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Enabling a voice modality in mobile games through VoiceXML

Published: 09 August 2008 Publication History

Abstract

The use of speech recognition in gaming applications is not entirely new. The growth of voice as a part of gaming has exploded largely due to the popularity of online player matchmaking services such as Xbox Live. Yet, the majority of its use is only limited to communications between players to coordinate game play activities through the use of a headset and a microphone.
To further explore the possibilities of using speech recognition to affect game play directly, Motorola has partnered with GamePipe Labs at the University of Southern California. This collaboration aims at leveraging the capabilities of VoiceXML (VXML), and use interactive voice dialogues to directly affect game play on mobile phones. This short paper describes the efforts taken under this initiative, and the results of this collaboration.

References

[1]
Zyda, Thukral et al., "Educating the Next Generation of Mobile Game Developers" for IEEE Computer Graphics and Applications, March 2007
[2]
J. R. Engelsma et al., "Ubiquitous Mobile Gaming," Proc. System Support for Ubiquitous Computing Workshop (UbiSys), 2006; http://www.magic.ubc.ca/ubisys/positionsengelsma.pdf.
[3]
D. Pearce et al., "An Architecture for Seamless Access to Distributed Multimodal Services," Proc. 9th European Conf. Speech Communication and Technology, Int'l Speech Communication Assoc., 2005, pp. 2845--2848.
[4]
S. McGlashan et al., "Voice Extensible Markup Language (VoiceXML) Version 2.0," World Wide Web Consortium (W3C)recommendation, Mar. 2004, http://www.w3.org/TRvoicexml20/
[5]
Jim Ferrans and Jonathan Engelsma. "Software architectures for networked mobile speech applications", in Automatic Speech Recognition on Mobile Devices and over Communication Networks, Zeng-Hua Tan, ed., Springer Press, 2008.

Cited By

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  • (2019)Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3DHuman-Computer Interaction – INTERACT 201910.1007/978-3-030-29390-1_20(364-385)Online publication date: 2-Sep-2019
  • (2013)Modern Conversational AgentsTechnologien für digitale Innovationen10.1007/978-3-658-04745-0_4(63-84)Online publication date: 21-Dec-2013
  • (2012)Improving literacy in developing countries using speech recognition-supported games on mobile devicesProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2207676.2208564(1149-1158)Online publication date: 5-May-2012
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Published In

cover image ACM Conferences
Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
August 2008
183 pages
ISBN:9781605581736
DOI:10.1145/1401843
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 August 2008

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Author Tags

  1. GamePipe labs
  2. Motorola labs
  3. VoiceXML
  4. mobile gaming
  5. multi-modal interaction
  6. multiplayer multimodal mobile games
  7. speech recognition
  8. voice recognition

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Sandbox '08
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Sandbox '08: An ACM SIGGRAPH Video Game Symposium
August 9 - 10, 2008
California, Los Angeles

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Cited By

View all
  • (2019)Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3DHuman-Computer Interaction – INTERACT 201910.1007/978-3-030-29390-1_20(364-385)Online publication date: 2-Sep-2019
  • (2013)Modern Conversational AgentsTechnologien für digitale Innovationen10.1007/978-3-658-04745-0_4(63-84)Online publication date: 21-Dec-2013
  • (2012)Improving literacy in developing countries using speech recognition-supported games on mobile devicesProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2207676.2208564(1149-1158)Online publication date: 5-May-2012
  • (2011)A Distributed Architecture for Mobile Digital Games Based on Cloud ComputingProceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment10.1109/SBGAMES.2011.13(79-88)Online publication date: 7-Nov-2011
  • (2009)gRmobileProceedings of the 2009 VIII Brazilian Symposium on Games and Digital Entertainment10.1109/SBGAMES.2009.24(141-150)Online publication date: 8-Oct-2009

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