Voice Activated Commands

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Serenity
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Voice Activated Commands

Post by Serenity » May 14th, 2008, 6:20 pm

I had this dream I lost my arms...and I couldn't fathom what I would do without wesnoth. Any possibilities that all commands could be voice activated for the handi-capped? That would be an awesome open source victory. For great justice.

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Ken_Oh
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Re: Voice Activated Commands

Post by Ken_Oh » May 14th, 2008, 7:55 pm

There are applications and hardware outside of the game that let disabled persons use a computer that would already let them interface with Wesnoth.

Anyway, Wesnoth only requires pointing and clicking; if you can point and click on the Wesnoth icon well enough to start the game up, you won't have a problem playing it from there.

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Espreon
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Re: Voice Activated Commands

Post by Espreon » May 14th, 2008, 8:38 pm

Yeah but he dreamed that he lost his arms... How is he gonna play Wesnoth w/o arms?

Qes
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Re: Voice Activated Commands

Post by Qes » May 15th, 2008, 12:01 am

Serenity wrote:I had this dream I lost my arms...and I couldn't fathom what I would do without wesnoth. Any possibilities that all commands could be voice activated for the handi-capped? That would be an awesome open source victory. For great justice.
I had a dream in which my life was ran like Wesnoth. Movement and defensive capabilities on the tiles of life.

Would it surprise any of you to learn that school only has a 30% defensive value? Which is still better, mind you, than the Ex's abode, which was a whopping 20%. I could be drowning and have better defense. I guess that figures.

Still, Ken's right, I think your standard voice-computer-software for general mouse activies would function pretty well for .... well wait. Dont voice commands generally ignore mouse usuage and use 'keyboard' functions? Technically I'm fairly sure that I could operate my entire computer without ever touching the mouse if I knew all the keyboard commands - and I'm starting to think that this is how they do voice commands - via computational understanding of keyboard shortcuts.

Wesnoth needs the point here ---> click there functionality, and I'm not confident that normal hardware/software could do it.

I sorta ended up where I started... oh well.
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Ken_Oh
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Re: Voice Activated Commands

Post by Ken_Oh » May 15th, 2008, 1:47 am

There are plenty of hands-free ways to give mouse input. Some that require special hardware would probably be what someone with no or limited use of limbs would use, while others apparently use nothing other than a webcam.

The point being this is outside the scope of what Wesnoth coders need to worry about.

On the other hand, there are some disabilities with which Wesnoth coders should concern themselves. They have no extra hardware or applications that let the user overcome the disability.

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Re: Voice Activated Commands

Post by Dave » May 15th, 2008, 11:54 pm

I'm all in favor of making Wesnoth work better for people with any kind of disability.

However, to do so we would need a specific request from someone who actually has that disability. They would work with us and provide feedback on what does and doesn't work for them.

We are not going to spend time implementing something based on a vague hypothetical about how something might benefit someone somewhere.

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TheBladeRoden
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Re: Voice Activated Commands

Post by TheBladeRoden » May 16th, 2008, 3:28 am

I suppose it would be easier if the game displayed the hex coords, then you could be like "Archer at 51,55 attacks Wolf Rider at 55,55!"
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Re: Voice Activated Commands

Post by Dave » May 16th, 2008, 4:56 am

TheBladeRoden wrote:I suppose it would be easier if the game displayed the hex coords, then you could be like "Archer at 51,55 attacks Wolf Rider at 55,55!"
The game does display hex-coords. Upper-right corner.

I guess you mean the co-ords on every hex though, not having to mouse over them. That would look ugly. :)
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irrevenant
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Re: Voice Activated Commands

Post by irrevenant » May 16th, 2008, 11:02 am

TheBladeRoden wrote:I suppose it would be easier if the game displayed the hex coords, then you could be like "Archer at 51,55 attacks Wolf Rider at 55,55!"
It does sound like an interesting idea to output a text log of what's going on (to STDOUT?). That seems like it'd have applications beyond just disability support.

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Re: Voice Activated Commands

Post by Serenity » May 20th, 2008, 8:12 pm

Thanks for the itneresting response, I wasn't sure that any hardware for the disabled could be applied to the game, I just thought about chess on my MAC where I could voice command my pieces around the board...that would probably be considerably harder to do in wesnoth since the scenary changes so much...but it would be cool to say "Drake Fighter Annhialate Mage at 17,18!" and have him do that...

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Re: Voice Activated Commands

Post by shadowm » May 20th, 2008, 11:10 pm

irrevenant wrote:It does sound like an interesting idea to output a text log of what's going on (to STDOUT?). That seems like it'd have applications beyond just disability support.
Seconded.

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Setsuna F. Seiei
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Re: Voice Activated Commands

Post by Setsuna F. Seiei » October 17th, 2008, 3:20 pm

For the coordinates, you could say something like "Show Coordinates" or maybe something easier and the coordinates will show up on each hex so it doesn't have to look ugly

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Re: Voice Activated Commands

Post by ilor » October 17th, 2008, 4:10 pm

yeah, like the :sc or :show_coordinates command that iirc should be in the latest dev release already ;)

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Mica
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Re: Voice Activated Commands

Post by Mica » October 18th, 2008, 7:21 pm

This was a bit of a thread necromancy for a thread that has been solved? Not trying to get on your case, but I'm just saying...

And thanks for letting us know about it, ilor.
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Re: Voice Activated Commands

Post by ilor » October 18th, 2008, 8:17 pm

d'oh, I failed to notice the dark magic here -- and hey, it's in the changelogs :)

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