Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Automatic speech recognition: an approach for designing inclusive games
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
2013 (English)In: Multimedia tools and applications, ISSN 1380-7501, E-ISSN 1573-7721, Vol. 66, no 1, 131-146 p.Article in journal (Refereed) Published
Abstract [en]

Computer games are now a part of our modern culture. However, certain categories of people are excluded from this form of entertainment and social interaction because they are unable to use the interface of the games. The reason for this can be deficits in motor control, vision or hearing. By using automatic speech recognition systems (ASR), voice driven commands can be used to control the game, which can thus open up the possibility for people with motor system difficulty to be included in game communities. This paper aims at find a standard way of using voice commands in games which uses a speech recognition system in the backend, and that can be universally applied for designing inclusive games. Present speech recognition systems however, do not support emotions, attitudes, tones etc. This is a drawback because such expressions can be vital for gaming. Taking multiple types of existing genres of games into account and analyzing their voice command requirements, a general ASRS module is proposed which can work as a common platform for designing inclusive games. A fuzzy logic controller proposed then is to enhance the system. The standard voice driven module can be based on algorithm or fuzzy controller which can be used to design software plug-ins or can be included in microchip. It then can be integrated with the game engines; creating the possibility of voice driven universal access for controlling games.

Place, publisher, year, edition, pages
2013. Vol. 66, no 1, 131-146 p.
Keyword [en]
Design for all, Inclusive design, Universal design, Accessibility, Game
National Category
Human Aspects of ICT
Identifiers
URN: urn:nbn:se:uu:diva-167361DOI: 10.1007/s11042-011-0918-7ISI: 000320317200008OAI: oai:DiVA.org:uu-167361DiVA: diva2:483960
Available from: 2012-01-26 Created: 2012-01-26 Last updated: 2017-12-08Bibliographically approved

Open Access in DiVA

fulltext(705 kB)295 downloads
File information
File name FULLTEXT04.pdfFile size 705 kBChecksum SHA-512
1b8a24caf61e6768785dc9f00bda5fe87a1192282302df4ae1a97ac0f2fa03b08ce3e533e13767bd17180ad50a86a2a2627a4452f69694c48b195827ab0f1ee5
Type fulltextMimetype application/pdf

Other links

Publisher's full texthttp://link.springer.com/article/10.1007%2Fs11042-011-0918-7

Search in DiVA

By author/editor
Mustaquim, Moyen Mohammad
By organisation
Human-Computer Interaction
In the same journal
Multimedia tools and applications
Human Aspects of ICT

Search outside of DiVA

GoogleGoogle Scholar
Total: 350 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 480 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf