To recognize speech input, we used the WAMI (Web
-
Accessible Multimodal Interface) software [6], a
framework that allows audio to be captured at the web
page and transmitted to the SUMMIT speech recognizer
[5] running remotely.
During initial user testing
, we
observed
that false
negative speech recognition errors
(i.e. user spoke
correctly but speech recognizer misrecognized)
were
most common and significantly
inhibited the flow and
enjo
yment of the game. F
alse positive errors were
rarer
because users tend
ed to speak only when they were
fairly confident in their answer
. Because the target
answer was
revealed whenever
the
user
succeeded,
users appeared amused rather than misdirected by
false positives. To decrease the likelihood of false
negatives, we
add wo
rds to
the recognizer’s vocabulary
dynamically as words are introduced in the game, and
furthermore expand the set of accepted responses to
include the top
three
speech recognition
hypotheses
once the vocabulary size reaches a
sufficiently large
threshold.
Thus, if the correct word a
ppears anywhere
in the top few
words, it is selected as the user’s
utterance.
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