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具聲紋辨識與可抗噪之物聯網語音棋藝娛樂系統

摘要


有鑒於互動聯網娛樂的興起,現今已有多種型態的娛樂可供體驗。根據研究,除了在娛樂方面有顯著的成長,在學習等娛樂以外的用途也極為廣泛,寓教於樂取代傳統教學的方式,除了可改善失智患者或老人的腦部退化,也可教導聽障兒童說話的正確發音,藉此引發學習的樂趣。但目前互動聯網娛樂多數是需要手勢的靈活操作,並鮮少額外整合其他虛實輸出入的管道或媒介,對於一些手部不便的族群,例如高齡人士等,無法體驗互動遊戲的樂趣,也無法發揮物聯網時代應有的效益。有鑑於此,本研究計畫提出「具聲紋辨識與可抗噪之物聯網語音棋藝娛樂系統」,相較於傳統以手部為主的手機娛樂,我們加入辨識使用者的聲紋,且為了不受到環境因素等限制,透過機器學習的方式以及噪音濾波器使其在吵雜環境下亦可辨認出使用者的指令,提高語音辨識度。同時並透過物聯網的虛實整合,有效擴展遊戲的互動性以及加入創新元素的可行性。

並列摘要


Given that growth in interactive entertainment, many kinds of networked games are available to experience. According to research, such interactive games can be used on mitigating brain deterioration and pronunciation correction for hearing-impaired children. These interactive games all have shown better effect than the traditional choices. But most of the interactive games need users' dexterous operation, which becomes a barrier for those people with hand related issues. Based on the above concerns, our study presents a "IoT-enabled chessboard game with speaker recognition and noise removal." Comparing our research with traditional hand-oriented games, our models can recognize players' voices and their IDs. In order to reduce the effect caused by noises, we use machine leaning and noise filters to improve recognition rate in noisy environments.

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