Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching

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

Abstract

Digital media entertainment technology can enhance the interactive experience of the teaching process, allowing students to engage in immersive learning in a virtual reality environment. Traditional piano teaching places too much emphasis on the classroom, and new teaching methods should be optimized accordingly. Therefore, this article further optimizes and analyzes speech algorithms and applies them to soft computing technology. It also conducts multi-dimensional testing of the upgraded speech enhancement model, aiming to design a more suitable remote piano teaching platform for students, and attempts to directly apply the enhanced speech algorithms and soft computing technology in actual teaching. Relatively speaking, the effectiveness of traditional piano classroom teaching is not significant, and the teaching results of remote piano teaching have greatly improved compared to traditional classrooms. On this basis, students can also master most of the teaching content, which is conducive to enhancing their learning interest and thereby improving their academic performance. This platform can also provide piano learners with more efficient, convenient, and practical services.

基于软计算的数字媒体娱乐技术在远程钢琴教学沉浸式体验中的应用
数字媒体娱乐技术可以增强教学过程中的互动体验,让学生在虚拟现实环境中进行身临其境的学习。传统的钢琴教学过于强调课堂,新的教学方法也应相应优化。因此,本文进一步优化和分析了语音算法,并将其应用到软计算技术中。同时对升级后的语音增强模型进行多维度测试,旨在设计出更适合学生的远程钢琴教学平台,并尝试将增强后的语音算法和软计算技术直接应用于实际教学中。相对而言,传统钢琴课堂教学的效果并不显著,而远程钢琴教学的教学效果相比传统课堂有了很大的提升。在此基础上,学生还能掌握大部分教学内容,有利于提高学生的学习兴趣,进而提高学习成绩。该平台还能为钢琴学习者提供更加高效、便捷、实用的服务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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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