Speech-driven mobile games for speech therapy: User experiences and feasibility

Speech-driven mobile games for speech therapy: User experiences and feasibility
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DOI:
10.1080/17549507.2018.1513562
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发表时间:
2018-10-16
影响因子:
1.8
通讯作者:
Ballard, Kirrie J.
Ballard, Kirrie J.
中科院分区:
医学3区
文献类型:
--
作者:
Ahmed, Beena;Monroe, Penelope;Ballard, Kirrie J.

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目的:为了协助远程治疗,言语语言病理学家(SLP)依赖于手机游戏,虽然娱乐,缺乏反馈机制。与自动语音识别(ASR)集成的游戏提供了一种语音制作控制游戏玩法的解决方案。因此,我们进行了一项可行性研究,以评估儿童和SLP对语音控制游戏的体验,游戏功能偏好和ASR准确性。方法:10名儿童言语失用症(CAS),6个典型的发展(TD)的儿童和7个SLP试验五个游戏,并回答问卷。研究人员还将ASR的结果与感知判断进行了比较。结果:儿童和SLP发现语音控制游戏有趣和有趣,尽管ASR人类的分歧。他们更喜欢奖励、挑战和多难度的游戏。SLP的自动语音识别-人类一致性高于儿童,TD和CAS之间相似,不受CAS严重程度的影响(77% TD,75% CAS -不正确; 51% TD,47% CAS,71% SLP -正确)。手动停止记录产生的一致性高于自动记录。单词长度不影响协议。结论:儿童和SLP对言语控制游戏的积极反应表明,他们可以让儿童参与更高强度的练习。我们的研究结果可以指导未来对ASR、记录方法和游戏功能的改进,以改善用户体验和治疗依从性。
Purpose: To assist in remote treatment, speech-language pathologists (SLPs) rely on mobile games, which though entertaining, lack feedback mechanisms. Games integrated with automatic speech recognition (ASR) offer a solution where speech productions control gameplay. We therefore performed a feasibility study to assess children's and SLPs' experiences towards speech-controlled games, game feature preferences and ASR accuracy. Method: Ten children with childhood apraxia of speech (CAS), six typically developing (TD) children and seven SLPs trialled five games and answered questionnaires. Researchers also compared the results of ASR to perceptual judgment. Result: Children and SLPs found speech-controlled games interesting and fun, despite ASR-human disagreements. They preferred games with rewards, challenge and multiple difficulty levels. Automatic speech recognition-human agreement was higher for SLPs than children, similar between TD and CAS and unaffected by CAS severity (77% TD, 75% CAS - incorrect; 51% TD, 47% CAS, 71% SLP - correct). Manual stop recording yielded higher agreement than automatic. Word length did not influence agreement. Conclusion: Children's and SLPs' positive responses towards speech-controlled games suggest that they can engage children in higher intensity practice. Our findings can guide future improvements to the ASR, recording methods and game features to improve the user experience and therapy adherence.