[gcompris-devel] bug report about no text only voices
Bruno Coudoin
bruno.coudoin at gcompris.net
Sun Aug 18 09:25:16 UTC 2013
Le 17/08/2013 23:54, shirish शिरीष a écrit :
> at bottom :-
>
> On 8/18/13, Philip Morris <phil at northquayit.com> wrote:
>> Hi Shirish,
>>
>> Is it the English voice that you have an issue with as I am happy to amend
>> that particular one (and any others) as required.
>>
>>
>> With Kind Regards
>>
>> Phil Morris
>> phone: 07797 962072
>> url: www.northquayit.com
> Dear Philip,
> Thank you for the quick response. It's not the English voice that is
> the problem, for me it is there is no alternative to know what is to
> be done (in case you do not have speakers) unless you dig through the
> manual. That seems to be a bit convoluted.
Hi, I just made a change so that when the help dialog starts it goes
directly on the 'help' tab. This makes it a little bit let 'convoluted'.
> What would be nice to have
> the set of instructions before starting the game.
I am not 100% convince that we should do this. Once the children and
teacher know where the help is there is no problem. Displaying the help
all the time will annoy users who are more familiar with the game.
> The simplest analogy I can come up with is the ability to use a
> GNU/Linux desktop with mouse and keyboard. Having it being able to be
> used with keyboard makes it accessible to people who have no mouse.
> Similarly with people who don't have speakers to people (including
> children) who have hearing issues. Today they have to jump couple of
> hoops to people who are able to hear.
In many activities the audio intro is not enough to play the game and
reading the manual is useful even for those who get the voice.
> On the audio side of the things, the way I see it, from what I could
> hear it seemed heavily Americianized (if that's a word I could use).
> There is something called Indian English which while feeling a bit
> strange to people who speak American or British English, people from
> India would more at home with an Indian English version (of audio).
You are free to pick a mic and provide a localized audio set.
> Of the two, the former or first should be much more easy/easier to
> work with and get better results than the latter. Also maintaining
> text should be more easier and space-efficient as well. Anybody from
> the community is free to implement both the solutions but I would urge
> to do the former (which has greater benefit and payout for everybody
> in the sense all hearing impaired people are first-class citizens in
> the game) while the second would only be advantageous to probably the
> East Asian sub-continent English listeners only ( a significant number
> in itself but can't compare with number of people with hearing issues
> etc. )
>
> I hope I was able to bring a bit more clarity to the issue at hand.
>
>
You point is clear but you did not convince me. Hearing audio
instructions has also several advantages that you don't mention. First
it allows 'non reading' children to get basic instructions to play an
activity. Then it is educational to hear audio instructions. Last it is
a good exercise to run GCompris in a target language and let children
get familiar to it in hearing the instructions.
Today GCompris has both audio and textual instructions and I don't agree
that accessing the textual help is 'convoluted'. It maybe hard to find
it the first time but once you know its there and always there, it only
one click away in each activity.
Bruno.
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