Voice as sound: using non-verbal voice input for interactive control
Proceedings of the 14th annual ACM symposium on User interface software and technology
Acoustic control of mouse pointer
Universal Access in the Information Society
Non-speech input and speech recognition for real-time control of computer games
Proceedings of the 8th international ACM SIGACCESS conference on Computers and accessibility
Longitudinal study of continuous non-speech operated mouse pointer
CHI '07 Extended Abstracts on Human Factors in Computing Systems
The VoiceBot: a voice controlled robot arm
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
Increasing participation of the community of computer users with special needs in computer entertainment brings about the need for understanding the benefits and drawbacks of different assistive input techniques and devices that can be used for controlling the entertainment experience. Especially challenging is the support of the control of the arcade games, such as Tetris [7] or Breakout [2], where while only a limited number of game commands is required, the users must issue these in a rapid response to the evolving gameplay -- and many assistive devices are unable to cope with this problem. A promising set of techniques is provided by employing the voice as an input device.