INTEGRATED SIGN LANGUAGE ANIMATION AND INTERACTION HOLOGRAPHIC SYSTEM AND METHOD

TR202603794A3Active Publication Date: 2026-06-22MARMARA ÜNİV STRATEJİ GELİŞ.DAİ.BŞK MUHASEBE BİRİMİ +2
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Patent Information

Authority / Receiving Office
TR · TR
Patent Type
Applications
Current Assignee / Owner
MARMARA ÜNİV STRATEJİ GELİŞ.DAİ.BŞK MUHASEBE BİRİMİ
Filing Date
2026-03-13
Publication Date
2026-06-22
Patent Text Reader

Abstract

The invention relates to an integrated sign language animation and interaction holographic system and method that provides an angularly triggered holographic compensation mechanism that analyzes the angular relationship between the character and the player's camera in real time, reconstructs the sign language animation data via an alternative projection layer when a defined threshold value is exceeded, technically prevents visual communication interruptions that may occur depending on the character's orientation, and eliminates the loss of positional visibility that occurs in sign language-based character animation systems.
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Description

1 TARIFF INTEGRATED SIGN LANGUAGE ANIMATION AND INTERACTIVE HOLOGRAPHIC SYSTEM AND METHOD The technical field to which the invention relates: The invention analyzes the angular relationship between the character and the player's camera in real time. and when the specified threshold value is exceeded, it switches the sign language animation data to an alternative. reproducing it via the projection layer, depending on the character's orientation technically prevents potential visual communication interruptions and is based on sign language. Eliminates the loss of positional visibility that occurs in character animation systems. Integrated Sign Language 10 offering an angular trigger holographic compensation mechanism Animation and interaction are related to holographic systems and methods. State of the art: In the current state of the technology, it translates text or audio content into sign language and displays it in 3D. Systems that present animations on an avatar are common in digital games. The existing accessibility solutions used, such as subtitle and video translation windows, are for hearing aids. 15 For individuals with disabilities, it often offers a secondary experience; following subtitles in the game it causes a loss of focus in the fast-paced action scenes and the technical terms in the subtitles It appears that it is not being grasped sufficiently due to its speed. Sign language in the current technique Its use (e.g., Forza Horizon 5, Spider-Man) is often only in cutscenes. or presented as a video layer independent of the main narrative, this approach 20 It weakens the player's connection with the game world. In the literature, sign language animations are mostly 3D avatars in digital environments. produced through this method, and these avatars are integrated into the main stage or have a fixed presence. Approaches presented through a window are included. In this context, visibility To enhance the character, camera focusing, auto-framing, and zooming were used. It appears that methods such as turning the ball to the player exist. The known technique... The situation requires the continuity of sign language communication, mostly through camera monitoring or fixed points. It attempts to protect the display areas, but the character-camera angle the hand in situations such as changes, the character turning around / turning their back, and covering. 2 movements and facial expressions going out of the player's field of vision It cannot prevent it. The current state of the art also means that existing solutions largely focus on the presentation layer. It works through stabilization or repositioning the camera; however Sign language animation data analyzed using camera-character angular relationship threshold values. 5 by dynamically reproducing it in an alternative projection layer integrated compensation mechanisms that provide location-independent visibility This shows that it has not become established as a widespread and standard approach. Holographic sign language animation and interaction systems in the current state of the art. Although various suggestions and applications have been developed, these improvements are not sufficient. This is not the case. Some applications for inventions developed for this purpose are listed below. is provided. Application file number “US20060134585A1” is in the known state of the art. It has been examined. The invention in question, which is the subject of the application, involves signaling through computer animation. It relates to a method and system that makes interactive communication possible through language; this 15 within this scope, a user interface consisting of first and second activity areas. are being presented, positioned among these areas and will communicate using sign language. a three-dimensional avatar structured in a way that depends on the activity area chosen by the user It presents the relevant expression in an animated form using sign language. The invention also... A method for teaching mathematics using sign language, communication through sign language 20 techniques for creating animation and the accuracy of sign language expressions, methods for animating in an understandable and visually fluid way It includes. Application file number “US12347012B2” is in the known state of the art. It has been examined. The invention that is the subject of the application affects the speaker's emotional state. 25 a system for creating an avatar that communicates using sign language, taking into account and includes methods; accordingly, a translation application running on a device, audio containing words spoken in the first language and the character performing that speech. It takes a content element consisting of a video showing spoken words, and then puts the spoken words first. translating into sign language, analyzing emotions and conveying the character's 30 emotions in determining the situation and both the person performing the relevant signal and the detected emotion 3 generate an avatar that reflects the content, then place the avatar created with the content element onto the device. By presenting them together on the screen, it provides a more realistic and contextually appropriate sign language experience. It provides. Application file number “CN101582926A” is in the known state of the art. It has been examined. The invention that is the subject of the application is a media 5 that is played remotely. the file is routed using local resources on the client side and playback is enabled, and within this scope, the client machine connects to the server. by connecting and launching the remote media file, from the local path of the media file Creating a routing path, uploading the relevant file and selecting the service port. The steps to monitor and wait for the client to connect to this file are 10. This is carried out; subsequently, the client is provided with a virtual peer in a remote session. The routing path is being written, access to the local resource on the client is being established, remotely. Obtain the network access path of the media file using the data of the local resource used by the session. This is done and the media player installed on the client side is automatically activated via this path. The process starts by acquiring the file, then the original media data is transferred to the player 15 The client performs decoding and playback of video and audio frequencies transmitted to it. This is done on the server's side; thus reducing the heavy processing load and high demand. Network bandwidth usage is reduced and the audio playback frequency is adjusted to the server hardware. The problem of limited capacity is being resolved. In the known state of the technique, hand 20 if the character has their back to the player. Their movements and facial expressions are outside the field of vision, and the continuity of communication is interrupted. It is undergoing a process. The current state of the technology is based on angular analysis of the camera-character relationship. animation data synchronously in an alternative projection layer eliminating the interruption by reproducing sign language animation By enabling continuous operation regardless of camera position, it provides a technical advantage in visual communication. creating continuity and emerging in sign language-based character animation systems Angular trigger holographic that eliminates the resulting loss of positional visibility. It falls short in areas such as including the module. In conclusion, due to the negative aspects described above and the current solutions, the subject matter... Due to its shortcomings, an improvement in the relevant technical field is necessary. 30 It has been made. 4 The purpose of the invention: The main purpose of the invention is to enhance the character in sign language-based character animations. positional visibility that occurs when the camera moves out of the field of view The goal is to eliminate this loss through an angular trigger holographic compensation mechanism. This In this way, animation and facial expression data are simultaneously processed in an alternative visual production layer. By reproducing it in this way, interruptions in visual communication are prevented and communication is ensured. Its continuity is being preserved. Another purpose of the invention is to determine the angular relationship between the camera and the character in real time. The goal is to automatically activate the alternative projection layer by analyzing it. In this way, no user intervention is required and spatial continuity is ensured by technique 10. This is guaranteed. Another purpose of the invention is to make sign language animation independent of camera position. The aim is to ensure that it can be sustained. This way, even if the character's orientation changes... Communication flow is not interrupted. Another aim of the invention is to address the perceptual issues that arise in sign language animation systems. The goal is to strengthen user-centric interaction by reducing disconnections. In this way, especially... More understandable, sustainable and technically stable for hearing impaired users It provides visual communication. The structural and characteristic features and all the advantages of the invention are given in the figures below. And thanks to the detailed explanation written with reference to these figures, it becomes clearer. 20 This will be understood as such. Therefore, the evaluation should also include these forms and detailed explanations. This should be done taking that into consideration. Explanation of the figures: FIGURE -1; The subject of the invention is integrated sign language animation and interactive holographic. It is a drawing that shows the diagram of the system. 25 Explanation of the references in the figures: 1. Sign language animation module 2. Camera-character angular analysis unit 3. Holographic signal projection module 4. Projection surface identification unit 5. Dynamic alignment and scaling module 6. Simultaneous data synchronization mechanism 5 7. Screen output interface A. Character Description of the invention: The invention provides a real-time angular relationship between character (A) and the player's camera. analyzes and when the defined threshold value is exceeded, the sign language animation data is 10 Holographic (position-independent) signal projection onto the projection layer. regenerated via the module, which may occur depending on the orientation of the character (A). (A) technically prevents visual communication interruptions and is based on sign language. Eliminates the loss of spatial visibility that occurs in animation systems. Angular triggered holographic compensation mechanism with positional independent signal 15 Holographic animation and interactive sign language offering a reflection module It is related to the system and method. The invention applies when sign language-based animation systems are used in digital games. as a result of character (A) changing position relative to player (e.g., turning their back) Sign language is formed by hand gestures and facial expressions that occur outside the field of vision. This relates to the problem of the inability to ensure the spatial continuity of communication; existing solutions are limited to camera focusing or fixed window methods Therefore, the semantic integrity of the sign language animation depends on the character's (A) orientation. While it can be interrupted in this way, the invention provides camera-character angular analysis. Thanks to its holographic mechanism with unit (2), sign language animation of character (A) 25 by making it visible regardless of its orientation, it ensures positional independence. and eliminates the technical problem in question. 6 The invention provides a real-time angular relationship between character (A) and the player's camera. It analyzes and retrieves sign language animation data when a defined threshold value is exceeded. It reproduces it through an alternative projection layer. In this way, Technical visual communication interruptions that may occur depending on the orientation of the character (A). This is prevented as follows. 5 The invention provides a real-time angular relationship between character (A) and the player's camera. It analyzes and, when the defined threshold value is exceeded, uses sign language animation data. Simultaneously reconstructing the facial expression data through an alternative projection layer. It produces hand movements depending on the character's (A) orientation. Visual communication that may occur due to facial expressions being outside the field of vision 10 Interruptions are technically prevented. The invention is based on the skeleton (A) of the characters within the scope of the existing sign language animation module (1). hand-finger sensitive rig / joint structures integrated into its structure and simultaneous movement and facial expression data conforming to sign language grammar via the facial expression production module. It produces and displays this data using position-independent signal projection that provides holographic compensation. 15 It provides resources for the module. The invention is an environmental visual integration layer. within the scope of; the system that produces visual counterparts to in-game auditory events character (A) It should be designed in a way that allows it to work compatibly with animation data, and the holographic mechanism as an additional projection layer within this visual medium It is based on its positioning. 20 The invention is within the scope of the holographic signal projection module (3); the game with character (A). a control algorithm that analyzes the angular relationship between the cameras in real time It includes and, when the critical threshold value is exceeded, the sign language animation data is replaced with an alternative. reproduces in projection position; projection character (A) coordinate It is positioned depending on the system and is synchronized with the animation data 25 It is working. The compensation mechanism returns to the correct alignment when the camera position is returned to the correct alignment. It is automatically disabled; thus, the sign language animation is disabled by the camera. Communication continuity is ensured by enabling it to be maintained regardless of location. is doing. The invention works within the game engine and animates sign language to character (A) 30 a positionally independent device that prevents it from becoming invisible depending on its orientation 7 It relates to the production method. The system includes sign language animation infrastructure, camera-character. Angular analysis unit (2), threshold value triggering algorithm, holographic signal projection module (3), simultaneous data synchronization mechanism (6) and projection It works with positioning parameters. Thanks to this structure, sign language movement Data and simultaneous facial expression data are generated, analyzed, and used as needed. 5 User field of view continuity is ensured by reconstructing it in an alternative visual layer. is provided. The invention involves the sign language animation module (1) and the sign that the character (A) will perform. It generates movement and facial expression data belonging to the sequence. This data is the skeleton of the character (A). It is created through the animation engine running on the system and the primary 10 It is processed within the animation stream. The generated animation data is a holographic signal. It is configured to provide source data to the reflection system. Thus, both Movement and facial expressions are simultaneously represented in the digital environment. The camera-character angular analysis unit (2) and the character's (A) face axis and the actor The angular relationship between the camera vector is calculated in real time and 15 This data is then evaluated using a threshold triggering algorithm. When a predefined threshold is exceeded, the sign language animation stops for the player. It is determined that it is outside the field of view and positionally independent reproduction. The process is initiated automatically. This mechanism is based on angular analysis. By detecting positional visibility, the system makes trigger decisions based on objective data. It enables the creation of this form. In case of threshold exceedance, the holographic signal projection module (3) displays the sign language. animation data and simultaneous mime data Holographic sign projection module (3) It reproduces itself in an alternative visual production layer. This production process This is carried out over a parallel data line and simultaneous data synchronization 25 Time synchronization is ensured with millisecond accuracy by the mechanism (6). Thus, there is a difference in timing or data between the primary animation and the alternative production. No shifting occurs. The projection positioning parameters are alternative visuals. positioning of the production character (A) according to the coordinate system and camera It allows for dynamic adjustment according to its alignment. 30 8 When the camera position is correctly aligned again, the system automatically generates an alternative. It terminates as such and returns to the primary animation stream. Furthermore, the invention... Performing positional visibility detection based on camera-character angular analysis, The sign language animation that goes out of the field of view is in an alternative visual layer. simultaneous reproduction of animation data, positionally independent 5 It is produced in this way with a projection positioning mechanism and primary Real-time synchronization between animation and alternative production. is provided. The invention relates to the camera view of sign language animation based on the character (A) orientation. If it falls outside the range, the angular analysis and threshold triggering mechanism 10 through a spatially independent alternative to animation and facial expression data a sign reflection that is simultaneously reproduced in the visual production layer The invention presents a continuous analysis of the angular relationship between the character (A) and the camera. by determining the visibility status; (character (A)) that is outside the field of vision If the player has their back turned, hand gestures and facial expressions are outside the field of vision. 15 (staying etc. situations) animation data is linked to the character (A) coordinate system technical and visual continuity by recreating it on an alternative projection surface It provides real-time connectivity between primary animation and alternative production. By establishing a synchronization mechanism, it maintains timing consistency and data It prevents slippage. Furthermore, the position of the alternative production depends on the camera orientation. 20 By dynamically adjusting the settings, interruptions in visual communication are prevented. and sustainable animation transmission based on spatial independence is being carried out. Character (A) is a digital entity with a skeletal / rigging structure. The sign language animation library module includes grammar for Turkish Sign Language / Asian Sign Language and all sign languages. finger located in the (A) skeletal system (rigging) of the character, suitable to its structure phalanx and metacarpal bones, Turkish Sign Language (TİD) and ASL predefined 3-axis (X, Y, Z) rotational data according to its phonology Hand shapes with sets; the palm of the hand and fingertips during the execution of the sign, the posture of the character (A) relative to its body or the coordinate system in the game space 30 Orientations are rotational vector data that determine the wrist joint; the mark is on the character's (A) body (forehead, chin, chest, etc.) or spatially in a neutral area 9 defining the stops of the character (A) in the local coordinate system 3D (X, Y, Z) Location changes (placements) which are coordinate points and the Marker animation speed, acceleration, and language between the start and end points millisecond timeline and interpolation curve that ensure fluidity High-precision 5 data including movement durations. contains motion data blocks and executes the corresponding animation sequence when the dialogue is triggered. It is the database layer that makes calls with millisecond accuracy. Sign language grammar The engine is the conversion module that converts source language input into sign language syntax. The animation synchronization core synchronizes hand and face parameters. It is the core unit that creates animation output by combining elements in this way. Also, game 10 All the characters inside (A) (human, creature, robot, etc.) have high bone density. based on a special skeletal system enriched with finger and wrist joints running loaded sign language animation data blocks in real time and Animation that produces and presents signal sequences character-based (A) It is the synchronization core structure. 15 The sign language animation module (1) works on the skeletal system of the characters (A). It is an animation engine that processes sign language motion data and simultaneous facial expression data. It is the module that provides source data to the holographic signal projection module (3) by generating it. The camera-character angular analysis unit (2) is the face axis of the character (A) and the actor. calculating the angular relationship between the cameras in real time and 20 It is the unit that checks whether the animation stays within the field of view. Also, the threshold. Value triggering algorithm and angular analysis result with predefined threshold When the value is exceeded, it initiates the positional reproduction process. Camera- The position and orientation of the player camera are determined by the character angular analysis unit (2). The spatial orientation of the head / face bones (A) of the character with data 25 It is read instantly. The direction representing the facial orientation axis of character (A). Determine the angular relationship between the vector and the camera's viewing direction using trigonometric methods. (Angle calculation based on the dot product) is performed in real time. The calculated angle... This angle value allows the hand and face area to align with the actor's vision during sign language presentation. 30 with predefined threshold values ​​to determine if it is in the area They are being compared. Additionally, the unit projects the hand and face onto the screen plane. It calculates a bounding box; this box must remain within the screen area. The status and minimum visibility threshold are checked, and a holographic compensation process is performed if necessary. is being initiated. Projection surface identification unit (4), projection based on character (A) coordinates. It is the unit that forms the plane. Dynamic alignment and scaling module (5) adjusts the hologram according to the camera angle. It is the module that fixes and sizes the files. Holographic (position-independent) signal projection module, signals when triggered. An alternative visual production method using animation data, which includes motion data and facial expression data. It is the module that enables simultaneous reproduction at the layer. Additionally, Alternative visual production with projection positioning parameters character (A) 10 positioning according to the coordinate system and relative to the camera alignment It allows for dynamic adjustment of the projection positioning. parameters, alternative visual production (hologram) in the three-dimensional game world and Spatial and visual control that ensures correct positioning on the screen plane. These are the variables. These parameters consist of the following components: 15  Character (A) reference point (head or body center coordinate).  The position vector (X, Y, Z) of the character (A) in the world coordinate system.  The position and orientation vectors of the camera and the character (A)-camera relationship distance value.  The offset of the alternative visual layer, which is a holographic sign projection module, is 20 (deviation) vector and size adjustment based on camera distance. Scaling factor.  Screen alignment parameter that provides parallelism to the camera plane, depth (Z- (order) priority and opacity / visibility threshold values. Simultaneous data synchronization mechanism (6), primary animation with alternative 25 ensuring timing consistency between visual productions and preventing data drift It is a mechanism. There is a timing difference between projection generation and primary animation. To prevent this, data synchronization is performed with millisecond precision. This is being done. Positional analysis occurs when the camera position is aligned correctly. The correction process is automatically terminated and the system returns to primary animation 30. It is returning to its normal flow. 11 The screen output interface (7) presents the generated animations and visual alerts to the player. It is the display layer. Integrated sign language animation and interactive holographic system running on a computer. The method includes the following steps: The animation production process is 5.  Sign language animation module containing the sequence of signs that the character will perform. It generates movement and facial expression data. Dialogue and event triggering module or holographic signal projection Content data defined by the module is transferred to the animation module. Receiving the signal sequence by transmitting it, 10  Content data is a dialogue that takes place within the game engine, which sign language represents the interaction or scenario event Descriptive data that specifies when the animation sequence will be run. This is a data package. This data represents the relevant dialogue line or in-game event. Event ID refers to the 15 events associated with the dialogue or interaction content. reference information and corresponding sign language animation This data contains the library reference code for the array. It is a "command set" that tells the system which signal to make.  The components of content data are as follows:  Event ID: The specific dialogue that took place. 20 a unique code representing a line or in-game event.  Reference Information: The content of the dialogue or interaction (which Contextual data regarding the character (and the scene).  Library Reference Code: The sign language corresponding to the content. The location of the animation series in the database (library) is 25 Identifying address information.  This content is detected by the dialogue and event triggering module. The data is passed to the sign language animation module and the animation is created. The module is based on this reference information for sign language animation. by calling the relevant movement and facial expression data blocks from the library 30 It creates the sequence of gestures that the character will perform. 12 Parametric data calls include hand shapes, orientations, and position coordinates. and non-manual signaling parameters (all except hand movements) including control data relating to the face, head and upper body components, frowning or raising of the eyebrows, the degree of eye openness, the lips (oral articulation forms and angles of head tilt in three axes, etc.) 5 Sign language animation library based on reference information. Called from the module, Finger joint angles, palm orientation, and numerical time codes. movement by converting it into rotation and position values. Creating the parameters, 10  Creating motion parameters, sign language animation abstract parametric data (angle) called from the library module values, position vectors, etc.), the skeletal structure of the game engine. (rig / skeleton) managing transform properties (rotation, position) matching with millisecond precision 15 This is the process. This transformation restores the semantic integrity of sign language data. by preserving a physical counterpart on the character's skeletal system It enables him to find it.  The transformation process basically consists of the following four stages: It is based on mathematical processing; 20  Matrix transformation of rotational values ​​(Euler to Quaternion / Matrix) sign language animation library The 3-axis (X, Y, Z) angular data retrieved from the module, local according to the character's bone hierarchy transformation matrices (Local Transformation Matrices) 25 transformation and the knuckles (phalanx) and previously defined for the metacarpal bones The defined rotational datasets are used by the system. to rotational vectors (quaternion or matrix representation) by turning it over, 30 for each bone node of the skeleton establishing a precise orientation angle,  Matching the spatial position coordinates of the wrist and hand 3D (X, Y, Z) coordinates defined for its location 13 points, the character's world coordinate system (world (according to space) or parent bone space recalculation and determining palm orientation Wrist joint rotational vectors, hand characteristics a 5 that determines its stance relative to its body or neutral zone. turning it into a "target vector"  Interpolation curves of time codes the fingers and the transition between the two signs with the transformation your hand's acceleration is not random, it's predefined. Sign 10 to ensure it moves according to the curves. The start and end time codes for the sequence, of the animation "Time-based interpolation curves" that ensure its fluidity (easing / interpolation curves) processing and time the stamps, which square each rotational value is in (frame) a 15 that determines which numerical value it will reach. Transformation of f(t) into a "time-value" function,  By being applied to the skeletal system (Transformation Piping), The generated data is directly related to the character's bone hierarchy. (skeleton hierarchy) transform data All this numerical rotation calculated for injection and 20 Position values ​​affect the character's skeletal system. It is run by the Animation Synchronization Core. Parametric data read in real time. The abstract "angle and position" values ​​in the set, the character's hand real digital transformations that move through the air 25 transformed into a matrix (numerical transformation data) is happening. The intensity coefficients of facial expression parameters such as eyebrows, eyes, mouth, and head. This is done by calculating and placing the data on the timeline, non-manually. The production of signs, 30 with forward kinematic (FK) calculations of the target positions Application; inverse kinematics (IK) and joint limits where necessary. optimization 14  Inverse kinematic calculation of joint limit optimization joint angle values ​​obtained during character skeleton remaining within the defined anatomical limits of the system It is a regulatory process carried out to ensure this. within the scope of; 5  Predefined minimum for each joint and referencing maximum angle values,  Joint angles obtained as a result of inverse kinematics Comparison with reference angle values, By restricting angles that exceed the limit values ​​(clamp 10 (by withdrawing it to the permitted range) If there is no angle exceeding the limit value, proceed to the next step. passing.  If necessary, to ensure the movement is performed The angle distribution along the shoulder-elbow-wrist chain is re-evaluated at 15°. arrangement,  While maintaining the hand target position, the arm chain is on joints will remain within anatomical angle limits optimization.  Hand target 20 obtained as a result of advanced kinematic calculations. its position is natural and anatomical on the character's arm chain It refers to situations where this cannot be achieved. Necessary situations within the scope;  Target hand position within the reach of the shoulder-elbow-wrist chain remaining outside the distance, 25  Arm position collision with character's body to create,  Anatomical angle limits of the elbow or wrist joints surpassing,  Due to the orientation of the sign language movement, the arm chain is 30 like being forced into an unnatural configuration It occurs in these situations. In such cases The system maintains the hand target position while the arm chain reversed for the purpose of rearranging it appropriately It incorporates kinematic calculations. Fluency is ensured through time-based interpolation and hand-face coordination. Simultaneous data synchronization mechanism of parameters combined by 5 in real-time to create the character's bone structure. implementation.  Timing of motion parameters for sign language animation start and end keyframes defined on the chart by calculating intermediate values ​​between (keyframes) is being carried out. In this context; 10  Start and end times for each signal movement Placing the code into the animation timeline,  Rotation and position of hand and face parameters their values ​​as keyframes at time points definition, 15  Intermediate values ​​between the main squares are linear or curved. Calculation using interpolation methods based on data collection methods.  The calculated intermediate values ​​are in each animation frame ensuring the seamless progression of movement transitions and 20 to ensure fluidity, the character's bone system implementation.  This process allows for the analysis of hand movements, facial expressions, and head movements. movements incrementally on the timeline It is changing, and the sign language animation is fluid and instead of abrupt transitions. It is accomplished through a natural flow of movement. 25 Performing an angular analysis,  With the camera-character angular analysis unit included in the game engine. the angular relationship between the character's face axis and the player's camera vector real-time calculation, also the character's face axis and the player The angular relationship between the camera vector and the character's head / face bone in the forward direction is 30° between the vector and the player camera's gaze vector towards the character It is the three-dimensional spatial angle difference. This value determines the position of the character's face and therefore... Quantitative (numerical) assessment of the extent to which sign language presentation is actor-oriented. 16 This is stated as follows: A small angle value indicates that the character is closer to the player. that it is oriented, while the growth of value is a direction the character is moving away from the player. This indicates that it is directed towards something. That calculation is the inner product of the camera-character angular analysis unit. This is done using the (dot product) method. Normalize 5 generated vectors (V1: character face orientation, V2: camera gaze orientation) Using this, the angle (θ) is obtained with the following formula:  θ=arccos(V1⋅V2) This obtained angle value is consistent with a predefined threshold value. They are being compared. The calculation process is based on the dot product (10) method. This is done using trigonometric methods. The system, vector representing the character's facial orientation and camera gaze vector It is formed by calculating the angular difference between these two vectors. It compares the obtained result with predefined threshold values. If this angle exceeds the threshold limit, the signal is detected as being out of sight. 15 and a compensation mechanism is triggered. Performing a threshold check,  When the predefined threshold value is exceeded as a result of the angular analysis, Sign language animation by camera-character angular analysis unit the character is out of the player's field of vision (the character has its back turned to the player 20 (In this case, hand movements and facial expressions are outside the field of vision) identification and threshold Sign language that goes out of sight with a value trigger algorithm triggering the reproduction of its animation,  When the predefined threshold value is not exceeded as a result of the angular analysis, Continuing the angular analysis. 25 Reproduction of the sign language animation that went out of the field of view,  Animation that goes out of the field of view, created by the sign language animation module. transfer of data to the holographic signal projection module, That animation data was generated by the sign language animation module. 30 Applicable effects of movement and facial expression parameters on the skeletal system It is a numerical representation. It includes the following: 17  Triaxial movement (X, Y, ) of the finger joints and metacarpal segments (Z) rotation angles.  Wrist orientation vectors and hand position coordinates with shoulder- Joint angles of the elbow-wrist chain.  Non-manual gesture parameters (all 5 except hand gestures) control data relating to face, head and upper body components including frowning or raising of the eyebrows, widening of the eyes the ratio, the oral articulation forms of the lips and the three of the head (angles of inclination along the axis, etc.) and head / upper body rotation values.  The signal's start / end time codes, intermediate frame time 10 stamps, interpolation curve parameters, and timeline knowledge.  With a holographic sign projection module, which is an alternative visual production layer animation data is projected onto a projection surface based on the character coordinate system. The identification unit and the projection surface are re-enabled in real time. production. When the out-of-view is detected, the existing animation data (bone) (rotations, facial expressions, etc.) are transferred to the holographic projection module. triggering and data transfer, The player camera's point of view is 20, which is based on the character's reference coordinates. surface by defining a projection plane parallel to the axis making the definition, The offset vector is determined based on the character-camera distance and orientation. The reflection layer is determined by calculating the scaling factor. Dynamic positioning through placement, 25  Offset vector, the reference point of the character (head or body). (central) and the ultimate position of projection in the gaming world It is the vector calculated to determine the spatial difference between them. Distance vector between character and player camera (Vdist) and using the camera's orientation (viewing) vector, the projection is 30 on the side of the character and always perpendicular to the camera. a deviation value that will keep it on the plane is being created. In this calculation, the character's world a translation towards the camera direction based on the coordinates 18 (translation) matrix is ​​applied and thus the character of the hologram is translated Even when the player has physically turned his back, it is clear It is positioned at a coordinate where it can see it.  The scaling factor is the distance between the character and the camera. 5 based on the principle of preventing loss of perspective in the image depending on its value It is based on the system's positioning and the character's movement. Euclidean distance between reference points (d=∣Kamerapos) −Character(s) This distance is calculated by continuously measuring. As the value increases, the perceptible projection on the screen plane To maintain its size, the scaling factor is dynamically 10. is increased accordingly; as the distance decreases, the coefficient decreases. is reduced. This ensures that even if the player distances themselves from the character, The projected sign language animation remains static on the screen. It remains large and legible. In the final stage, these two By combining the parameters (offset and scale), the projection surface is 15 It is made parallel to the camera plane (billboard effect) and Perspective distortion is minimized.  The offset vector indicates where the projection will be based on the character's position. It is the "displacement" information that determines where it will stop; scaling The coefficient is 20, which is the number that shrinks the image as it moves away from the character. It is the "balancing" factor that amplifies and stabilizes. The projection surface is dynamically parallel to the camera plane. alignment and animation data on the projection surface by applying visual representation through a single timeline Alignment and matching to be performed. 25  The system determines the character's position within the world coordinates. the vector (X, Y, Z) and the reference points in the skeletal structure (Head or body center) is being read in real-time. Projection the surface, with an offset depending on this local coordinate system of the character is positioned. That is, the character moves 30 times in the game world. As time progresses, changes in the coordinate system are monitored in real time. The character-dependent position of the reflection layer is preserved. The projection surface is fixed, such as the center of the character's head or body. 19 by connecting to a reference point (pivot) along with the character It is structured to move. Motion and facial expression data from the primary stream are used in an alternative visual production layer. Reproduced animation which is re-implemented with the same timeline. Dynamic range of data projection positioning parameters and camera alignment. positioning and dynamic alignment and scaling module The hologram will remain fixed within the player's field of view, depending on the camera angle. adjustment and sizing,  Primary animation parameters in case of out-of-field movement Copying data (joint rotations, mimic coefficients, etc.) from the stream results in 10... transferring the avatar representation to the projection surface and timestamping it. (timestamp) matching, synchronized with the primary animation, Uninterrupted replay. The regenerated animation data is presented to the user via the on-screen output interface. presentation, 15 The angular relationship between the character and the camera is redefined using a predefined threshold. If the value falls below a certain level, alternative visual production will be terminated and the primary Returning to animation flow.  The primary animation stream is based on parametric motion information from sign language data. by transforming the character's skeletal system through kinematic calculations 20 It is the core system process upon which real-time animation is converted.  Primary animation flow; sign language grammar engine, parametric data generation, and through the combined work of key components such as kinematic calculations (K / K). The process consists of: first, determining the sequence of signals to be transmitted, then... the conversion of the sequence into mathematical movement and facial expression data and finally 25 applied to the character's bone structure (skeleton) and brought to life on stage. It includes the steps for executing the primary animation stream. The difference from the holographic system is that the holographic compensation mechanism is a part of this main stream. It is not an alternative or a replacement; it is a support layer that runs in parallel. While continuing to produce primary stream animation, the holographic system only has 30 In case of "loss of visibility", this existing data will be copied and the player's data will be displayed. It projects the character to a place where it can see it. The character's orientation corrects and the angular threshold... When the value returns to normal, the system can proceed directly without any data loss. this primary animation stream uninterruptedly on the main character It continues to display. The primary animation stream is the system's "main main" It is the "engine"; holographic compensation, on the other hand, modifies the image produced by this engine, character 5 It is a "reflective mirror" that projects what the player sees onto their screen when they turn their back.

Claims

21 REQUESTS 1. Convert source language input into sign language syntax using a sign language grammar engine. by transforming it, sign language animation data loaded onto the skeletal system. running blocks in real time and signal sequences character (A) based Presented as hand and face 5 through the animation synchronization core. Integrated sign language animation that produces animation by combining its parameters and its characteristic feature is that it is an interactive holographic system;  By generating sign language movement data and simultaneous facial expression data transmitting to the positionally independent holographic signal projection module (3) Sign language animation module (1), 10  The angular relationship between the character's (A) face axis and the player's camera an algorithm that calculates in real time and triggers threshold values. with angular analysis result and predefined threshold value the view that restarts the reproduction of sign language animation when it is overcome The camera-character angle checks whether it remains within the area of ​​view. unit of analysis (2),  Creating a projection plane based on the character (A) coordinates projection surface identification unit (4),  Dynamic system that stabilizes and sizes the hologram according to the camera angle. alignment and scaling module (5), 20  In the triggering state, the sign language animation data is motion data and It enables the simultaneous reproduction of facial expression data and projection positioning parameters and alternative visual production positioning of character (A) according to the coordinate system and camera Holographic signal projection that allows adjustment according to alignment 25 module (3),  Timing between primary animation and alternative visual production Simultaneous data synchronization that prevents data drift by providing mechanism (6),  Presenting the generated animations and visual alerts to the player and allowing the user to 30 The screen output featured a virtual camera representing the point of view, and a player camera. It includes the interface (7). 22 2. Convert the source language input, conforming to Request 1, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated Sign Language Animation 5 generates animation by combining its parameters. and the interaction is a holographic system, its feature is; head or body center coordinate. The reference point of character (A); the world coordinate system of character (A). The position vector inside; the camera's position and orientation vectors and the character (A) - distance value between cameras; offset vector of the alternative visual layer. and a scaling factor that provides size adjustment depending on the camera distance and 10 Screen alignment parameter that ensures parallelism to the camera plane, depth. Projection with priority and opacity and visibility threshold values. It includes positioning parameters.

3. Convert source language input into sign language syntax using a sign language grammar engine. by transforming, sign language animation data loaded onto the skeletal system 15 running blocks in real time and signal sequences character (A) based It presents hand and face animation through the synchronization core. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method; its characteristic is;  Animation production, 20  Performing angular analysis,  Performing a threshold check,  Recreating the sign language animation that went out of the field of view,  Alternative visualization of motion and facial expression data obtained from the primary stream. 25, which is to be reimplemented at the production level with the same timeline. projection positioning of regenerated animation data dynamically according to the parameters and camera alignment with positioning and dynamic alignment and scaling module The hologram remains fixed in the player's field of view, depending on the camera angle. Adjusting and resizing it to remain at 30  The regenerated animation data is displayed via the screen output interface. to be presented to the user 23  Re-evaluating the angular relationship between the character and the camera. alternative visual production if it falls below the defined threshold value termination and return to the primary animation stream process It includes the steps.

4. Convert the source language input, conforming to claim 3, into sign language vocabulary using the sign language grammar engine. 5 by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, its feature is; Animation production is done 10 the process step;  Sign language animation module allows you to animate the signs that the character will perform. The process involves generating movement and facial expression data for the sequence.

5. Convert the source language input, conforming to Request 4, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system 15 running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interactive holographic method, its feature is; with a sign language animation module. 20 movement and facial expression data related to the sequence of gestures the character will perform the production process step;  Dialogue and event triggering module or holographic signal projection Sign language animation of content data determined by the module Receiving the signal sequence by passing it to the module,  Parametric data retrieval includes hand shapes, orientations, and position coordinates. 25 and non-manual sign parameters sign language animation Called from the library module,  Finger joint angles, palm orientation, and numerical time codes Rotation and position by converting to rotation and position values. Creating motion parameters with values, 30 24  Intensity coefficients of facial expression parameters: eyebrows, eyes, mouth, and head. This is done by calculating and placing the data on the timeline, non-manually. producing signs,  Through advanced kinematic calculations of hand target positions implementation and, where necessary, inverse kinematic calculations and 5 Optimizing the joint limit,  Ensuring fluency and hand-face coordination through time-based interpolation. Simultaneous data synchronization mechanism of parameters combined in real-time to the character's bone structure The implementation involves procedural steps. 10 6. Convert the source language input, conforming to claim 5, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated Sign Language Animation 15 that produces animation by combining its parameters and its interaction is a holographic method, its feature is; Dialogue and event triggering module. or content data determined by the holographic signal projection module The process of receiving the sign sequence by passing it to the sign language animation module. the content data mentioned in the step, the specific dialogue line that occurred or event ID representing an in-game event; which character, which scene is 20 Reference information, which is contextual data about the content of a dialogue or interaction, and the sign language animation sequence corresponding to the content, sign language library The library reference code is the address information that identifies its location within the module. It is the fact that.

7. Select the source language input that conforms to Request 5 and convert it to sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, its feature is; Finger joint angles, palm 30 orientation and time codes to numerical rotation and position values by transforming the motion parameters, which are rotation and position values. creation process step;  Sign language animation using matrix transformation of rotational values The three-axis angular data (X, Y, Z) is retrieved from the library module. 5 local transformation matrices according to the character's bone hierarchy transformation and for the knuckles and metacarpal bones predefined rotational data sets, system each of the skeleton is converted into rotational vectors used by Creating an orientation angle for the bone node,  Matching spatial position coordinates to determine wrist and hand position (10) The defined 3D coordinate points are the character's world coordinates. recalculation based on the system or parental bone space and The rotational vectors of the wrist joint determine the orientation of the palm, the hand a character that defines its stance relative to its body or neutral space Converting it into a "target vector", 15  Transformation of time codes into smoothing curves and two signals the predefined acceleration of the fingers and hand during the transition to ensure that it moves according to the curves, the sequence of signals start and end time codes ensure the fluidity of the animation. Processing with "time-based interpolation curves" and timestamps, 20 which numerical value corresponds to which square in each rotational value converting it into a "time-value" function that determines when it will be reached,  By applying it to the skeletal system, the generated data can be directly transferred to the character. calculated to inject into the transformation data in the bone hierarchy numerical rotation and position values, character's skeletal system 25 by the animation synchronization core working on it abstract "angle" in parametric dataset by reading it in real time and position" values, the actual movement of the character's hand in the air. the steps involved in converting them into numerical conversion matrices It includes. 30 8. Convert the source language input, conforming to claim 5, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) 26 Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, the feature of which is; the forward positioning of the hand target positions. Implementation through kinematic calculations and, where necessary, inversion Performing kinematic calculations and joint limit optimization is step 5. The necessary conditions mentioned in step 1, the target hand position being shoulder-elbow- The wrist chain being outside the reach of the arm position character collision with the body, anatomical angle of the elbow or wrist joints It means exceeding its limits.

9. Convert the source language input, conforming to claim 5, into sign language vocabulary using the sign language grammar engine. 10 by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, its feature is; the forward 15 of the hand target positions. Implementation through kinematic calculations and, where necessary, inversion The process involves performing kinematic calculations and joint limit optimization. step;  Predefined minimum and maximum angles for each joint referencing the values, 20  The joint angles obtained as a result of inverse kinematics are the reference angles. Comparison with their values,  Angles exceeding the limit values ​​are restricted and returned to the permitted range. withdrawal,  If there are no angles exceeding the limit value, proceed to the next step. 25  Shoulder-elbow movements should be performed as needed to ensure the movement is executed. rearrangement of the angle distribution along the wrist chain,  The joints on the arm chain are anatomically positioned while maintaining the hand's target position. Optimizing the process steps so that it remains within the angle limits. It includes. 30 10. Convert the source language input, conforming to claim 5, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. 27 running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, its feature is; parametric data retrieval by hand. Shapes, orientations, position coordinates, and non-manual marking 5 calling the parameters from the sign language animation library module The non-manual signal parameters mentioned in the process step, manually Control of all facial, head, and upper body components except for movements data including frowning or raising of the eyebrows, eye openness ratio, Oral articulation forms of the lips and the angles of inclination of the head in three axes 10 It is the fact that.

11. Convert the source language input, conforming to Request 5, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core that provides hand and face 15 Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, characterized by time-based interpolation. ensuring fluency and simultaneous data of hand and face parameters. The character's bones are combined by a synchronization mechanism. The real-time application step to its structure is; 20  Animation of start and end time codes for each signal movement placement on the timeline  Rotation and position values ​​of hand and face parameters over time Defining points as keyframes,  Intermediate values ​​between the main squares are linear or curve-based. 25 Calculation using interpolation methods,  The calculated intermediate values ​​represent the motion transitions in each animation frame. to ensure uninterrupted progression and fluidity of the character It involves procedural steps for application to the skeletal system.

12. Select source language input according to claim 3 and convert it to sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) 28 Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and interaction holographic method, its characteristic is; performing angular analysis process. step;  With the camera-character angular analysis unit included in the game engine, 5 Angular relationship between the character's face axis and the player's camera vector The process involves calculating the relationship in real time.

13. Enter source language input that conforms to claim 12 into the sign language grammar engine. sign language loaded onto the skeletal system by converting it into syntax It runs animation data blocks in real time and sequences signals in 10 Animation synchronization core that presents character (A) based an integrated system that generates animation by combining hand and face parameters. Sign language animation and interaction is a holographic method; its feature is; Game The character's angular analysis unit, located within the engine, analyzes the camera and character. The angular relationship between the face axis and the player camera vector in real time 15 the calculation is performed using the face axis of the character mentioned in the process step. the angular relationship between the player camera vector and the character's head and face The forward direction vector of the bone and the player camera's gaze towards the character. the three-dimensional spatial angle difference between the vectors, and the angle value being small with this, the character is oriented towards the player, and with the increase in value, 20 showing the character turning away from the actor It is the fact that.

14. Enter source language input that conforms to claim 12 into sign language using the sign language grammar engine. sign language loaded onto the skeletal system by converting it into syntax It runs animation data blocks in real time and sequences signals 25 Animation synchronization core that presents character (A) based an integrated system that generates animation by combining hand and face parameters. Sign language animation and interaction is a holographic method; its feature is; Game The character's angular analysis unit, located within the engine, analyzes the camera and character. The angular relationship between the face axis and the player camera vector is shown in real-time. the calculation step as follows; 29  Inner product method by camera-character angular analysis unit using pre-normalized vectors, θ is The angle can be determined using the formula θ = arccos(character face direction x camera viewing direction). It involves the calculation step using [method / process].

15. The source language input that conforms to claim 3 is converted into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, its feature is; threshold control is performed in process 10. step;  When the predefined threshold value is exceeded as a result of the angular analysis, Sign language by camera-character angular analysis unit It was determined that the animation was outside the player's field of view, and Threshold trigger algorithm for sign language that goes out of sight 15 triggering the reproduction of its animation,  Predefined threshold value as a result of angular analysis If this is not exceeded, the angular analysis process continues. It includes the steps.

16. Enter source language input that conforms to Request 15 into the sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, its characteristic is; 25 as a result of angular analysis. When a predefined threshold value is exceeded, camera-character angular analysis sign language animation by the unit outside the player's field of view Determining that it remains and the field of view with a threshold trigger algorithm. the process of triggering the reproduction of the sign language animation that goes outside the scope that the character is outside the mentioned field of view at step 30 If he turns his back, his hand gestures and facial expressions are out of his field of vision. It is the fact that.

17. Convert the source language input, conforming to Claim 3, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated Sign Language Animation 5 generates animation by combining its parameters. and the interaction is a holographic method, characterized by a signal that goes outside the field of view. the process step of reproducing the language animation;  Sign language animation module, going out of the field of view Transferring animation data to the holographic signal projection module,  Holographic sign projection module 10, an alternative visual production layer with animation data as a projection based on the character coordinate system. Real-time projection on the surface with the surface identification unit. It involves the process steps for reproducing it.

18. Convert the source language input, conforming to Claim 3, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system 15 running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interactive holographic method, its feature is; Sign language animation module. by, holographic marker 20 of animation data that goes out of the field of view The animation mentioned in the step of transferring it to the reflection module The data consists of three X, Y, Z segments of the finger joints and metacarpal segments. axial rotation angles; wrist orientation vectors and hand position coordinates Shoulder-elbow-wrist chain joint angles; non-manual marking. parameters and head and upper body rotation values ​​and signal start and 25 end time codes, intermediate frame timestamps, interpolation curve, and time It is about having schedule information.

19. Convert the source language input, conforming to Claim 3, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and signal sequences character (A) 30 Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters 31 and its characteristic feature is the holographic method of interaction; an alternative visual production layer. The holographic signal projection module animates the character data. in real time on a projection surface connected to a coordinate system the reproduction process step;  When out-of-vision is detected, bone rotations and facial expressions (5) holographic projection module of existing animation data Triggering and data transfer are carried out by transferring data.  The player camera's perspective is based on the character's reference coordinates. surface by defining a projection plane parallel to the axis making the definition, 10  Offset vector according to character-camera distance and orientation. The reflection layer is determined by calculating the scaling factor. Dynamic positioning is achieved through placement,  The projection surface is dynamically positioned parallel to the camera plane. alignment and animation data on the projection surface 15 by applying visual representation through a single timeline The alignment and matching process involves several steps.

20. Convert source language input, conforming to claim 19, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and signal sequences character (A) 20 Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters and the interaction is a holographic method, characterized by; character-camera distance and By calculating the offset vector and scaling coefficient according to its orientation. Dynamic positioning is achieved by placing a reflection layer 25 The offset vector mentioned in the processing step depends on the position of the character. It is the "displacement" information that determines where the projection will stop.

21. Convert source language input, conforming to claim 19, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and signal sequences character (A) 30 Based on the animation synchronization core, it provides hand and face animation. Integrated sign language animation that produces animation by combining its parameters 32 and the interaction is a holographic method, characterized by; character-camera distance and By calculating the offset vector and scaling coefficient according to its orientation. Dynamic positioning is achieved by placing a reflection layer. The scaling factor mentioned in the processing step is derived from the character. The "stabilization" factor, which enlarges and stabilizes the image that shrinks as it moves away, is 5. It is the fact that.

22. Convert the source language input, conforming to Claim 3, into sign language vocabulary using the sign language grammar engine. by transforming it into a sequence, sign language animation loaded onto the skeletal system. running data blocks in real time and sequences of signals character (A) Based on the animation synchronization core that provides hand and face 10 Integrated sign language animation that produces animation by combining its parameters and interaction is a holographic method, characterized by; motion taken from the primary flow and mime data in an alternative visual production layer with the same timeline projection of reproduced animation data which is a re-implementation Dynamically 15 based on positioning parameters and camera alignment. with positioning and dynamic alignment and scaling module The hologram will remain fixed in the player's field of view depending on the camera angle. the process step of adjusting and sizing in this way;  Animation parameters when the view goes out of the field of view By copying from the primary stream, joint rotations and mimetic coefficients are 20. transferring the existing data to the avatar representation on the projection surface and synchronized with the primary animation via timestamp matching. This involves a step that ensures the process is completed without delay.