The keyword-spotting system works better for kids than commercial speech recognition systems, which are derived largely from adult speech.
"The system's responsiveness and accuracy helped children enjoy the rapid-paced, multi-player game," said Jill Fain Lehman, senior research scientist at Disney Research.
"Speech recognition applications have become increasingly commonplace as the technology has matured, but understanding what kids say when they play remains difficult," said Jessica Hodgins, vice president at Disney Research in the US.
Kids needed to say just two words - "jump" and "go" - to control a video game called Mole Madness, but the researchers had to design a novel system to make it work.
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"Kids don't necessarily pronounce words quite like adults and when they are playing together, as they like to do, they often engage in side banter, or exclamations of excitement, or simply talk over each other," Lehman said.
"That makes it tough for a speech-based system, even one that just has to detect the words 'go' and 'jump' as in Mole Madness," she said.
To move the mole horizontally, one player says "go," while the other player moves the mole vertically by saying "jump."
During game play, the players often say their commands simultaneously. In other cases, they make statements to each other, such as "Don't say 'go' yet," that can be misinterpreted by the system.
Sometimes, they are just making observations, such as "He's funny." They may also sometimes speak very quickly, or speak slowly, or change pronunciations in an effort to exert greater control over the game.
The system uses separate models of go, jump, mixed, social speech and background noise, built from 150-millisecond segments of the training data.
Overall, the system was 85 per cent accurate in recognising the keywords.
A commercial continuous speech recognition system was about 35 per cent less accurate overall than the keyword spotter, having particular trouble recognising "go," overlapping speech and fast speech.