Libraskê: Development of a Karaoke-Inspired Serious Game to Support Engagement and Dissemination of Brazilian Sign Language
Resumo
Introduction: Accessibility remains a challenge in the entertainment industry, especially for the Deaf community, which often faces barriers due to limited fluency in written language and reliance on sign language as a primary form of communication. Objective: Develop and evaluate Libraskê, a game that combines Brazilian Sign Language (Libras) with karaoke elements to promote learning and dissemination of Libras. Methodology: In the game, a 3D avatar performs signs for selected song lyrics using VLibras. Players replicate the signs, which are captured and analyzed through computer vision techniques to generate performance scores. Results: An exploratory study involving Deaf and hearing participants showed promising engagement, suggesting the game’s potential as an inclusive tool for entertainment and Libras education.
Palavras-chave:
Sign Language, Accessibility, Serious Game
Referências
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Araujo, T. M. U. d. (2015). Uma Solução para Geração Automática de Trilhas em Língua Brasileira de Sinais em Conteúdos Multimídia. Phd thesis, Universidade Federal do Rio Grande do Norte.
Borromeo García, C. (2015). The use of lyricstraining website to improve listening comprehension. MEXTESOL Journal, 39:1–13.
Bragg, D., Caselli, N., Gallagher, J. W., Goldberg, M., Oka, C. J., and Thies, W. (2021). Asl sea battle: Gamifying sign language data collection. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, CHI ’21, New York, NY, USA. Association for Computing Machinery.
Brashear, H., Henderson, V., Park, K.-H., Hamilton, H., Lee, S., and Starner, T. (2006). American sign language recognition in game development for deaf children. In Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, Assets ’06, page 79–86, New York, NY, USA. Association for Computing Machinery.
Brazilian Sign Language Law (2002). Lei nº 10.436, de 24 de abril de 2002. Dispõe sobre a Língua Brasileira de Sinais - Libras e dá outras providências. Publicada no Diário Oficial da União (DOU) em 25 de abril de 2002.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row, New York.
de Moraes, M. M. (2017). Working with songs beyond listening practice – the creation of a language learning tool. Trabalho de Conclusão de Curso de Licenciatura em Letras.
Huang, Y.-C. and Chen, K. T.-C. (2024). Supporting efl listening ability and vocabulary acquisition with lyrics training app. International Journal of Instruction, 17(2):539–560.
Kumar, G. and Bhatia, P. (2012). Impact of agile methodology on software development process. International Journal of Computer Technology and Electronics Engineering (IJCTEE), 2:46–50.
Martinez, V. E., Rubio, D. H., Torres, P. C., Tituanã, G. I., Lopez, M. X., and Naranjo, J. E. (2023). Lyrics training: An e-learning approach to improve listening skills. In Mesquita, A., Abreu, A., Carvalho, J. V., and de Mello, C. H. P., editors, Perspectives and Trends in Education and Technology, pages 143–151, Singapore. Springer Nature Singapore.
Melo, G. C. d. (2009). A origem da linguagem. In Anais do III Congresso Nacional de Linguística e Filologia, page 81.
Murad, D.; Wang, R. T. D. W. Y. (2018). A karaoke application to enhance foreign language learning. In ACM Multimedia Conference on Multimedia Conference, pages 1679–1687.
Nguyen, T. G. M. (2023). The impacts of lyrics training on improving listening skills for esl students. AsiaCALL Online Journal, 14(1):18–29.
Nielsen, J. (1994). Usability Engineering. Morgan Kaufmann, San Francisco, CA.
Nielsen, J. and Molich, R. (1990). Heuristic evaluation of user interfaces. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 249–256.
Publicado
30/09/2025
Como Citar
LIMA, Manuella A.; ARAÚJO, Tiago M. U. de; TOSCANO, Rafael; OMAIA, Derzu; COSTA, Rostand E. O.; SILVA, Vinícius G.; SILVA, Diego L. R. da.
Libraskê: Development of a Karaoke-Inspired Serious Game to Support Engagement and Dissemination of Brazilian Sign Language. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 489-500.
DOI: https://doi.org/10.5753/sbgames.2025.9667.
