Acessibilidade em Jogo Digital via Comandos de Voz para Pessoas com Deficiência Motora

Matheus De Medeiros Pereira, Lucas Debatin
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Abstract

ABSTRACTEnsuring accessibility is a mandatory issue by law, both in everyday life and in the context of recreational activities. In electronic games this is no different, to ensure accessibility for people with disabilities (PwD), developers and research are constantly seeking to innovate in technical and methodological issues. This work will present an electronic game of the 2D platform genre for the computer, which offers the user the possibility of controlling through voice commands, generating a form of accessibility for motor PwD. During testing, the API achieved an average margin of error of 14.72% per reconition. Tests were carried out with 21 people without disabilities, who differed by their intimacy with digital games. Based on the results obtained, it was possible to verify that the players performance when using the standard control was superior to the performance using voice controls. This allowed us to analyze that, although voice control is an accessibility option, it is not efficient when compared to the standard options (mouse and keyboard), as the performance of users was superior.
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为有运动障碍的人提供数字游戏语音命令
摘要:无论是在日常生活中还是在娱乐活动中,无障碍保障都是法律规定的强制性问题。在电子游戏中也是如此,为了确保残障人士(PwD)的易用性,开发者和研究人员不断寻求在技术和方法问题上进行创新。这项工作将为计算机呈现2D平台类型的电子游戏,它为用户提供了通过语音命令控制的可能性,为电机PwD生成一种可访问性形式。在测试过程中,API实现了每次识别的平均误差范围为14.72%。研究人员对21名没有残疾的人进行了测试,他们与数字游戏的亲密程度各不相同。根据获得的结果,可以验证使用标准控制时玩家的表现优于使用语音控制时的表现。这让我们可以分析,尽管语音控制是一个可访问性选项,但与标准选项(鼠标和键盘)相比,它的效率并不高,因为用户的性能更优越。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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