I see your point, but the problem is that most audio manuals/audio
books aren't split up into chapters and sections where you can jump to
a section as needed. Some of the better audio books like those from
RFB&D have beeps in them to help you find the start of a chapter while
fast forwarding and rewinding, but when I got my textbooks from
disability services on tape there was no such indicators. I just got
25 to 30 tapes per book, and finding anything on them was a nightmare.
So as you say audio books could be made to work if indexed properly,
but if not forget it. I've just found I'd rather have it in text,
html, xml, doc, whatever to find information quicker.
On 3/16/11, dark <d...@xgam.org> wrote:
> Just as someone who reads significantly both for pleasure and for my phd
> research I do see your point regarding indexing.
> However, while it is perfectly easy to search an html resource for a string
> of text or a given section, which makes it great for instances where you
> have large amounts of information in small chunks, eg, an instruction manual
> with sections like controls, game concept, introduction, items in the game
> etc, for actual comprehention of a complex idea I find I actually need a
> human voice speaking correctly.
> I used to use a scanner for all my university work, however betwene scanning
> errors, and the fact that subjects like philosophical logic and theory of
> emotions are not easy anyway, I just found this far too difficult.
> i used tape for a while, but when i started my phd with the grant money I
> got my rowland r09 recorder (the same one I do podcast and such on).
> I've developed a fairly good system where by each section of an artical or
> part of a chapter I record as a separate mp3 file, and I have my research
> assistant say the publishers' name, book title, chapter and section
> information at the start of each.
> This means at most I have files which are roughly 20 minutes long, and it's
> very easy both to find things, and to pull out a section for bibliography
> Personally i think audio manuals for anything that takes a deal of
> explaining, ---- such as bgt, are a good idea, but they could do with
> correct indexing, say by being split into appropriate sections and stuck in
> a folder.
> If someone wants to read the manual all the way through they simply need to
> play the folder in winamp (or similar), while if they want a particular
> section they just need to open the file called 2.2.
> Such would be my thought, and actually I have sometimes wondered if highly
> complex, detailed games who's conceptualization is rather difficult such as
> lone wolf or time of conflict would bennifit from an audio manual.
> Beware the grue!
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