SIGN LANGUAGE CONFERENCE


Sign Language Conference is one of the leading research topics in the international research conference domain. Sign Language is a conference track under the Language and Linguistics Conference which aims to bring together leading academic scientists, researchers and research scholars to exchange and share their experiences and research results on all aspects of Language and Linguistics.

internationalconference.net provides a premier interdisciplinary platform for researchers, practitioners and educators to present and discuss the most recent innovations, trends, and concerns as well as practical challenges encountered and solutions adopted in the fields of (Language and Linguistics).

Sign Language is not just a call for academic papers on the topic; it can also include a conference, event, symposium, scientific meeting, academic, or workshop.

You are welcome to SUBMIT your research paper or manuscript to Sign Language Conference Track will be held at .

Sign Language is also a leading research topic on Google Scholar, Semantic Scholar, Zenedo, OpenAIRE, BASE, WorldCAT, Sherpa/RoMEO, Elsevier, Scopus, Web of Science.

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I. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

MARCH 19 - 20, 2019
ISTANBUL, TURKEY

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III. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

AUGUST 21 - 22, 2019
LONDON, UNITED KINGDOM

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IV. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

OCTOBER 08 - 09, 2019
NEW YORK, UNITED STATES

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V. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

DECEMBER 12 - 13, 2019
ROME, ITALY

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VI. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

FEBRUARY 13 - 14, 2020
LONDON, UNITED KINGDOM

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VII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

APRIL 15 - 16, 2020
BARCELONA, SPAIN

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VIII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

MAY 11 - 12, 2020
ISTANBUL, TURKEY

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IX. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

JUNE 05 - 06, 2020
SAN FRANCISCO, UNITED STATES

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X. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

JULY 20 - 21, 2020
PARIS, FRANCE

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XI. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

AUGUST 10 - 11, 2020
NEW YORK, UNITED STATES

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XII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

SEPTEMBER 10 - 11, 2020
TOKYO, JAPAN

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XIII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

SEPTEMBER 16 - 17, 2020
ZÜRICH, SWITZERLAND

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XIV. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

OCTOBER 21 - 22, 2020
BARCELONA, SPAIN

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XV. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

NOVEMBER 02 - 03, 2020
SAN FRANCISCO, UNITED STATES

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XVI. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

NOVEMBER 12 - 13, 2020
ISTANBUL, TURKEY

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XVII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

NOVEMBER 19 - 20, 2020
SINGAPORE, SINGAPORE

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XVIII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

DECEMBER 15 - 16, 2020
BANGKOK, THAILAND

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XIX. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

DECEMBER 28 - 29, 2020
PARIS, FRANCE

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XX. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

FEBRUARY 13 - 14, 2021
LONDON, UNITED KINGDOM

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XXI. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

APRIL 15 - 16, 2021
BARCELONA, SPAIN

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XXII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

MAY 11 - 12, 2021
ISTANBUL, TURKEY

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XXIII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

JUNE 05 - 06, 2021
SAN FRANCISCO, UNITED STATES

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XXIV. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

JULY 20 - 21, 2021
PARIS, FRANCE

FINISHED

XXV. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

AUGUST 10 - 11, 2021
NEW YORK, UNITED STATES

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XXVI. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

SEPTEMBER 10 - 11, 2021
TOKYO, JAPAN

FINISHED

XXVII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

SEPTEMBER 16 - 17, 2021
ZÜRICH, SWITZERLAND

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XXVIII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

OCTOBER 21 - 22, 2021
BARCELONA, SPAIN

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XXIX. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

NOVEMBER 02 - 03, 2021
SAN FRANCISCO, UNITED STATES

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XXX. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

NOVEMBER 12 - 13, 2021
ISTANBUL, TURKEY

FINISHED

XXXI. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

NOVEMBER 19 - 20, 2021
SINGAPORE, SINGAPORE

FINISHED

XXXII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

DECEMBER 15 - 16, 2021
BANGKOK, THAILAND

FINISHED

XXXIII. INTERNATIONAL LANGUAGE AND LINGUISTICS CONFERENCE

DECEMBER 28 - 29, 2021
PARIS, FRANCE

Previously Published Papers on "Sign Language Conference"

  • Properties of Bacterial Nanocellulose for Scenic Arts
    Authors: B. Suárez, G. Forman, Keywords: Biotechnological materials, contemporary dance, costume design, nano bacterial cellulose, performing arts. DOI:10.5281/zenodo. Abstract: Kombucha (a symbiotic culture of bacteria and yeast) produces material capable of acquiring multiple shapes and textures that change significantly under different environment or temperature variations (e.g., when it is exposed to wet conditions), properties that may be explored in the scenic industry. This paper presents an analysis of its specific characteristics, exploring them as a non-conventional material for arts and performance. Costume Design uses surfaces as a powerful way of expression to represent concepts and stories; it may apply the unique features of nano bacterial cellulose (NBC) as assets in this artistic context. A mix of qualitative and quantitative (interventionist) methodology approaches were used such as review of relevant literature to deepen knowledge on the research topic (crossing bibliography from different fields of studies: biology, art, costume design, etc.); as well as descriptive methods: laboratorial experiments, document quantities, observation to identify material properties and possibilities used to express a multiple narrative ideas, concepts and feelings. The results confirmed that NBC is an interactive and versatile material viable to be used in an alternative scenic context; its unique aesthetic and performative qualities, which change in contact to moisture, are resources that can be used to show a visual and poetic impact on stage.
  • The Use of Symbolic Signs in Modern Ukrainian Monumental Church Painting: Classification and Hidden Semantics
    Authors: Khlystun Yuliia Igorivna, Keywords: Iconography, painting of Orthodox Church, Orthodox Church, semiotic signs in modern iconography, classification of symbols in painting of Orthodox Church. DOI:10.5281/zenodo. Abstract: Monumental church paintings are often perceived either as the interior decoration of the temple or as the "Gospel for the illiterate," as the temple painting often contains scenes from Holy Scripture. In science the painting of the Orthodox Church is mainly the subject of study of art critics, but from the point of view of culturology and semiotics, it is insufficiently studied. The symbolism of monumental church painting is insufficiently revealed. The aim of this paper is to give a description of symbolic signs, to classify them, to give examples for each type of sign from the paintings of modern temples of Eastern Ukraine, on the basis of semiotic analysis of iconographic plots used in monumental church painting. We offer own classification of symbols of monumental church painting, using examples from the murals of modern Orthodox churches in Eastern Ukraine, mainly from the Donetsk region. When analyzing the semantics of symbolic signs, the following methods of the culturological approach were used: semiotic, iconological, iconographic, hermeneutic, culturological, descriptive, comparative-historical, visual-analytical. When interpreting the meanings of symbolic signs, scientific, cultural and theological literature were used. Photos taken by the author have been added to the article.
  • Possibilities for Testing User Experience and User Interface Design on Mobile Devices
    Authors: J. Berčík, A. Mravcová, J. Gálová, K. Neomániová, Keywords: Emotions, mobile design, user experience, visual attention. DOI:10.5281/zenodo. Abstract: In an era when everything is increasingly digital, consumers are always looking for new options in solutions to their everyday needs. In this context, mobile apps are developing at an exponential pace. One of the fastest growing segments of mobile technologies is, obviously, e-commerce. It can be predicted that mobile commerce will record nearly three times the global growth of e-commerce across all platforms, which indicates its importance in the given segment. The current coronavirus pandemic is also changing many of the existing paradigms both socially, economically, and technologically, which has a major impact on changing consumer behavior and the emphasis on simplification and clarity of mobile solutions. This is the area that User Experience (UX) and User Interface (UI) designers deal with. Their task is to design a sufficiently attractive and interesting solution that will be available on all mobile devices and at the same time will be easy enough for the customer/visitor to get to the destination or to get the necessary information in a few clicks. The basis for changes in UX design can now be obtained not only through online analytical tools, but also through neuromarketing, especially in the case of mobile devices. The paper highlights possibilities for testing UX design applications on mobile devices using a special platform that combines a stationary eye camera (eye tracking) and facial analysis (facial coding).
  • Shaping Traditional Chinese Culture in Contemporary Fashion: ‘Guochao’ as a Rising Aesthetic and the Case Study of the Designer Brand Angel Chen
    Authors: Zhe Ginnie Wang, Keywords: Style modernization, design identity, fashion show, Guochao, Chinese culture, Angel Chen. DOI:10.5281/zenodo. Abstract: With the unprecedented spread of cultural Chinese fashion design in the global fashion system, the under-identified ‘Guochao’ aesthetic that has emerged in the global market needs to be academically emphasized with a methodological approach looking at the Western-Eastern cultural hybridization present in fashion visualization. Through an in-depth and comprehensive investigation of a representative international-based Chinese designer, Angel Chen’s fashion show ‘Madam Qing’, this paper provides a methodological approach on how a form of traditional culture can be effectively extracted and applied to modern design using the most effective techniques. The central approach examined in this study involves creating aesthetic revolutions by addressing Chinese cultural identity through re-creating and modernizing traditional Chinese culture in design.
  • Language Learning, Drives, and Context: A Grounded Theory of Learning Behavior
    Authors: Julian Pigott, Keywords: Drives, grounded theory, motivation, significant events. DOI:10.5281/zenodo. Abstract: This paper presents the Language Learning as a Means of Drive Engagement (LLMDE) theory, derived from a grounded theory analysis of interviews with Japanese university students. According to LLMDE theory, language learning can be understood as a means of engaging one or more of four self-fulfillment drives: the drive to expand one’s horizons (perspective drive); the drive to make a success of oneself (status drive); the drive to engage in interaction with others (communication drive); and the drive to obtain intellectual and affective stimulation (entertainment drive). While many theories of learner psychology focus on conscious agency, LLMDE theory addresses the role of the unconscious. In addition, supplementary thematic analysis of the data revealed the role of context in mediating drive engagement. Unexpected memorable events, for example, play a key role in instigating and, indirectly, in regulating learning, as do institutional and cultural contexts. Given the apparent importance of such factors beyond the immediate control of the learner, and given the pervasive role of habit and drives, it is argued that the concept of motivation merits theoretical reappraisal. Rather than an underlying force determining language learning success or failure, it can be understood to emerge sporadically in consciousness to promote behavioral change, or to protect habitual behavior from disruption.
  • Effectiveness and Performance of Spatial Communication within Composite Interior Space: The Wayfinding System in the Saudi National Museum as a Case Study
    Authors: Afnan T. Bagasi, Donia M. Bettaieb, Abeer Alsobahi, Keywords: wayfinding system, museum journey, intelligibility, integration, connectivity, interior design DOI:10.5281/zenodo. Abstract: The wayfinding system affects the course of a museum journey for visitors, both directly and indirectly. The design aspects of this system play an important role, making it an effective communication system within the museum space. However, translating the concepts that pertain to its design, and which are based on integration and connectivity in museum space design, such as intelligibility, lacks customization in the form of specific design considerations with reference to the most important approaches. These approaches link the organizational and practical aspects to the semiotic and semantic aspects related to the space syntax by targeting the visual and perceived consistency of visitors. In this context, the present study aims to identify how to apply the concept of intelligibility by employing integration and connectivity to design a wayfinding system in museums as a kind of composite interior space. Using the available plans and images to extrapolate the considerations used to design the wayfinding system in the Saudi National Museum as a case study, a descriptive analytical method was used to understand the basic organizational and Morphological principles of the museum space through the main aspects of space design (the Morphological and the pragmatic). The study’s methodology is based on the description and analysis of the basic organizational and Morphological principles of the museum space at the level of the major Morphological and Pragmatic design layers (based on available pictures and diagrams) and inductive method about applied level of intelligibility in spatial layout in the Hall of Islam and Arabia at the National Museum Saudi Arabia within the framework of a case study through the levels of verification of the properties of the concepts of connectivity and integration. The results indicated that the application of the characteristics of intelligibility is weak on both Pragmatic and Morphological levels. Based on the concept of connective and integration, we conclude the following: (1) High level of reflection of the properties of connectivity on the pragmatic level, (2) Weak level of reflection of the properties of Connectivity at the morphological level (3) Weakness in the level of reflection of the properties of integration in the space sample as a result of a weakness in the application at the morphological and pragmatic level. The study’s findings will assist designers, professionals, and researchers in the field of museum design in understanding the significance of the wayfinding system by delving into it through museum spaces by highlighting the most essential aspects using a clear analytical method.
  • Developing Research Involving Different Species: Opportunities and Empirical Foundations
    Authors: A. V. Varfolomeeva, N. S. Tkachenko, A. G. Tishchenko, Keywords: epistemological attitudes, experimental design, validity, psychological structure, learning DOI:10.5281/zenodo. Abstract: In this study, we addressed the problem of weak validity, implausible results, and inaccurate reporting in psychological research on different species. The theoretical basis of the study was the systems-evolutionary approach (SEA). We assumed that the root of the problem is the values and attitudes of the researchers (in particular anthropomorphism and anthropocentrism). The first aim of the study was the formulation of a research design that avoids this problem. Based on a literature review, we concluded that such design, amongst other things, should include methodics with playful components. The second aim was to conduct a series of studies on the differences in the formation of instrumental skill in rats raised and housed in different environments. As a result, we revealed that there are contradictions between some of the statements of SEA, so that it is not possible to choose one of the alternative hypotheses. We suggested that in order to get out of this problem, it is necessary to modify these provisions by aligning them with the attitude of multicentrism.
  • Designing for Inclusion within the Learning Management System: Social Justice, Identities, and Online Design for Digital Spaces in Higher Education
    Authors: Christina Van Wingerden, Keywords: Belonging, critical pedagogy, instructional design, Learning Management System, LMS. DOI:10.5281/zenodo. Abstract: The aim of this paper is to propose pedagogical design for learning management systems (LMS) that offers greater inclusion for students based on a number of theoretical perspectives and delineated through an example. Considering the impact of COVID-19, including on student mental health, the research suggesting the importance of student sense of belonging on retention, success, and student well-being, the author describes intentional LMS design incorporating theoretically based practices informed by critical theory, feminist theory, indigenous theory and practices, and new materiality. This article considers important aspects of these theories and practices which attend to inclusion, identities, and socially just learning environments. Additionally, increasing student sense of belonging and mental health through LMS design influenced by adult learning theory and the community of inquiry model are described.  The process of thinking through LMS pedagogical design with inclusion intentionally in mind affords the opportunity to allow LMS to go beyond course use as a repository of documents, to an intentional community of practice that facilitates belonging and connection, something much needed in our times. In virtual learning environments it has been harder to discern how students are doing, especially in feeling connected to their courses, their faculty, and their student peers. Increasingly at the forefront of public universities is addressing the needs of students with multiple and intersecting identities and the multiplicity of needs and accommodations. Education in 2020, and moving forward, calls for embedding critical theories and inclusive ideals and pedagogies to the ways instructors design and teach in online platforms. Through utilization of critical theoretical frameworks and instructional practices, students may experience the LMS as a welcoming place with intentional plans for welcoming diversity in identities.
  • A Game-Based Product Modelling Environment for Non-Engineer
    Authors: Guolong Zhong, Venkatesh Chennam Vijay, Ilias Oraifige, Keywords: Game-based learning, knowledge based engineering, product modelling, design automation. DOI:10.5281/zenodo. Abstract: In the last 20 years, Knowledge Based Engineering (KBE) has shown its advantages in product development in different engineering areas such as automation, mechanical, civil and aerospace engineering in terms of digital design automation and cost reduction by automating repetitive design tasks through capturing, integrating, utilising and reusing the existing knowledge required in various aspects of the product design. However, in primary design stages, the descriptive information of a product is discrete and unorganized while knowledge is in various forms instead of pure data. Thus, it is crucial to have an integrated product model which can represent the entire product information and its associated knowledge at the beginning of the product design. One of the shortcomings of the existing product models is a lack of required knowledge representation in various aspects of product design and its mapping to an interoperable schema. To overcome the limitation of the existing product model and methodologies, two key factors are considered. First, the product model must have well-defined classes that can represent the entire product information and its associated knowledge. Second, the product model needs to be represented in an interoperable schema to ensure a steady data exchange between different product modelling platforms and CAD software. This paper introduced a method to provide a general product model as a generative representation of a product, which consists of the geometry information and non-geometry information, through a product modelling framework. The proposed method for capturing the knowledge from the designers through a knowledge file provides a simple and efficient way of collecting and transferring knowledge. Further, the knowledge schema provides a clear view and format on the data that needed to be gathered in order to achieve a unified knowledge exchange between different platforms. This study used a game-based platform to make product modelling environment accessible for non-engineers. Further the paper goes on to test use case based on the proposed game-based product modelling environment to validate the effectiveness among non-engineers.
  • Guidelines for Developing, Supervising, Assessing and Evaluating Capstone Design Project of BSc in Electrical and Electronic Engineering Program
    Authors: Muhibul Haque Bhuyan, Keywords: Course outcome, capstone design project, assessment and evaluation, electrical and electronic engineering. DOI:10.5281/zenodo. Abstract: Inclusion of any design project in an undergraduate electrical and electronic engineering curriculum and producing creative ideas in the final year capstone design projects have received numerous comments at the Board of Accreditation for Engineering and Technical Education (BAETE) several times by the mentors and visiting program evaluator team members at different public and private universities in Bangladesh. To eradicate this deficiency which is needed for getting the program accreditation, a thorough change was required in the Department of Electrical and Electronic Engineering (EEE) for its BSc in EEE program at Southeast University, Dhaka, Bangladesh. We suggested making changes in the course curriculum titles and contents, emphasizing to include capstone design projects, question setting, examining students through other standard methods, selecting and retaining Outcome-Based Education (OBE)-oriented engineering faculty members, improving laboratories through purchasing new equipment and software as well as developing new experiments for each laboratory courses, and engaging the students to practical designs in various courses and final year projects. This paper reports on capstone design project course objectives, course outcomes, mapping with the program outcomes, cognitive domain of learning, assessment schemes, guidelines, suggestions and recommendations for supervision processes, assessment strategy, and rubric setting, etc. It is expected that this will substantially improve the capstone design projects offering, supervision, and assessment in the undergraduate EEE program to fulfill the arduous requirements of BAETE accreditation based on OBE.

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