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Up and Coming
June 12, 2013

Voice Input In Gaming

Vocal Communication
I am a hardcore believer in the need for voice communication in gaming. Voice acting had revolutionized all gaming, and though there were MANY who thought that it's unnecessary, overdone, doesn't add anything, takes away from the story, ect... it's hard to find any new great games that don't have voice acting. Ever since I could first here the characters in the story speak to me I have wanted to speak to them, not just as an observer of their actions, but as a participate in their lives. I wanted to be there fighting with them, getting to know them, joking and laughing with them. Now you're thinking, ok we need to have great advances in AI before you can hope to see that, wait another decade or three. I do hope to get that full realization sooner than 30 years, but it's wait and see. However, there are aspects of this that CAN be implemented. Which can further lead to those advancements. The following are my proposals

What We Can Work On Now

1.) In a conversation you could be given a choice of script and be able to speak the line you so feel inclined when the line is spoken the game would select the line that sounded most like what you said.
2.) In battle have voice activated abilities. Just like it sounds.
3.) Commanding your allies or Creatures. Of course complex commands are out of the question right now, but simple commands like "*insert ally's name here* attack the center goblin" or "Everyone attack" or "Heal me" and have associated actions that line up with those commands.
4.) To Be able to speak a sentence and the NPCs can pick up "Keywords" to respond. This has been done in many games for decades, just not with voice.

What One Hopes To Have In The Future
5.) Recording your name. Often you can create a name for your characters, but in voice acting they can't be spoken. I would propose voice modifications. Where when you record your name it's analyzed and the characters in that game add it to their vocabulary modifying your recording to match their voice.
6.) Having a natural conversation "In character" this would require so much information and "if:then" commands currently that I don't think we actually have a conceivable way of achieving at the moment.

Your Input
If you have any comments or other ways to include voice to add to an immersive VR experience please reply. I look forward to hearing from you all.

    33 replies

    Up and Coming
    May 23, 2014
    I used to use Voice Commander in World of Warcraft which was pretty fun. I'm planning on getting something set up for Prepar3d and the rift so I can reduce my reliance on the keyboard for doing aircraft management tasks, talking to the ATC etc.
    New Participant
    June 5, 2014
    I completely agree with the importance of voice input in gaming for complete immersion. Gone are the days where you stand mute and watch the action play out around you. If you, for example, could yell "Look out!" right as a car nearly crashed into an ally and that act gave them time to jump back, your feeling of immersion would be palpable. The age of voice communication and input is already being pioneered by people at dolby with Axon which allows voice communications morphed by the 3D geometry of the game. People will be talking more in games, and more to AI characters. This is where the real key technology we have a chance to implement here comes in. SMI has developed an affordable retinal tracking system and successfully integrated it into a DV1 kit. Hear me out.
    You are playing a squad based game with a few friends and a few AI players. Utilizing retinal tracking the game could either interpret or ignore your voice input depending on who you are looking at. Add in some recognition for the names of the AI characters and the game will always know who you are talking to. Suddenly you can go from talking trash about how bad you owned the other team to telling the AI to flank right: instant immersion and realism. With the frequency of AI and player characters in games like Titanfall voice input could be invaluable but only if the game knows who you are talking to, thus the need for the equally important technology of retinal tracking.
    Inspiring
    June 5, 2014
    I like it!
    Let's hope that the CV1 will have a microphone builtin. It would be a very social feature (for multiplayer) and also great for voice recognition when giving commands. Perhaps it could even detect when you're breathing heavily... :shock:
    Up and Coming
    June 5, 2014
    Voice recognition and text to speech are obvious candidates for MMO VR games, but the low cost recognition tech is not good enough yet.

    Google that has solved the problem though, so it's a matter of money and/or time:

    https://www.google.com/intl/en/chrome/demos/speech.html
    "It's like Homeworld in first person." Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS. Keep the config utility open for tracking to work.
    Participant
    June 11, 2014
    As long as they add a Library of every known language and a small speech or artical in which every user would have to read.
    Just enough annunciations for the program to define each syllable accordingly.
    Your accent would not negatively impact you experience

    I cant wait to see some youtube videos of a childs parents walking in his room with a bat as hes yelling KILL HIM! AHHH HELP ME!
    June 3, 2015
    I agree with you guys that voice input would help with immersion by being able to talk to NPCs and other players... but another really important aspect is that for some games it's almost NECESSARY because of the fact that in VR, you can't interact with physical input tools very easily.

    For example, if you're playing a flight sim with the Rift, you'll probably have a nice flight sim joystick. This works great for flight control - you can feel most of the buttons (at least the triggers and a few buttons on the main stick anyway). Those easy to reach buttons are great for fast actions like firing, analog actions like ship maneuvering, or really important functions that you can't take the chance of having the voice recognition hiccup. With Elite Dangerous there are probably close to 80 different functions from opening cargo bays, starting scanners, deploying landing gear ect, and there's no possible way to map them all onto the few buttons you can feel on your joystick.

    So the obvious option is to use your free hand on the keyboard, but it turns out that you can only put your fingers in such a way that you can use maybe 6 to 8 keys - after that you'll have to move your hand off the keyboard and look down - oh wait... you can't look down because you have a Rift strapped to your face! So you end up tilting your head and peeking down that space between your cheekbone or using your hand to tip the rift up momentarily. This is not only extremely inefficient in the heat of battle, but it's a good reminder of that fact that you're at your desk and not flying around in space.

    AI would be really nice here, but even simple macro commands make a HUGE difference! Even for people playing with a regular keyboard, it's not always easy to remember the 20 most important functions and which keys or joystick buttons they're all mapped to. It's soooo much easier to remember to say "Shields up" than to tip your Rift up, look down at your keyboard, and remember that you mapped the shield function to the 'Y' key. And if you have a synonym system, you can say "Raise Shields" or other variants so you don't have to remember the exact phrase.

    If you had a device that would let you see your hands in VR, perhaps you could press some buttons on a virtual panel - IF it's that type of game. If it's a game like World of Warcraft, there is no virtual panel. It might be a little clumsy though because you'd be reaching out and pressing something, but there would be no tactile feedback - your finger would go right through the instrument panel.

    This is why if you google for voice game control, there are quite a few projects getting notoriety - Voice Attack, VAC, Dragon Gaming Pack, Tazti, GlovePie, and I'm sure I missed a few. Of course you would never want to fly, run, fire a weapon, or look around via voice commands so you'll still need a physical input device of some sort like a joystick. Haha - I can just see some guy going 'Faster, faster, slow down, turn 30 degrees right, aim, fire! fire! fire!" Clearly voice commands will never replace joysticks or other tactile input devices, but it is perfectly symbiotic with them.

    Some games have very simple mechanics. Point and click games, or simple FPS games won't benefit much from speech (with the exception of perhaps some disabled players). But it's a massive benefit for complicated games like flight sims, or ones that involve casting 20 different spells and drinking various potions during the heat of battle. Have you seen some of the special keyboards and special joysticks and keypads those World of Warcraft guys buy so they can have quick access to all their spells? The benefit of voice activation is obvious with or without VR, but it's especially true in VR! And it doesn't hurt that it improves immersion along the way... :-)
    Up and Coming
    June 4, 2015
    "AusRedNeck" wrote:
    a lot of folks in the iRacing ranks have been using Glovepie for voice commands for a few years now.

    Works pretty well and can automate keystrokes or even a series of keystrokes.

    Here's a post from my iRacing blog that talks about it and has a couple useful links.

    http://www.bustawrench.com/iracing/irac ... crew-chief


    Cheers,
    Shane

    GlovePIE it is! We should also not forget that Tom Clancy's EndWar had full voice control support, awesone!
    June 12, 2015
    I've been pretty impressed with Dragon, watching a Radiologist dictate the very specific and similar sounding terms while they're reading scans and get it accurately is not an task I would have expected of it.
    Inspiring
    June 13, 2015
    If you haven't heard it yet: Oculus has confirmed that the rift will have a builtin high-quality microphone. :D
    New Participant
    June 13, 2015
    "Ph0t0n" wrote:
    ...if you google for voice game control, there are quite a few projects getting notoriety - Voice Attack, VAC, Dragon Gaming Pack, Tazti, GlovePie...


    "notoriety" is a largely negative word, non? And I don't know what *you* may know, but it seems most of those* SR devs haven't seen any serious action in years. And Nuance seems like it may be moving away from the Gaming market...?
    *VoiceAttack is a notable exception, currently in 'Beta' development

    Starting with Tazti I am dropping a line to each of them. I'll be sure to let Vous know who is still alive, indie and under development...