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Audio Puzzler: piecing together time-stamped speech transcripts with a puzzle game

Published: 26 October 2008 Publication History

Abstract

We have developed an audio-based casual puzzle game which produces a time-stamped transcription of spoken audio as a by-product of play. Our evaluation of the game indicates that it is both fun and challenging. The transcripts generated using the game are more accurate than those produced using a standard automatic transcription system and the time-stamps of words are within several hundred milliseconds of ground truth.

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Cited By

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  • (2014)Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human ComputationHandbook of Digital Games10.1002/9781118796443.ch24(645-666)Online publication date: 7-Mar-2014
  • (2013)Animated CAPTCHAs and games for advertisingProceedings of the 22nd International Conference on World Wide Web10.1145/2487788.2488145(1167-1174)Online publication date: 13-May-2013
  • (2012)Human ComputationHandbook of Research on Serious Games as Educational, Business and Research Tools10.4018/978-1-4666-0149-9.ch053(1027-1047)Online publication date: 2012
  • Show More Cited By

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  1. Audio Puzzler: piecing together time-stamped speech transcripts with a puzzle game

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    cover image ACM Conferences
    MM '08: Proceedings of the 16th ACM international conference on Multimedia
    October 2008
    1206 pages
    ISBN:9781605583037
    DOI:10.1145/1459359
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 26 October 2008

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    Author Tags

    1. game
    2. human computation
    3. puzzle
    4. speech transcription

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    MM08
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    MM08: ACM Multimedia Conference 2008
    October 26 - 31, 2008
    British Columbia, Vancouver, Canada

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    Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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    Cited By

    View all
    • (2014)Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human ComputationHandbook of Digital Games10.1002/9781118796443.ch24(645-666)Online publication date: 7-Mar-2014
    • (2013)Animated CAPTCHAs and games for advertisingProceedings of the 22nd International Conference on World Wide Web10.1145/2487788.2488145(1167-1174)Online publication date: 13-May-2013
    • (2012)Human ComputationHandbook of Research on Serious Games as Educational, Business and Research Tools10.4018/978-1-4666-0149-9.ch053(1027-1047)Online publication date: 2012
    • (2012)Puzzle gamesProceedings of the 4th International Conference on Fun and Games10.1145/2367616.2367624(64-72)Online publication date: 4-Sep-2012
    • (2012)An analysis of player strategies and performance in audio puzzlesProceedings of the 11th international conference on Entertainment Computing10.1007/978-3-642-33542-6_31(349-362)Online publication date: 26-Sep-2012
    • (2011)Playable dataProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1978942.1979193(1717-1726)Online publication date: 7-May-2011
    • (2009)VideolyzerProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1518701.1518824(799-808)Online publication date: 4-Apr-2009

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