Developing a Sign Language Translator Using XR Hand Tracking

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  • March 12, 2025 at 10:34 am #1041

    Hi,

    We’re developing a solution for people who use sign language. It’s basically a translator for those who don’t know sign language. In order for somone to communicate in sign language, they need to use their hands, but we couldn’t find this option in the project (it seems like only controller interactions are active).
    Currently, we’re able to do this via Unity’s XR Hands package, so it would be nice to use similar libraries or any alternative you can provide. We need the x,y and z data of the hand’s key points for our product.

    • This topic was modified 3 months, 1 week ago by Sametk13.
    • This topic was modified 3 months, 1 week ago by Sametk13.
    • This topic was modified 3 months, 1 week ago by Sametk13.
    • This topic was modified 3 months, 1 week ago by Sametk13.
    • This topic was modified 3 months, 1 week ago by Sametk13.
    March 14, 2025 at 4:44 pm #1321

    We are currently evaluating when we can build this into the system. No fixed date but we definitely want to support hands.

    April 10, 2025 at 4:49 pm #1448

    Hi, is there an upcoming update when hand tracking will be implemented?

    April 11, 2025 at 11:51 am #1455

    Hand tracking is now implemented in Release 0.2.2. You can download it now. The setup is as follows:

    In the hierarchy, you’ll find

    Hope this helps!

    Bob

    May 12, 2025 at 3:26 pm #1538

    Thanks for the quick update.

    Could you please guide us on how to access and use the hand tracking data, especially the x, y, z coordinates of key hand points (such as the wrist, fingers, etc.)? We are using this data to build a sign language translator, and it’s important for us to interpret hand gestures accurately.

    We look forward to your support!

    May 13, 2025 at 6:25 am #1539

    Hello Sametk13,

    could you be a bit more specific as to how you would solve this algorithm in a Unity environment? I already pointed you to the hand hierarchy and the XR Hand Skeleton driver. What I need to know is how exactly you would recognize the gesture if you had all the position and orientation (rotation) information of both hand skeletons.

    The XRHandSkeletonDriver actually has a public List<JointToTransformReference> jointTransformReferences; which you can use to detect all the information you may need. In your code you need to be using UnityEngine.XR.Hands to have access to the XRHandSkeletonDriver

    Currently, I am assuming you’ll create a specific Node which reads both hands and resolves the changes to the hands/fingers as a gesture which you can then output as a text which you can then display on a screen.The Node script is added to the World Builder who will compile it at runtime. The same (Node) script will also be running on the Portal Hopper’s side to actively interpret and display the detected hand signals. Correct?

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