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Takeshi Shimada builds libraries for Nintendo games. When he was presented with the Brain Age
project a few years ago, he and his team faced multiple challenges in
finding, developing, and fine-tuning the technologies that would be
needed for voice recognition and handwriting recognition.
In
a session at the 2007 Game Developers Conference called “Rethinking the
Development Timeline,” Shimada (speaking in Japanese with English
translation) revealed the precise nature of these challenges and showed
how his team dealt with them. He shared Nintendo’s process of how to
manage that workload against a ticking clock.
One of the first challenges that came to Shimada from the design team was whether one could play Brain Age
while holding the DS sideways, like a book. The technology team had not
tested the DS to be handled in this way, and they didn’t know how the
recognition technologies would potentially be affected by this twist.
After
Shimada assured the designers that the product would not be negatively
affected by turning the DS to open horizontally, his team began
tackling the much bigger issue of finding engines that would support
the other input elements of the game: voice and handwriting.
Handwriting recognition was a major hurdle in the development of Nintendo's Brain Age: Train Your Brain in Minutes a Day
Although
finding companies that specialized in this type of technology wasn’t
too difficult, choosing which ones to use required much consideration,
Shimada said. The task was to find a tool that offered fast recognition
speed, had good memory, wasn’t too high in cost, and didn’t need too
much heavy processing. If the processing cost was too high, it would
have a negative affect on the battery power of the small handheld
device.
In early 2004, Shimada and his team began
the serious work of tuning the engine. “At that time, we had already
decided to release the product in the spring, which would mean we had a
mere three months to finish it,” he said.
After
deciding on the technology, the team encountered more unexpected
challenges. For one, the voice recognition technology had been
calibrated to recognize adult voices, and while Nintendo didn’t
necessarily want Brain Age to be a children’s game, the
company did want to appeal to the largest audience possible, so the
game would have to be able to understand a wide range of pitches and
tones.
To re-calibrate the engine to recognize
children’s voices, Nintendo had to find children to create the input.
Shimada said he resorted to asking other company employees to bring in
their children so he could record their voices--20 children saying 130
words in all. The recordings had to be completed in both noisy and
quiet environments, too, which presented another challenge.
Shimada and his team realized that the places they imagined people would play a Brain Age,
like buses, public parks, and schools, weren’t ideal locations to set
up recording and development equipment. So to simulate the ambient
noise of a public space, they recorded the children directly outside
the Nintendo building in Japan.
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