#WorldInnovationDay Hack 2021
Winner Showcase: Team Sign Hand #2

This is the fifth in a six-part series which will showcase the projects built by the Top 6 teams of the #WorldInnovationDay Hackathon. This was the biggest hackathon by Hackmakers in collaboration with the UN Environmental Programme, dedicated to developing innovative and creative solutions for the Sustainable Development Goals established by the UN.

Team SIGN HAND

Joaquín Osvaldo Alonso-Cuevas, Alma Nallely Gordillo-Ramírez

Team Sign Hand created an interactive application solution for access to education for hearing disabled people. The team ranked #2 among all the participants in the hackathon. .

Challenge

Quality Education – Sustainable Development Goal 4

The Sustainable Development Goal of Quality Education ensures inclusive and equitable quality education and promotes lifelong learning opportunities for all. The SDG 4 aims to provide children and young people with quality and easily accessible education along with other learning opportunities, with one of the targets being to achieve universal literacy and numeracy. 

Problem Statement

In Mexico, there are nearly half a million people without any access to education. Several reasons contribute to this problem

  1. Low diffusion of Sign Language 
  2. Sign Language Courses are expensive
  3. There are only a few and low quality didactic material available

Motivation

Making sign language accessible and providing an interactive solution to people who would want to learn it. 

Solution

Building an application that would make people understand sign language with precise signs and forms from different perspectives.

Featured Highlights

  • Focuses on learning the concepts of Alphabets and Numbers
  • Learning the lessons with Augmented Reality
  • Fun Learning with Games for Alphabets
  • Memory Based Learning for Numeracy

What does the Application do?

  • The app integrates with the augmented reality technology in order to provide the learners an enriching and interactive learning experience. 

With the use of Augmented Reality, the shapes, alphabets and numbers can be seen from different angles, forms and perspectives, thus making it easier to understand for the learner.

  • The app also allows for ease of instructional learning by inculcating movements in augmented reality technology. 

For example, if an alphabet’s gesture requires movement, the app would allow the learner to see the form of the letter in different forms, along with its movement and zoom function. 

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Want to see more winning projects?

  1. Team Swasthya – 3rd Position in World Innovation Day Hackathon 2021
  2. Team Edu-Fx – 4th Position in World Innovation Day Hackathon 2021
  3. Team PlatoLearn – 5th Position in World Innovation Day Hackathon 2021