\chapter{Introduction}
\label{ch:introduction}

\section{Problem Statement}

This thesis is about the utilisation of voice commands for player control in video games.
The goal of this paper is to verify if the player can successfully navigate in a sample video game environment
using spoken natural language instead of traditional input methods, such as keyboard, mouse or controller.
These methods rely on hands for input and control, making it impossible for handicapped people who lack the motor
skills and/or can't use their hands to take part in the activity. While games that support voice commands
do exist \textcite{iridiumstudiosThereCameEcho2015},
they rely on pre-existing voice commands. This poses a challenge by requiring the user to remember the exact commands
that need to be said to trigger actions. The system in this paper will utilise a language model to translate natural
language into specific game actions, thereby eliminating the need for command memorisation. 

Putting above in more technical terms with the current AI transcribing abilities it's possible to detect and transcribe
human voice in near real time \parencite{DavabaseWhisper_real_timeReal2022}. That natural language transcription would be interpreted by an LLM\textcite{LargeLanguageModel} with direct access to
the game engine. Such deep integration could produce an input method that’s more flexible than traditional voice commands
for navigation. 

This paper will focus on a game environment similar to a pen and paper RPG \textcite{RPGNounDefinition} game, since players tend to have a variety
of options available to them at any time, promoting non-linear thinking and ambiguous commands.
This would allow for deep exploration into interpreting natural language as game commands. 

The technical challenge for this paper is: creating a natural voice input pipeline that can interpret and execute player
commands in the provided gaming environment with a high accuracy. This involves addressing software, usability,
and hardware challenges. 


\section{Research questions/objectives}

How would the participants describe the experience of using voice input in the presented game environment? 

 
How do users feel about using the voice modality compared to traditional input? 

\section{Research Strategy}

 

Given the personal nature of this topic, and the limitations on time and resources, this thesis will be focusing
on employing qualitative methods. This allows for empathising with the users on an individual level to understand
the nuance of their experiences with the voice input method. 

 

The main qualitative method used is going to be guided interviews with the subjects. That will seek out the 
emotions and insights from the subjects. 

This strategy, relying on qualitative will allow for reaching results that will be a combination of voices of
all participants. 

\section{Scope and limitations}


\section{Thesis structure overview}

\begin{enumerate}
    \item Introduction
    \item Literature Review
    \item Methodology
    \item Implementation
    \item Results
    \item Discussion
    \item Conclusion
    \item Appendix
\end{enumerate}