Implement basic signs course

This commit is contained in:
Dries Van Schuylenbergh
2023-04-19 17:09:11 +02:00
parent db1a72fadd
commit 9422df7083
32 changed files with 1242 additions and 23 deletions

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@@ -20,6 +20,7 @@ public class Course : ScriptableObject
/// <summary> /// <summary>
/// A short description of the course /// A short description of the course
/// </summary> /// </summary>
[TextArea]
public string description; public string description;
/// <summary> /// <summary>

View File

@@ -19,6 +19,7 @@ public class Minigame : ScriptableObject
/// <summary> /// <summary>
/// A short description of the minigame /// A short description of the minigame
/// </summary> /// </summary>
[TextArea]
public string description; public string description;
/// <summary> /// <summary>

View File

@@ -1,6 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary> /// <summary>
/// This enum is used to identify each of the SignLanguage models /// This enum is used to identify each of the SignLanguage models
/// </summary> /// </summary>
@@ -8,5 +5,5 @@ public enum ModelIndex
{ {
NONE, NONE,
FINGERSPELLING, FINGERSPELLING,
BASICSIGNS BASIC_SIGNS
} }

View File

@@ -15,6 +15,7 @@ public class Theme : ScriptableObject
/// <summary> /// <summary>
/// A short description of the theme /// A short description of the theme
/// </summary> /// </summary>
[TextArea]
public string description; public string description;
/// <summary> /// <summary>

View File

@@ -0,0 +1,94 @@
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m_Name: BasicSignsTheme
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description: Van links tot rechts
themeIndex: 1
modelIndex: 2
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title: Basis Gebaren
description: In deze les leer je een aantal basisgebaren, die je kan gebruiken
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@@ -15,6 +15,7 @@ MonoBehaviour:
currentCourseIndex: 2 currentCourseIndex: 2
courses: courses:
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- {fileID: 11400000, guid: 1e2fbe5ef8bbfaf41ae2af179c1ab52e, type: 2}
- {fileID: 11400000, guid: 622bbd43e3debd044b790f1f3f325f35, type: 2} - {fileID: 11400000, guid: 622bbd43e3debd044b790f1f3f325f35, type: 2}
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View File

@@ -396,18 +396,19 @@ public class CoursesController : AbstractFeedback
{ {
// Get current sign // Get current sign
Learnable sign = course.theme.learnables[currentWordIndex]; Learnable sign = course.theme.learnables[currentWordIndex];
string currentSign = sign.name; string currentSign = sign.name.ToUpper().Replace(" ", "-");
// Get the predicted sign // Get the predicted sign
if (signPredictor != null && signPredictor.learnableProbabilities != null && if (signPredictor != null && signPredictor.learnableProbabilities != null &&
currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign)) currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign))
{ {
Debug.Log($"{signPredictor.learnableProbabilities.Aggregate("", (t, e) => $"{t}{e.Key}={e.Value}, ")}");
float accCurrentSign = signPredictor.learnableProbabilities[currentSign]; float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
// Get highest predicted sign // Get highest predicted sign
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key; string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
float accPredictSign = signPredictor.learnableProbabilities[predictedSign]; float accPredictSign = signPredictor.learnableProbabilities[predictedSign];
Learnable predSign = course.theme.learnables.Find(l => l.name == predictedSign); Learnable predSign = course.theme.learnables.Find(l => l.name.ToUpper().Replace(" ", "-") == predictedSign);
if (feedbackText != null && feedbackProgressImage != null) if (feedbackText != null && feedbackProgressImage != null)
{ {
@@ -424,7 +425,7 @@ public class CoursesController : AbstractFeedback
} }
else if (accPredictSign > predSign.thresholdPercentage) else if (accPredictSign > predSign.thresholdPercentage)
{ {
feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'"; feedbackText.text = $"Verkeerde gebaar: '{predSign.name}'";
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f); col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
accCurrentSign = 0.0f; accCurrentSign = 0.0f;
} }

View File

@@ -6,11 +6,11 @@ using NatML.Internal;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.IO;
using System.Linq; using System.Linq;
using System.Threading.Tasks; using System.Threading.Tasks;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using System.IO;
[System.Serializable] [System.Serializable]
@@ -395,7 +395,7 @@ public class SignPredictor : MonoBehaviour
{ {
string jsonData = File.ReadAllText(filePath); string jsonData = File.ReadAllText(filePath);
UnityEngine.Debug.Log(jsonData); //UnityEngine.Debug.Log(jsonData);
embeddingDataList = JsonUtility.FromJson<EmbeddingDataList>("{\"dataList\":" + jsonData + "}"); embeddingDataList = JsonUtility.FromJson<EmbeddingDataList>("{\"dataList\":" + jsonData + "}");
} }
@@ -600,38 +600,43 @@ public class SignPredictor : MonoBehaviour
{ {
List<DistanceEmbedding> distances = GetDistances(result, 2); List<DistanceEmbedding> distances = GetDistances(result, 2);
learnableProbabilities = new Dictionary<string, float>(); var probs = new Dictionary<string, float>();
for (int j = 0; j < distances.Count; j++) for (int j = 0; j < distances.Count; j++)
{ {
DistanceEmbedding distanceEmbedding = distances[j]; DistanceEmbedding distanceEmbedding = distances[j];
// check if already in dictionary // check if already in dictionary
if (learnableProbabilities.ContainsKey(distanceEmbedding.embeddingData.label_name)) if (probs.ContainsKey(distanceEmbedding.embeddingData.label_name))
{ {
// if so, check if the distance is smaller // if so, check if the distance is smaller
if (learnableProbabilities[distanceEmbedding.embeddingData.label_name] > distanceEmbedding.distance) if (probs[distanceEmbedding.embeddingData.label_name] > distanceEmbedding.distance)
{ {
// if so, replace the distance // if so, replace the distance
learnableProbabilities[distanceEmbedding.embeddingData.label_name] = distanceEmbedding.distance; probs[distanceEmbedding.embeddingData.label_name] = distanceEmbedding.distance;
} }
} }
else else
{ {
// if not, add the distance to the dictionary // if not, add the distance to the dictionary
learnableProbabilities.Add(distanceEmbedding.embeddingData.label_name, distanceEmbedding.distance); probs.Add(distanceEmbedding.embeddingData.label_name, distanceEmbedding.distance);
} }
} }
Dictionary<string, float> newLearnableProbabilities = new Dictionary<string, float>();
// convert distances to probabilities, the closer to 1.5 the better the prediction // convert distances to probabilities, the closer to 1.5 the better the prediction
foreach (KeyValuePair<string, float> entry in learnableProbabilities) var newProbs = new Dictionary<string, float>();
float sum = 0.0f;
foreach (KeyValuePair<string, float> entry in probs)
{ {
float probability = 1 / (1 + Mathf.Pow(2.71828f, (entry.Value - 1.6f) * 2)); float probability = 1 / (1 + Mathf.Exp(2 * (entry.Value - 1.6f)));
newLearnableProbabilities.Add(entry.Key, probability); newProbs.Add(entry.Key, probability);
sum += probability;
} }
learnableProbabilities = newLearnableProbabilities; learnableProbabilities = new Dictionary<string, float>();
foreach (var kv in newProbs)
learnableProbabilities.Add(kv.Key, kv.Value / sum);
//UnityEngine.Debug.Log($"{learnableProbabilities.Aggregate("", (t, e) => $"{t}{e.Key}={e.Value}, ")}");
foreach (Listener listener in listeners) foreach (Listener listener in listeners)
{ {

View File

@@ -5,7 +5,7 @@
public enum CourseIndex public enum CourseIndex
{ {
FINGERSPELLING, FINGERSPELLING,
BASICSIGNS, BASIC_SIGNS,
CLOTHING, CLOTHING,
ANIMALS, ANIMALS,
FOOD, FOOD,

View File

@@ -5,6 +5,7 @@
public enum ThemeIndex public enum ThemeIndex
{ {
SIGN_ALPHABET, SIGN_ALPHABET,
SIGN_BASICS,
SIGN_CLOTHING, SIGN_CLOTHING,
SIGN_ANIMALS, SIGN_ANIMALS,
SIGN_FOOD, SIGN_FOOD,