Demo Data from EDBT 2026 / reviewers in the wild / expert
Priyanka Mosur
dblp:369/5965 · also Priyanka V. Mosur
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0005-0351-7560ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
1 paper |
Accessibility and assistive technology · 44% Learning and educational technologies · 44% Wearable and physiological sensing · 13% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology › sign language technologies
sign language recognition |
0.7 | 1 | 2023 | PopSign ASL v1.0: An Isolated American Sign Language Dataset Collected via Smartphones · NeurIPS 2023 |
Methods — techniques the papers use, named apart from their topics
LSTM · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PopSignAI: Towards Using Sign Language Recognition Games to Improve American Sign Language Learning in Novice SignersabstractTo 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 |
IUI | 6 |
| 2023 | PopSign ASL v1.0: An Isolated American Sign Language Dataset Collected via SmartphonesabstractPopSign 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 |
NeurIPS | 18 |