Interactive experience of singing learning and perception using gesture robots based on artificial intelligence games

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Wen Qi
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引用次数: 0

Abstract

The traditional way of learning singing has certain limitations, while gesture robots, as a new auxiliary tool, can provide richer interaction methods. Therefore, this study aims to design a gesture robot system that can recognize and learn singing gestures. A gesture model was designed to accurately recognize different gesture actions. Then, an interactive logic based on artificial intelligence games was proposed, allowing users to learn singing gestures by interacting with gesture robots. In terms of static gesture recognition, gesture segmentation and hand posture estimation were carried out. In terms of dynamic gesture recognition, feature extraction, recognition strategies, and loss functions were carried out, and their recognition performance was analyzed. In the interactive experience experiment, users learn singing gestures by interacting with gesture robots. Interactive perception learning systems can adjust learning strategies in real-time based on user gestures. The experiment and result analysis have demonstrated that gesture robots based on artificial intelligence games have great potential in singing learning and perception. The study also proposed an optimization strategy for singing gesture perception to further improve the interactive experience.

利用基于人工智能游戏的手势机器人进行歌唱学习和感知的互动体验
传统的歌唱学习方式有一定的局限性,而手势机器人作为一种新的辅助工具,可以提供更丰富的交互方式。因此,本研究旨在设计一种能够识别和学习唱歌手势的手势机器人系统。我们设计了一个手势模型来准确识别不同的手势动作。然后,提出了一种基于人工智能游戏的交互逻辑,让用户可以通过与手势机器人互动来学习唱歌手势。在静态手势识别方面,进行了手势分割和手部姿势估计。在动态手势识别方面,进行了特征提取、识别策略和损失函数,并分析了其识别性能。在互动体验实验中,用户通过与手势机器人互动学习唱歌手势。交互式感知学习系统可以根据用户的手势实时调整学习策略。实验和结果分析表明,基于人工智能游戏的手势机器人在歌唱学习和感知方面具有巨大潜力。研究还提出了歌唱手势感知的优化策略,以进一步改善交互体验。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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