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279 points nnx | 1 comments | | HN request time: 0.199s | source
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ChuckMcM ◴[] No.43543501[source]
This clearly elucidated a number of things I've tried to explain to people who are so excited about "conversations" with computers. The example I've used (with varying levels of effectiveness) was to get someone to think about driving their car by only talking to it. Not a self driving car that does the driving for you, but telling it things like: turn, accelerate, stop, slow down, speed up, put on the blinker, turn off the blinker, etc. It would be annoying and painful and you couldn't talk to your passenger while you were "driving" because that might make the car do something weird. My point, and I think it was the author's as well, is that you aren't "conversing" with your computer, you are making it do what you want. There are simpler, faster, and more effective ways to do that then to talk at it with natural language.
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1. johnnyanmac ◴[] No.43545239[source]
Yeah, it comes and goes in games for a reason. If it's not already some sort of social game, then the time to speak an answer is always slower than 3 button presses to select a pre-canned answer. Navigating a menu with Kinect voice commands will often be slower than a decent interface a user clicks through.

Voice interface only prevails in situations with hundreds of choices, and even then it's probably easier to use voice to filter down choices rather than select. But very few games have such scale to worry about (certainly no AAA game as of now).