Projects 2010 > Operation Sonic Boom > Journal
Zoom. Enhance. The infamous words of Harrison Ford as the camera stares at a bleak 1982 depiction of futuristic interaction between man and machine. Fast forward 28 years and examine the ways human computer interaction has evolved to let you wave your hands, use a steering wheel and even play the drums. You may be content, or even impressed with the multitude of inputs that modern games allow you to utilise in an effort to give you ever increasing submersion in a game. However, think of all the science fiction media that depict voice control, all those episodes of Star Trek with the ol' "Computer, where is Number 1?", is it not time to address this exciting futuristic interaction? Voice interaction is cool, unique and a great way of levelling the playing field in games - so let's get the party started yeah?
Almost 2 years ago to the day, a few guys believed in this concept. Whilst studying at the University of Plymouth, on a course called Digital Art and Technology, on a module called Design for Games, a group of 3, Alex, Ben and Chris, began toying with the idea of using voice to interact with a computer. Their early prototype, Super Sound Jam, was built in Flash and Max MSP. It gained some attention from gamers at MCM Expo and positive feedback from industry experts, but the idea was destined for a spell on the back burner as Mutant Labs was born less than a year later with additions to the team Rich and Andy.
Now, that vision has received the attention it was after. Research and development has begun moving this idea past a "Flash prototype" and into the realms of cross platform framework, thanks to the help and expertise at Media Sandbox. The dream; to make a platform that gives developers easy tools in using voice as a method of control in games. Furthermore we aim to create a few applications that unleash the potential of your voice as a control method.
Our intention has always been to use abstract sounds and vocal gestures, rather than speech recognition. This has been proven, through rather jaunty research at degree level, to be a much more fun and engaging method of gameplay, as well as giving opportunities for international gaming and levelling the playing field for disabled people. After all, what's more fun - just saying the word cow or mooing into a microphone at the top of your voice? With experience and study in user interface design, human computer interaction, and higher level programming, not to mention a backlog of games that exhibit innovative control methods, Mutant Labs aims to create a library that allows developers to use the voice to great effect. We want to realise what Ridley Scott foresaw, but in a radical new way. We want to examine voice controlled gameplay as a core mechanic, to create an entirely new genre of game, to boldly go where no ma… you get the point.
So 28 years? Is that not enough time for the world to be ready for voice controlled games? Let's find out shall we…
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