Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility 2006
DOI: 10.1145/1168987.1169023
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Non-speech input and speech recognition for real-time control of computer games

Abstract: This paper reports a comparison of user performance (time and accuracy) when controlling a popular arcade game of Tetris using speech recognition or non-speech (humming) input techniques. The preliminary qualitative study with seven participants shows that users were able to control the game using both methods but required more training and feedback for the humming control. The revised interface, which implemented these requirements, was positively responded by users. The quantitative test with 12 other partic… Show more

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Cited by 46 publications
(34 citation statements)
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“…The second task contained gestures used in the Tetris game controlled by humming [7]. The participants were again told to analyze the VGT expression: The expression above describes the templates depicted in Figure 5b.…”
Section: Task #2mentioning
confidence: 99%
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“…The second task contained gestures used in the Tetris game controlled by humming [7]. The participants were again told to analyze the VGT expression: The expression above describes the templates depicted in Figure 5b.…”
Section: Task #2mentioning
confidence: 99%
“…The NVVI is an interaction method that has already received a significant focus within the research community. It has been used as an input modality for people with motor disabilities [7][3] as well as voice training tool [2]. It is a method that shares some similarities with Automatic Speech Recognition (ASR).…”
Section: Introductionmentioning
confidence: 99%
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“…The analysis of humming (i.e. producing 'mmm' sound) was implemented as a user test [21] proved that humming was easier to produce and less tiresome for the users. The system runs as a standalone application on win32 platforms (see Fig.…”
Section: Description Of the Systemsmentioning
confidence: 99%
“…Slow, clunky, and intermittent connections may be acceptable with pseudodialog applications such as the ones typical in virtual assistants (Suendermann-Oeft, 2013), but they are not suited for realistic conversational applications such as in customer care (Acomb et al., 2007), virtual tutoring (Litman andSilliman, 2004), or command and control. Even more importantly, there are numerous applications for spoken dialog systems which require operation in offline mode altogether, for example in moving vehicles (Pellom et al, 2001), with robots in adverse conditions (Toptsis et al, 2004), in certain medical devices , or with portable video game consoles and toys (Sporka et al, 2006).Maintaining a cloud application server farm, capable of supporting the mass service comes at a recurring operational cost, which limits the range of possible revenue models with which the spoken dialog system can be offered. A way to solve this problem is to transfer the necessary hardware to the client device and let the customer naturally cover the processing power costs.…”
mentioning
confidence: 99%