Entertainment type robots based on machine learning and game teaching mode applied in dance action planning of art teaching

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Jiang Chao , Zhao Yingren
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引用次数: 0

Abstract

We studied the use of machine learning models for training dance action models, collected dance action data, annotated and classified it, and established a training set for dance action models. We trained the training set to learn the feature representation and pattern recognition capabilities of dance actions. Through training and tuning the model, a model that can accurately recognize and generate dance movements was obtained. Evaluate the similarity between two dance movements and select the appropriate dance movements to form a smooth dance sequence. A planning algorithm was designed based on the kinematic and dynamic characteristics of robots to generate dance action paths suitable for the robot’s body conditions. Considering factors such as joint limitations, body stability, and smooth movement of the robot, generate a reasonable dance motion path while ensuring safety. Through on-site testing and data analysis of the system, it has been verified that it can effectively generate diverse and expressive dance movements, bringing a unique viewing experience to entertainment venues.

基于机器学习和游戏教学模式的娱乐型机器人在艺术教学舞蹈动作规划中的应用
我们研究了使用机器学习模型训练舞蹈动作模型的方法,收集了舞蹈动作数据,对其进行了注释和分类,并建立了舞蹈动作模型训练集。我们通过训练集来学习舞蹈动作的特征表示和模式识别能力。通过训练和调整模型,我们获得了一个能够准确识别和生成舞蹈动作的模型。评估两个舞蹈动作之间的相似性,并选择合适的舞蹈动作以形成流畅的舞蹈序列。根据机器人的运动学和动力学特征设计了一种规划算法,以生成适合机器人身体条件的舞蹈动作路径。综合考虑机器人的关节限制、身体稳定性、动作流畅性等因素,在确保安全的前提下生成合理的舞蹈动作路径。通过对该系统的现场测试和数据分析,验证了它能有效生成多样化、富有表现力的舞蹈动作,为娱乐场所带来独特的观赏体验。
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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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