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Creation of a Character Control System Using Fuzzy Japanese Speech Input

Published: 10 November 2020 Publication History

Abstract

In this study, we developed a character control interface for a virtual character using fuzzy voice input in Japanese. Previous voice input interfaces have used pre-registered words in the system to control characters. The system uses the Japanese WordNet, a Japanese semantic dictionary, to associate words including synonyms with the character's commands so that even fuzzy voice input can be easily controlled. This system is considered to be effective as a voice input interface for systems that require instantaneous operations, such as action games.

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In this study, we developed a character control interface for a virtual character using fuzzy voice input in Japanese. Previous voice input interfaces have used pre-registered words in the system to control characters. The system uses the Japanese WordNet, a Japanese semantic dictionary, to associate words including synonyms with the character's commands so that even fuzzy voice input can be easily controlled. This system is considered to be effective as a voice input interface for systems that require instantaneous operations, such as action games.

References

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V. Kepuska, G. Bohouta, (2018). Next-generation of virtual personal assistants (microsoft cortana, apple siri, amazon alexa and google home). In 2018 IEEE 8th Annual Computing and Communication Workshop and Conference (CCWC), 99--103.
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A. K. Pandey, R. Gelin. (2018). A mass-produced sociable humanoid robot: Pepper: The first machine of its kind. IEEE Robotics & Automation Magazine, 25 (3), 40--48.
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M. Carter, et al. (2015). Player identity dissonance and voice interaction in games. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 265--269.
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F. Allison, et al. (2020). Word play: a history of voice interaction in digital games. Games and Culture, 15(2), 91--113.
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T. Kawasaki, et al. (2013). Direct Manipulation Interface for 3D Agents Based on Stretched Word-end Voice Commands. ITEIS, 133(12), 2257--2263.
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T. Igarashi, J. F. Hughes. (2001). Voice as sound: using non-verbal voice input for interactive control. In Proceedings of the 14th annual ACM symposium on User interface software and technology, 155--156.
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J. Bilmes, et al. (2005). The Vocal Joystick: A voice-based human-computer interface for individuals with motor impairments, In Proceedings of Human Language Technology Conference and Conference on Empirical Methods in Natural Language Processing, 995--1002.
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H. Isahara, et al. (2008). Development of the Japanese WordNet. In Proceedings of the Sixth International Conference on Language Resources and Evaluation, 2420--2423.
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F. Bond, et al. (2009). Enhancing the Japanese WordNet. In Proceedings of the 7th Workshop on Asian Language Resources, 1--8.
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Sony Interactive Entertainment Inc. OPERATOR'S SIDE, https://www.jp.playstation.com/software/title/scps15039.html
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Unity Technologies .3D Game Kit | Tutorials | Unity Asset Store https://assetstore.unity.com/packages/templates/tutorials/3d-game-kit-115747

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cover image ACM Conferences
HAI '20: Proceedings of the 8th International Conference on Human-Agent Interaction
November 2020
304 pages
ISBN:9781450380546
DOI:10.1145/3406499
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 10 November 2020

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Author Tags

  1. fuzzy input
  2. game design
  3. semantic dictionary
  4. synonym
  5. voice input

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