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Non-speech input and speech recognition for real-time control of computer games

Published: 23 October 2006 Publication History

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 participants shows that humming excelled in both time and accuracy, especially over longer distances and advanced difficulty levels.

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cover image ACM Conferences
Assets '06: Proceedings of the 8th international ACM SIGACCESS conference on Computers and accessibility
October 2006
316 pages
ISBN:1595932909
DOI:10.1145/1168987
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 23 October 2006

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Author Tags

  1. acoustic input
  2. game control
  3. motor-impaired users
  4. non-speech control
  5. speech recognition
  6. voice interaction

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Overall Acceptance Rate 436 of 1,556 submissions, 28%

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Cited By

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  • (2024)Pentap: A Novel Rhythm Game with Innovative Acoustic Soundwave-based Input and Audio Recognition2024 3rd International Conference on Digital Transformation and Applications (ICDXA)10.1109/ICDXA61007.2024.10470587(45-50)Online publication date: 29-Jan-2024
  • (2024)Let’s Talk Games: An Expert Exploration of Speech Interaction with NPCsInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338666(1-21)Online publication date: 19-Apr-2024
  • (2022)Methodological Standards in Accessibility Research on Motor Impairments: A SurveyACM Computing Surveys10.1145/354350955:7(1-35)Online publication date: 15-Dec-2022
  • (2022)All Birds Must Fly: The Experience of Multimodal Hands-free Gaming with Gaze and Nonverbal Voice SynchronizationProceedings of the 2022 International Conference on Multimodal Interaction10.1145/3536221.3556593(278-287)Online publication date: 7-Nov-2022
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  • (2022)“I Didn’t Catch That, But I’ll Try My Best”: Anticipatory Error Handling in a Voice Controlled GameProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3502115(1-13)Online publication date: 29-Apr-2022
  • (2022)More Errors vs. Longer Commands: The Effects of Repetition and Reduced Expressiveness on Input Interpretation Error, Learning, and EffortProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3502079(1-17)Online publication date: 29-Apr-2022
  • (2021)RePlay: Touchscreen Interaction Substitution Method for Accessible GamingProceedings of the 23rd International Conference on Mobile Human-Computer Interaction10.1145/3447526.3472044(1-12)Online publication date: 27-Sep-2021
  • (2021)Hummer: Text Entry by Gaze and HumProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445501(1-11)Online publication date: 6-May-2021
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