Non-speech input and speech recognition for real-time control of computer games
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 b...
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iium-45102012-08-28T03:34:04Z http://irep.iium.edu.my/4510/ Non-speech input and speech recognition for real-time control of computer games Sporka, Adam J Kurniawan, Sri H Mahmud, Murni Slavik, Pavel T58.5 Information technology 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 distance and advanced difficulty levels. 2006-10-25 Conference or Workshop Item PeerReviewed application/pdf en http://irep.iium.edu.my/4510/2/p213-sporka_murni_mahmud.pdf Sporka, Adam J and Kurniawan, Sri H and Mahmud, Murni and Slavik, Pavel (2006) Non-speech input and speech recognition for real-time control of computer games. In: The Eighth International ACM SIGACCESS Conference on Computers & Accessibility, 22-25 October 2006, Portland, Oregon, USA. |
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International Islamic University Malaysia |
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Online Access |
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English |
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T58.5 Information technology |
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T58.5 Information technology Sporka, Adam J Kurniawan, Sri H Mahmud, Murni Slavik, Pavel Non-speech input and speech recognition for real-time control of computer games |
description |
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 distance and advanced difficulty levels. |
format |
Conference or Workshop Item |
author |
Sporka, Adam J Kurniawan, Sri H Mahmud, Murni Slavik, Pavel |
author_facet |
Sporka, Adam J Kurniawan, Sri H Mahmud, Murni Slavik, Pavel |
author_sort |
Sporka, Adam J |
title |
Non-speech input and speech recognition for real-time control of computer games |
title_short |
Non-speech input and speech recognition for real-time control of computer games |
title_full |
Non-speech input and speech recognition for real-time control of computer games |
title_fullStr |
Non-speech input and speech recognition for real-time control of computer games |
title_full_unstemmed |
Non-speech input and speech recognition for real-time control of computer games |
title_sort |
non-speech input and speech recognition for real-time control of computer games |
publishDate |
2006 |
url |
http://irep.iium.edu.my/4510/ http://irep.iium.edu.my/4510/2/p213-sporka_murni_mahmud.pdf |
first_indexed |
2023-09-18T20:12:46Z |
last_indexed |
2023-09-18T20:12:46Z |
_version_ |
1777407587954720768 |