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Non-speech input and speech recognition for real-time control of computer games
2006
Proceedings of the 8th international ACM SIGACCESS conference on Computers and accessibility - Assets '06
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
doi:10.1145/1168987.1169023
dblp:conf/assets/SporkaKMS06
fatcat:e6zsr2h2fjgo5kioiknkpzc3w4