Audio-augmented arboreality: wildflowers and language

IF 1.3 4区 艺术学 0 ART
Hafizur Rahaman, Michelle Johnston, E. Champion
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引用次数: 0

Abstract

ABSTRACT Before colonization, there were over 250 languages spoken in Australia. Today only thirteen Indigenous languages are still being taught to children). Language has an important part to play in cultural maintenance and ‘closing the gap’ in terms of First Peoples’ cultural heritage, identity, and sense of belonging. In this work, we aim to develop an engaging and easy way to teach and learn the local Indigenous names of wildflowers using a mobile device. This paper presents the development of a phone application that runs on a local machine, recognizes local wildflowers through its camera, and plays associated sounds and displays associated text in the Noongar language. The prototype mobile application has been developed with MobileNets model on the TensorFlow platform. The dataset is derived from Google searches, while the sound files are generated from label text by running an apple script. UI and interactivity have been developed by using Vuforia and the Unity game engine. Finally, the Android Studio is used to deploy the app. At this point in time, the prototype can only recognize ten local flowers, with 85%∼99% of accuracy. We are working with a larger dataset towards developing the full application.
音频增强树境:野花和语言
在殖民统治之前,澳大利亚有超过250种语言。今天,只有13种土著语言仍在向儿童教授)。语言在原住民文化遗产、身份和归属感方面的文化维护和“缩小差距”方面发挥着重要作用。在这项工作中,我们的目标是开发一种引人入胜且简单的方法,通过移动设备教授和学习当地土著野花的名称。本文介绍了一个手机应用程序的开发,该应用程序在本地机器上运行,通过其摄像头识别当地的野花,并播放相关的声音,并以Noongar语言显示相关的文本。在TensorFlow平台上使用MobileNets模型开发了原型移动应用程序。数据集来自谷歌搜索,而声音文件是通过运行apple脚本从标签文本生成的。使用Vuforia和Unity游戏引擎开发UI和交互性。最后,使用Android Studio来部署应用程序。此时,原型只能识别十种本地花卉,准确率为85% ~ 99%。我们正在使用更大的数据集开发完整的应用程序。
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
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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