Talking video games with vocal conflict

Amusement devices: games – Problem eliciting response – Questions and answers

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A63F 922

Patent

active

053930720

ABSTRACT:
Talking video games provide simulated voice dialog between human players and animated characters on a video or television screen. Two or more animated characters argue with each other and with human game players who control directly or indirectly what the characters do and say. Many different kinds of vocal conflicts can be simulated. Each scene branches to two or more subsequent scenes. But within each scene there are several branching dialog sequences, thereby providing a large variety of possible dialogs. Pictures and voices are generated from digital data read from a laser-readable disk or stored in semiconductor memory. Each player has a hand-held controller that displays two or more phrases or sentences. A player responds to what an animated character says by pressing a button next to a selected sentence. An animated character then responds vocally or by action to the selected sentence as if it had been spoken by the human player or says the words the player selected. Speech recognition is not required. Human players are thus given an illusion of having voice dialog with interesting characters involved in vocal conflicts.

REFERENCES:
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Best: Movies That Talk Back, IEEE Transactions on Consumer Electronics, vol. CE-26, Aug. 1980.
Lombardi: Spellcasting 101, Computer Gaming World, No. 76, Nov. 1990 issue, pp. 20, 22, 94.
Talking Back to the Tube, Newsweek issue of Dec. 3, 1990 pp. 56, 57.

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