pronounced up to ten refinement passes,
after which further increases produced diminishing returns and significantly increased the generation
time. Specifically, with ten refinement passes, the optimal balance between the generated poses’ accuracy
and the model’s computational demands was observed. Each refined step took approximately a few
seconds when training the model on a GeForce RTX 4090 graphics card.
The preliminary results demonstrate the effectiveness of the Text-to-LIS model in generating realistic
LIS poses from textual descriptions. The model’s iterative refinement approach produces high-quality
poses, as evidenced by qualitative evaluation. These results (Fig. 3) indicate the model’s potential as a
valuable tool for enhancing digital human interactions, virtual reality environments, and nonverbal
communication systems.
While the results are promising, several avenues for further research and development remain.
Expanding the dataset with more diverse signers, gestures, and contexts is essential to improve the
model’s generalization capabilities. On the technical side, investigating advanced attention mechanisms
and temporal modules may help the model better capture long-term dependencies and subtle nuances
in gestures. Real-time sign language generation is another critical goal for practical applications,
maniera gravissima che un altro ragazzo
è avvenuto martedì sera di fronte
al santuario di Fosciandora
il dolore di tutta la comunità.
Figure 3: The example illustrates the generation of LIS poses from textual input. The input is taken from the
text “in maniera gravissima un altro ragazzo, è avvenuto martedì sera di fronte al santuario di Fosciandora, il dolore
di tutta la comunità” (in english: “very serious way another boy, happened Tuesday night in front of the sanctuary of
Fosciandora, the pain of the whole community”). The Text-to-LIS model was employed to generate the LIS poses.
and techniques like model pruning and quantization could reduce computational complexity without
sacrificing accuracy. Given that sign language communication is inherently multimodal, future work
should also focus on integrating hand gestures, facial expressions, and body language into a unified
model to generate more natural and expressive LIS gestures. Moreover, although the current focus is on
LIS, the techniques developed in this research could be adapted to other sign languages or nonverbal
communication systems, broadening the scope and impact of this work.
Finally, collaboration with the deaf community, linguists, and technologists will be essential to ensure
that our advancements are both technically sound and socially impactful.
Acknowledgments
This research was supported by a PhD fellowship awarded to Emanuele Colonna, funded under the
Italian National Recovery and Resilience Plan (D.M. n. 117/23), Mission 4, Component 2, Investment 3.3.
The PhD project, titled “Study of AI Techniques for Efficient Generation of Digital Humans and 3D
Environments” (CUP H91I23000690007), is co-funded by QuestIT S.r.l. Additionally, this research was
partially supported by the UNIBA-MAML (Microsoft Azure Machine Learning) agreement.
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