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Procedia Computer Science 15 (2012) 187 – 192 1877-0509 © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012 doi:10.1016/j.procs.2012.10.070 Virtual Worlds for Serious Applications (VS-GAMES'12) Audition, The Game T.J. Lavender a , D. Gromala a a Simon Fraser University, 8888 University Drive, Burnaby V5A 1S6, Canada Abstract This paper describes Audition, The Game, a Flash-based video game created to explore whether video games could contribute to the study and treatment of speech impediments, in particular, stuttering. A pilot study indicated a relation between speech demands, stress and psychophysiological measures. Further research, particularly, with participants who have speech impediments will be required to explore this relationship and the potential role of the game in helping mitigate stuttering incidents. Keywords- Video games; speech; stuttering; speech pathology; GSR; health games; psychophysiological measurement 1. Introduction Health therapists in many fields have used video games and virtual reality to help with treatment in recent years. For example, psychologists have used virtual reality games and simulations to help patients with aversion therapy [1], physiotherapists have encouraged patient rehabilitation with exercise games using the Wii and Kinect systems [2], and pediatricians have used the video game Glucoboy to encourage diabetic children to adhere to their glucose regime [3]. However, there has been little use of video games or virtual reality by practitioners or researchers in the study and treatment of speech impediments. This is perhaps not surprising, given the technical complexities involved in computer speech recognition. Accents, gender and age-based variance in pronunciation, background noise and other factors all put great strains on computational power, although speech recognition capabilities are increasing. At present, it is difficult to determine how video games could be used in the study and treatment of speech impediments [4]. 2. Stuttering Stuttering, a fluency disorder that mostly begins in childhood, affects between 1 and 2 percent of the population [5]. People who stutter have involuntary disruptions of speech fluency, such as syllable repetitions, Available online at www.sciencedirect.com © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012 Open access under CC BY-NC-ND license. Open access under CC BY-NC-ND license.
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Page 1: Audition, The Game · Audition, The Game is based on a tutorial game created by Todd Perkins for lynda.com. The characters, voices, and machinima videos were rendered through the

Procedia Computer Science 15 ( 2012 ) 187 – 192

1877-0509 © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientifi c programme committee of VS-Games 2012doi: 10.1016/j.procs.2012.10.070

Virtual Worlds for Serious Applications (VS-GAMES'12)

Audition, The Game

T.J. Lavendera, D. Gromalaa aSimon Fraser University, 8888 University Drive, Burnaby V5A 1S6, Canada

Abstract

This paper describes Audition, The Game, a Flash-based video game created to explore whether video games could contribute to the study and treatment of speech impediments, in particular, stuttering. A pilot study indicated a relation between speech demands, stress and psychophysiological measures. Further research, particularly, with participants who have speech impediments will be required to explore this relationship and the potential role of the game in helping mitigate stuttering incidents. © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012 Keywords- Video games; speech; stuttering; speech pathology; GSR; health games; psychophysiological measurement

1. Introduction

Health therapists in many fields have used video games and virtual reality to help with treatment in recent years. For example, psychologists have used virtual reality games and simulations to help patients with aversion therapy [1], physiotherapists have encouraged patient rehabilitation with exercise games using the Wii and Kinect systems [2], and pediatricians have used the video game Glucoboy to encourage diabetic children to adhere to their glucose regime [3].

However, there has been little use of video games or virtual reality by practitioners or researchers in the study and treatment of speech impediments. This is perhaps not surprising, given the technical complexities involved in computer speech recognition. Accents, gender and age-based variance in pronunciation, background noise and other factors all put great strains on computational power, although speech recognition capabilities are increasing. At present, it is difficult to determine how video games could be used in the study and treatment of speech impediments [4].

2. Stuttering

Stuttering, a fluency disorder that mostly begins in childhood, affects between 1 and 2 percent of the population [5]. People who stutter have involuntary disruptions of speech fluency, such as syllable repetitions,

Available online at www.sciencedirect.com

© 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientifi c

programme committee of VS-Games 2012 Open access under CC BY-NC-ND license.

Open access under CC BY-NC-ND license.

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188 T.J. Lavender and D. Gromala / Procedia Computer Science 15 ( 2012 ) 187 – 192

prolongations, blocking of sounds, substitutions and avoidance of certain words [6]. Depending on the severity of the affliction, stutterers can face social stigmatization and difficulties in career and education advancement. Emotional and mental health can also be negatively affected [6].

The root cause or causes of stuttering is unknown [7] though a coordination problem is suspected to be a major contributing factor [8]. As Bothe notes, because of the uncertainty over the cause of stuttering, a wide variety of behavioral, cognitive, interpersonal and other treatments have been attempted, mostly with mixed success [7]. Some success has been achieved with the Demands and Capacities Model [9]. According to this model, demands on the speaker (such as shortage of time, pressure to use more complex syntax, high levels of

has validity, it should follow that lessening these demands might lead to fewer and less severe stuttering instances [9]. This paper discusses a video game designed to help stutterers and speech therapists practice ways to manage these demands, especially time management, excitement, anxiety and increasingly complex syntax.

2.1. Stuttering and Stress

One way of decreasing demands might be to lower the high levels of excitement and anxiety identified by the Demands and Capacities Model. Excitement and anxiety are closely related to stress. Stuttering, as noted above, is often a stressful condition: the speaker worries about how the listener will respond to the stuttering, which increases the level of anxiety and in turn often increases the severity of the stuttering [10].

A complicating factor in exploring the relationship between stress and stuttering is the social stigma associated with stuttering. Ironically, this stigma can itself increase stress, apart from any stress resulting from the speaking incident itself [11]. Investigating the link between stuttering and stress is thus made more difficult because of the possibility that stutterers will experience increased stress while being observed in a clinical environment. This secondary stress could be decreased possibly by studying the link between stuttering and stress in a non-threatening, non-judgmental environment. For some stutterers especially younger ones a video game that includes speaking challenges might provide such an environment.

Figure 1. Audition: The Game home screen

3. The Game

Audition: The Game (Figure 1) is an attempt to explore the potential of using video games to study and treat stuttering and similar speech disorders. The player controls a character (from a third person point of view) who must pass an audition or abandon her dream of becoming an actor. The character must first get to the audition

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189 T.J. Lavender and D. Gromala / Procedia Computer Science 15 ( 2012 ) 187 – 192

riding a skateboard that she guides through traffic using either a mouse or trackpad. The skateboarding nd

After completing the skateboarding challenge, the player then must flawlessly read aloud a tongue-twisting

verse within 30 seconds (Figure 2) while remaining calm and collected. If she succeeds, she then has to proceed to a second, harder, audition, again riding her skateboard through traffic. If she passes the second audition, she then has to ride her board to the final audition, which again is more difficult. Passing this audition will land her the starring role in the movie and win the game for the player.

Figure 2. One of the vocal challenges

Speech recognition technology was considered, but not used, in the game, because of the difficulties associawould be seriously undermined if the speech recognition software caused a false verdict (penalizing the player for making a mistake, for example). Instead, a second person is used to make the judgment, a therapist or researcher who determines whether the player has successfully recited the script within the time limit.

4. Measurement

Galvanic skin response (GSR) is used in Audition, The Game to measure stress. GSR is also known as skin conductance, and is directly related to sweat activity. The greater the sweat activity, the higher the GSR. As sweat activity is associated with nervousness and stress, a higher GSR is presumed to indicate a greater level of stress [12]. It must be noted that GSR has limitations as a measure of stress. Not only is it is difficult to determine any direct link between a physiological measurement and a mental state such as stress, but GSR in particular is problematic because there is no common baseline exact readings depend on the individual [12]. However, GSR measurement is relatively unobtrusive, easy to calibrate and inexpensive and its relation to stress has been established [13, 14].

A growing number of video games incorporate psychophysiological measurements. Journey to Wild Divine, for example, uses GSR sensors to monitor relaxation and breathing and incorporates these into the game play [15]. In the games VIRA! and Magic Cubes, the player needs to lower their heart rate to advance [16]. Some researchers have attempted to map EEG readings with anxiety levels and degree of challenge in video games [17]. Games incorporating elements of biofeedback have been used to help people avoid addiction, to reduce fatigue and distraction, to increase therapeutic session time and efficacy, and to teach asthmatic children to control their breathing [16, 18].

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At present, the sensors used to measure game players' physiological reactions tend to be awkward to use and intrusive and often interrupt game flow [16, 10]. However, a new generation of game controllers, such as the Nintendo Wii and the Microsoft Kinect, is beginning to offer less intrusive ways to measure GSR, blood pressure, pupil dilation and other physiological indicators [19].

5. Procedure

Audition, The Game was prototyped with a convenience sample at a university open house. Twelve individuals (7 male, 5 female) agreed to play the game and then fill out the questionnaire.

Participants sat before a desktop computer while the researcher explained the rules and goal of the game. Participants were fitted with two GSR sensor clamps on the fingertips of their non-dominant hand. They also put on a headset (with built-in microphone) which was also connected to the computer. After a brief practice session, to acclimatize the player to the GSR sensors, the headset and the game mechanics, participants played

watch their GSR level and use this biofeedback information to try to relax. The GSR readings were also recorded for later analysis.

After playing the game to its conclusion (usually under 10 minutes), the player completed a short Likert-type questionnaire, rating game playability, difficulty and enjoyment on a scale of 0 to 4. They were also asked to rate their anxiety levels during the three vocal challenges, again on a scale from 0 (not anxious) to 4 (very anxious).

Figure 3. Both the skateboarding and vocal challenges were engaging enough to sustain interest during the prototype evaluation.

6. Results

Participants in the convenience sample felt that both the skateboard rides and the tongue twister auditions were fun and challenging, without being too difficult (Figure 3). Players gave the game a mean rating of 3.2 out of 4 for enjoyment, 3.4 for challenge and 2.9 for difficulty. For eight of the 12 players, GSR readings showed stress levels rising in anticipation of the audition and during the initial speaking of the tongue twisters, leveling out during the course of the speech and then dropping after the successful conclusion of the speech. For the other players, GSR readings followed no discernable pattern.

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7. Discussion and Future Work

Audition, The Game was developed to explore whether video games have a potential role in the study and treatment of speech impediments. The pilot test showed that this particular game was enjoyable, engaging and challenging, and it also showed a possible relationship between anticipation of speaking and stress. That GSR leveled off and decreased during the course of the vocal challenges, indicates that anticipation of a vocal challenge may actually cause greater stress than the actual challenge.

Limitations to the research should be noted. The sample size was small, and non-random. The experiment was undertaken in the public, distracting environment of a university open house, which could quite possibly affect GSR readings.

Based on feedback during the pilot test, Audition, The Game will be redesigned to make the graphics more appealing and to better integrate the physiological measurement into the game. Other physiological measurements of stress variable heart rate and skin temperature will be recorded, along with GSR. Participants will be recruited through the British Columbia Association of People Who Stutter, a local support group, to play the game. Their results will be compared to a control group of individuals without speech impediments, to investigate further the role that video games can play in the field of speech pathologies.

Acknowledgements

Audition, The Game is based on a tutorial game created by Todd Perkins for lynda.com. The characters, voices, and machinima videos were rendered through the services of xtranormal.com. Sound effects are courtesy of partnersinrhyme.com. Thanks are due to students in the IAT 881 Bioaffective Computing class at Simon Fraser Un

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