A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants

Author:

Spöhrer Markus

Publisher

Springer International Publishing

Reference85 articles.

1. Akkas, E. (2018). The Game Changer in Gaming: Voice Recognition Technology. Speech Technology. Retrieved September 21, 2022 from https://www.speechtechmag.com/Articles/ReadArticle.aspx?ArticleID=123647

2. Allison, F., Carter, M., & Gibbs, M. (2020). Word Play: Word Play: A History of Voice Interaction in Digital Games. Games and Culture, 15(2), 91–113.

3. Allison, F., Carter, M., Gibbs, M., & Smith, W. (2018). Design Patterns for Voice Interaction in Games. CHI PLAY '18, October 28–31, 2018, Melbourne, VIC, Australia. Retrieved July 27, 2022 from https://www.researchgate.net/publication/328548359_Design_Patterns_for_Voice_Interaction_in_Games

4. Anderson, J. C. (1981). An Extremely Low-Cost Computer Voice Response System: Infinite Clipping Produces Acceptable Computer Speech. Byte, 6(2), 36–43.

5. Ballati, F., Corno, F., & de Russis, L. (2018). “Hey Siri, Do You Understand Me?”: Virtual Assistants and Dysarthria. In I. Chatzigiannakis, P. Novais, Y. Tobe, & O. Amft (Eds.), Intelligent Environments (pp. 557–566). IOS Press.

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