TY - GEN
T1 - Speech to Text Recognition for Videogame Controlling with Convolutional Neural Networks
AU - Aguirre-Peralta, Joaquin
AU - Rivas-Zavala, Marek
AU - Ugarte, Willy
N1 - Publisher Copyright:
© 2023 by SCITEPRESS – Science and Technology Publications, Lda.
PY - 2023
Y1 - 2023
N2 - Disability in people is a reality that has always been present throughout humanity and all nations of the planet are immersed in this reality. Being communication and interaction through technology much more important than ever, people with disabilities are the most affected by having a physical gap. There are still few tools that these people can use to interact more easily with different types of hardware, therefore, we want to provide them a playful and medical tool that can adapt to their needs and allow them to interact a little more with the people around them. From this context, we have decided to focus on people with motor disabilities of the upper limbs and based on this, we propose the use of gamification in the NLP (Natural Language Processing) area, developing a videogame consisting of three voice-operated minigames. This work has 4 stages: analysis (benchmarking), design, development and validation. In the first stage, we elaborated a benchmarking of the models. In the second stage, we describe the implementation of CNNs, together with methods such as gamification and NLP for problem solving. In the third stage, the corresponding mini-games which compose the videogame and its characteristics are described. Finally, in the last stage, the application of the videogame was validated with experts in physiotherapy. Our results show that with the training performed, the prediction of words with noise was improved from 43.49% to 74.50% and of words without noise from 63.87% to 96.36%.
AB - Disability in people is a reality that has always been present throughout humanity and all nations of the planet are immersed in this reality. Being communication and interaction through technology much more important than ever, people with disabilities are the most affected by having a physical gap. There are still few tools that these people can use to interact more easily with different types of hardware, therefore, we want to provide them a playful and medical tool that can adapt to their needs and allow them to interact a little more with the people around them. From this context, we have decided to focus on people with motor disabilities of the upper limbs and based on this, we propose the use of gamification in the NLP (Natural Language Processing) area, developing a videogame consisting of three voice-operated minigames. This work has 4 stages: analysis (benchmarking), design, development and validation. In the first stage, we elaborated a benchmarking of the models. In the second stage, we describe the implementation of CNNs, together with methods such as gamification and NLP for problem solving. In the third stage, the corresponding mini-games which compose the videogame and its characteristics are described. Finally, in the last stage, the application of the videogame was validated with experts in physiotherapy. Our results show that with the training performed, the prediction of words with noise was improved from 43.49% to 74.50% and of words without noise from 63.87% to 96.36%.
KW - Deep Learning
KW - Gamification
KW - Machine Learning
KW - Speech to Text
UR - https://www.scopus.com/pages/publications/85174484267
U2 - 10.5220/0011782900003411
DO - 10.5220/0011782900003411
M3 - Contribución a la conferencia
AN - SCOPUS:85174484267
SN - 9789897586262
T3 - International Conference on Pattern Recognition Applications and Methods
SP - 948
EP - 955
BT - ICPRAM 2023 - Proceedings of the 12th International Conference on Pattern Recognition Applications and Methods, Volume 1
A2 - De Marsico, Maria
A2 - Sanniti di Baja, Gabriella
A2 - Fred, Ana L.N.
PB - Science and Technology Publications, Lda
T2 - 12th International Conference on Pattern Recognition Applications and Methods, ICPRAM 2023
Y2 - 22 February 2023 through 24 February 2023
ER -