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Sam S. Sepah

dblp:364/3795 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2026
0000-0002-8689-4804ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Accessibility and assistive technology · 64% Learning and educational technologies · 17% Interaction techniques and input · 14%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › sign language technologies
sign language recognition
1.522025
FSboard: Over 3 Million Characters of ASL Fingerspelling Collected via Smartphones · CVPR 2025
PopSign ASL v1.0: An Isolated American Sign Language Dataset Collected via Smartphones · NeurIPS 2023
Accessibility and assistive technology › sign language technologies › sign language recognition
fingerspelling recognition
0.912025
FSboard: Over 3 Million Characters of ASL Fingerspelling Collected via Smartphones · CVPR 2025
Interaction techniques and input › text entry
mobile text entry
0.312025
FSboard: Over 3 Million Characters of ASL Fingerspelling Collected via Smartphones · CVPR 2025
Interaction techniques and input
text entry
0.312025
FSboard: Over 3 Million Characters of ASL Fingerspelling Collected via Smartphones · CVPR 2025

Methods — techniques the papers use, named apart from their topics

mediapipe holistic · 0.9fine-tuning · 0.9byt5-small · 0.9LSTM · 0.7
YearPublicationVenuePosition
2026 PopSignAI: Towards Using Sign Language Recognition Games to Improve American Sign Language Learning in Novice Signers
abstract
To help novice signers learn American Sign Language, we develop PopSignAI, a proof-of-concept smartphone-based bubble-shooter game that facilitates real-time interaction through isolated sign language recognition. In a 20-person user study, we demonstrate that encouraging novice signers to practice generating sign in PopSignAI is more efficient for teaching ASL skills than a version of PopSign focused on receptive signing ability. We use over 200,000 examples of 250 signs from 47 signers to train and test a user-independent LSTM recognizer that achieves 82.9% accuracy on an independent test set. For the purposes of the game, the recognizer averages 99.6% accuracy with a 7ms inference time using a 2.5MB model. Ablation studies suggest that as few as eight signers are need for training in order for adequate recognition accuracy for PopSignAI’s gameplay. To encourage future sign language recognition games, we release the PopSignAI recognition pipeline and software. We identify hearing parents of deaf children as important potential users of sign games and conduct interviews with eight of these parents, investigating their motivation and challenges in learning sign.
Khushi Bhardwaj, Rajandeep Singh, Gururaj Deshpande, Matthew So, Priyanka Mosur, William C. Neubauer, Sean Forbes, Sam S. Sepah, Thad Starner
IUI9
2025 FSboard: Over 3 Million Characters of ASL Fingerspelling Collected via Smartphones
abstract
Progress in machine understanding of sign languages has been slow and hampered by limited data. In this paper, we present FSboard, an American Sign Language finger-spelling dataset situated in a mobile text entry use case, collected from 147 paid and consenting Deaf signers using Pixel 4A selfie cameras in a variety of environments. Fin-gerspelling recognition is an incomplete solution that comprises only a small part of sign language translation, but it could provide some immediate benefit to Deaf/Hard of Hearing signers while more broadly capable technology develops. At >3 million characters in length and >250 hours in duration, FSboard is the largest fingerspelling recognition dataset to date by a factor of >10x. As a simple baseline, we finetune 30 Hz MediaPipe Holistic landmark inputs into ByT5-Small and achieve 11.1% Character Error Rate (CER) on a test set with unique phrases and signers. This quality degrades gracefully when decreasing frame rate and excluding face/body landmarks—plausible optimizations to help with on-device performance—but falls short of human performance measured at 2.2% CER.1
Manfred Georg, Garrett Tanzer, Esha Uboweja, Saad Hassan, Max Shengelia, Sam S. Sepah, Sean Forbes, Thad Starner
CVPR6
2023 PopSign ASL v1.0: An Isolated American Sign Language Dataset Collected via Smartphones
abstract
PopSign is a smartphone-based bubble-shooter game that helps hearing parentsof deaf infants learn sign language. To help parents practice their ability to sign,PopSign is integrating sign language recognition as part of its gameplay. Fortraining the recognizer, we introduce the PopSign ASL v1.0 dataset that collectsexamples of 250 isolated American Sign Language (ASL) signs using Pixel 4Asmartphone selfie cameras in a variety of environments. It is the largest publiclyavailable, isolated sign dataset by number of examples and is the first dataset tofocus on one-handed, smartphone signs. We collected over 210,000 examplesat 1944x2592 resolution made by 47 consenting Deaf adult signers for whomAmerican Sign Language is their primary language. We manually reviewed 217,866of these examples, of which 175,023 (approximately 700 per sign) were the signintended for the educational game. 39,304 examples were recognizable as a signbut were not the desired variant or were a different sign. We provide a training setof 31 signers, a validation set of eight signers, and a test set of eight signers. Abaseline LSTM model for the 250-sign vocabulary achieves 82.1% accuracy (81.9%class-weighted F1 score) on the validation set and 84.2% (83.9% class-weightedF1 score) on the test set. Gameplay suggests that accuracy will be sufficient forcreating educational games involving sign language recognition.
Thad Starner, Sean Forbes, Matthew So, Rohit Sridhar, Gururaj Deshpande, Sam S. Sepah, Sahir Shahryar, Khushi Bhardwaj, Tyler Kwok, Daksh Sehgal, Saad Hassan, Bill Neubauer, Sofia Anandi Vempala, Alec Tan, Jocelyn Heath, Unnathi Kumar, Priyanka Mosur, Tavenner Hall, Rajandeep Singh, Christopher Cui, Glenn Cameron, Sohier Dane, Garrett Tanzer
NeurIPS7
2023 Tap to Sign: Towards using American Sign Language for Text Entry on Smartphones
abstract
Soon, smartphones may be capable of allowing American Sign Language (ASL) signing and/or fingerspelling for text entry. To explore the usefulness of this approach, we compared emulated fingerspelling recognition with a virtual keyboard for 12 Deaf participants. With practice, fingerspelling is faster (42.5 wpm), potentially has fewer errors (4.02% corrected error rate) and higher throughput (14.2 bits/second), and is as desired as virtual keyboard texting (31.9 wpm; 6.46% corrected error rate; 10.9 bits/second throughput). Our second study recruits another 12 Deaf users at the 2022 National Association for the Deaf conference to compare the walk-up usability of fingerspelling alone, signing, and virtual keyboard text entry for interacting with an emulated mobile assistant. Both signing and virtual keyboard text entry were preferred over fingerspelling.
Saad Hassan, Abraham Glasser, Max Shengelia, Thad Starner, Sean Forbes, Nathan Qualls, Sam S. Sepah
Proc. ACM Hum. Comput. Interact.7