基于深度学习算法和手势识别的互动艺术过程中的娱乐机器人仿真

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

摘要

娱乐机器人作为一种新型娱乐设备,具有广阔的应用前景。娱乐机器人通过与用户互动,提供娱乐和娱乐体验。本文设计了一种编程模型,用于解释和执行用户的手势命令,并将其转换为机器人可以处理的绘画动作。通过与娱乐机器人互动,用户可以通过手势引导机器人进行绘画,使艺术创作更加直观有趣。我们使用深度学习算法进行训练,并以现有的艺术作品为参考,让机器人学习和模仿不同艺术家的绘画风格。最后,通过优化算法,确定了娱乐机器人绘画轨迹的最优路径,提高了绘画效果和质量。通过深度学习算法的训练,娱乐机器人可以捕捉艺术家绘画风格的特点和细节,并在绘画过程中进行模拟。这为用户提供了个性化的艺术创作体验,让他们能够与娱乐机器人互动,参与艺术创作,体验与真正艺术家相似的创作过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition

Entertainment robots, as a new type of entertainment device, have broad application prospects. Entertainment robots provide entertainment and entertainment experiences through interaction with users. This article designs a programming model to interpret and execute user gesture commands, and convert them into drawing actions that robots can process. By interacting with entertainment robots, users can guide robots to draw through gestures, making artistic creations more intuitive and interesting. We used deep learning algorithms for training and used existing art works as references to enable robots to learn and imitate the painting styles of different artists. Finally, by optimizing the algorithm, the optimal path for the entertainment robot to draw trajectories was determined, which improved the effectiveness and quality of the painting. Through the training of deep learning algorithms, entertainment robots can capture the characteristics and details of an artist’s painting style, and simulate it during the painting process. This provides users with a personalized artistic creation experience, allowing them to interact with entertainment robots, participate in artistic creation, and experience a creative process similar to that of real artists.

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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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