Min Fu , Xiangdong Guan , Yixuan Wang , Qiong Chen
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引用次数: 0
Abstract
Social robots are intelligent programs that can autonomously run, automatically publish information, and interact on social media platforms. This article focuses on the speech recognition algorithm of interactive artificial intelligence systems, combined with the Hanning window function and the Vitit algorithm, and explores its application value in English video teaching systems through detailed experiments. Adopting speech feature extraction technology provides strong support for the subsequent recognition process. The application of Hanning window function has a positive impact on speech signal preprocessing. The most indispensable algorithm in speech recognition models is the Vitit algorithm, which successfully solves the problem of time variation and continuity of speech signals. This study successfully applied speech recognition algorithms based on interactive artificial intelligence systems to English video teaching systems. By combining speech feature extraction, Hanning window function, and Vitit algorithm, a system with strong recognition ability and interactivity was constructed. The English video teaching system aims to improve students’ learning process. By combining interactive artificial intelligence speech recognition technology with English video teaching, it can improve students’ experience in learning English and also meet their personalized learning habits.
社交机器人是一种能够在社交媒体平台上自主运行、自动发布信息和进行互动的智能程序。本文重点研究了交互式人工智能系统的语音识别算法,结合汉宁窗函数和Vitit算法,通过详细的实验探索其在英语视频教学系统中的应用价值。采用语音特征提取技术为后续识别过程提供了有力支持。汉宁窗函数的应用对语音信号预处理有积极影响。语音识别模型中最不可或缺的算法是 Vitit 算法,它成功地解决了语音信号的时间变化和连续性问题。本研究成功地将基于交互式人工智能系统的语音识别算法应用于英语视频教学系统。通过结合语音特征提取、汉宁窗函数和 Vitit 算法,构建了一个具有较强识别能力和交互性的系统。英语视频教学系统旨在改善学生的学习过程。通过将交互式人工智能语音识别技术与英语视频教学相结合,既能改善学生的英语学习体验,又能满足学生个性化的学习习惯。
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.