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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Main Authors: Sporka, Adam J, Kurniawan, Sri H, Mahmud, Murni, Slavik, Pavel
Format: Proceeding Paper
Language:English
Published: 2006
Subjects:
Online Access:http://irep.iium.edu.my/4510/
http://irep.iium.edu.my/4510/2/p213-sporka_murni_mahmud.pdf
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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
building IIUM Repository
collection Online Access
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.
first_indexed 2025-11-14T14:28:36Z
format Proceeding Paper
id iium-4510
institution International Islamic University Malaysia
institution_category Local University
language English
last_indexed 2025-11-14T14:28:36Z
publishDate 2006
recordtype eprints
repository_type Digital Repository
spelling 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 Proceeding Paper 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.
spellingShingle 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
title 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_short 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
topic T58.5 Information technology
url http://irep.iium.edu.my/4510/
http://irep.iium.edu.my/4510/2/p213-sporka_murni_mahmud.pdf