CN118116553A - Software and hardware combined hearing-impaired children music perception product based on gesture recognition technology - Google Patents
Software and hardware combined hearing-impaired children music perception product based on gesture recognition technology Download PDFInfo
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Abstract
Description
技术领域Technical Field
本发明涉及听障康复领域,具体涉及一种基于姿态识别技术的软硬件结合的听障儿童音乐感知产品。The present invention relates to the field of hearing-impaired rehabilitation, and in particular to a music perception product for hearing-impaired children that combines software and hardware based on gesture recognition technology.
背景技术Background technique
随着国内残疾人事业的发展,关注特殊儿童身心健康的重要性日渐凸显。作为一个亟需社会支持的群体,听障儿童目前受到国内教育水平和社会环境等因素的限制,聚焦于听障儿童心理健康和兴趣特长培养的课题发展仍然有待加强。With the development of the cause of the disabled in China, the importance of paying attention to the physical and mental health of special children has become increasingly prominent. As a group in urgent need of social support, hearing-impaired children are currently limited by factors such as domestic education level and social environment. The development of topics focusing on the mental health and interest and specialty cultivation of hearing-impaired children still needs to be strengthened.
因此,他们需要特殊的教育和康复措施来帮助他们融入社会。除了语言康复外,音乐教育也对他们的成长非常重要,因为音乐不需要借助语言来表达情感,而且可以帮助他们更好地理解和感受周围的声音。尤其是中高级康复阶段的听障儿童,在具备基本的语音表达和认知能力后,完全有机会进行更丰富的感知训练。但是,当前国内音乐感知训练系统的研究和开发还不完善,还没一套比较全面的音乐训练游戏平台。Therefore, they need special education and rehabilitation measures to help them integrate into society. In addition to language rehabilitation, music education is also very important for their growth, because music does not require language to express emotions, and can help them better understand and feel the sounds around them. Especially for hearing-impaired children in the intermediate and advanced rehabilitation stages, after they have basic speech expression and cognitive abilities, they have the opportunity to conduct richer perceptual training. However, the current research and development of domestic music perception training systems is still imperfect, and there is no comprehensive music training game platform.
市面上较为常见的音乐产品或应用多为健听人士所设计使用,如传统节奏类音乐游戏“太鼓达人”、“节奏大师”等等,难度较高,节奏韵律复杂,以娱乐和竞技为主,缺乏教育特征且视觉风格过于繁琐,听障儿童的注意力很难同时应对画面和歌曲。还有借助反馈系统,使听障人士对声音产生感觉的产品,如一些音乐可视化、可触化装置。目前现有的听障人士音乐产品多单纯聚焦于音乐可视化领域,可玩性较差。同时,鲜少会根据听力障碍等级对产品设计多种解决方案。尽管健听儿童的学习产品已经充分考虑了内容与趣味相结合,同时也关注了个性化需求,但专为听障儿童设计的音乐感知类产品相对较少。Most of the more common music products or applications on the market are designed for hearing people, such as traditional rhythm music games such as "Taiko no Tatsujin" and "Rhythm Master". They are difficult, have complex rhythms, are mainly for entertainment and competition, lack educational features, and have too complicated visual styles. It is difficult for hearing-impaired children to focus on both the pictures and the songs at the same time. There are also products that use feedback systems to enable hearing-impaired people to feel sounds, such as some music visualization and touchable devices. Currently, most existing music products for hearing-impaired people focus solely on the field of music visualization and have poor playability. At the same time, it is rare to design multiple solutions for products based on the level of hearing impairment. Although learning products for hearing children have fully considered the combination of content and fun, and also pay attention to personalized needs, there are relatively few music perception products designed specifically for hearing-impaired children.
发明内容Summary of the invention
本发明是为了解决上述问题而进行的,目的在于提供一种基于姿态识别技术的软硬件结合的听障儿童音乐感知产品。The present invention is made to solve the above-mentioned problems, and aims to provide a music perception product for hearing-impaired children that combines software and hardware based on gesture recognition technology.
本发明提供了一种基于姿态识别技术的软硬件结合的听障儿童音乐感知产品,具有这样的特征,包括:测试分级模块,用于对用户的康复阶段进行分级,得到测试分级结果;硬件模块,根据测试分级结果进行用户的音乐感知训练;交互游戏模块,用于进行体感游戏;个性化设计模块,用于进行DIY音乐创作。The present invention provides a music perception product for hearing-impaired children that combines software and hardware based on gesture recognition technology, and has the following characteristics: a test grading module, which is used to grade the user's rehabilitation stage and obtain a test grading result; a hardware module, which performs music perception training on the user according to the test grading result; an interactive game module, which is used to play somatosensory games; and a personalized design module, which is used to create DIY music.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,测试分级模块根据康复训练理论、用户的听力年龄以及基础注册信息进行用户分级,测试分级结果为低级康复阶段、中级康复阶段以及高级康复阶段中的任意一种。The music perception product for hearing-impaired children that combines hardware and software based on gesture recognition technology provided by the present invention may also have the following features: wherein the test grading module performs user grading according to rehabilitation training theory, the user's hearing age and basic registration information, and the test grading result is any one of the low-level rehabilitation stage, intermediate-level rehabilitation stage and advanced rehabilitation stage.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,测试分级模块基于听觉噪音试验(ANT)、图词语识别测试(WIPI)或生理指标的评估工具,反映用户的听力状态和能力水平,进行更加详细的分级,此外,根据用户的听力年龄和其他基础信息对进行粗略分级,测试分级模块针对年龄较小或节奏认知不明确的用户,通过硬件模块中的可视化界面的辅助来进行简单的感知教学。The music perception product for hearing-impaired children based on the hardware and software combination of gesture recognition technology provided by the present invention may also have the following features: wherein the test grading module is based on the auditory noise test (ANT), the picture word identification test (WIPI) or the evaluation tool of physiological indicators, reflecting the user's hearing status and ability level, and performing more detailed grading. In addition, a rough grading is performed according to the user's hearing age and other basic information. The test grading module is aimed at users who are younger or have unclear rhythm cognition, and performs simple perceptual teaching with the assistance of the visual interface in the hardware module.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,硬件模块包括音乐可视化硬件和音乐可触化硬件,音乐可触化硬件根据音乐节奏实现振动,音乐可视化硬件用于通过音乐节奏同步呈现出对应的音乐可视化界面,并选择色彩鲜明的仿心跳造型和更柔和的波浪造型两种效果,根据音乐的音高、频率实现不同的波动速率和幅度。The music perception product for hearing-impaired children that combines software and hardware based on gesture recognition technology provided by the present invention may also have the following features: the hardware module includes music visualization hardware and music tactile hardware, the music tactile hardware realizes vibration according to the rhythm of the music, and the music visualization hardware is used to present a corresponding music visualization interface synchronously with the rhythm of the music, and selects two effects: a colorful heartbeat-like shape and a softer wave shape, to achieve different fluctuation rates and amplitudes according to the pitch and frequency of the music.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,音乐可视化硬件和音乐可触化硬件使用TouchDesigner和Arduino联动制作,具体实现过程为:步骤1,导入音频文件并将其与TouchDesigner中的分析工具连接,通过使用通道操作器(CHOP)和Spectrum CHOP等节点完成;步骤2,SpectrumCHOP将对音频进行快速傅里叶分析,并输出对应频率范围内的能量值;步骤3,使用各种节点来将能量值转换为可视化效果,使用顶点着色器来控制形状或颜色,并将其链接到Spectrum CHOP的输出,最终调整动画的速度、反转动画等,使用输出模块将呈现结果保存为视频或图像。In the hardware and software combined music perception product for hearing-impaired children based on gesture recognition technology provided by the present invention, it can also have the following features: wherein, the music visualization hardware and the music touchable hardware are jointly produced using TouchDesigner and Arduino, and the specific implementation process is: Step 1, import the audio file and connect it with the analysis tool in TouchDesigner, and complete it by using nodes such as channel operator (CHOP) and Spectrum CHOP; Step 2, SpectrumCHOP will perform fast Fourier analysis on the audio and output the energy value within the corresponding frequency range; Step 3, use various nodes to convert the energy value into a visualization effect, use a vertex shader to control the shape or color, and link it to the output of Spectrum CHOP, and finally adjust the speed of the animation, reverse the animation, etc., and use the output module to save the presentation result as a video or image.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,音乐可触化硬件中包括多个可活动的圆角,均设置在产品上方的表面,并跟随音乐节奏实现不同幅度和频率的探出和缩回,从而使得用户通过手掌的触觉感知音乐节奏,具体实现方式为:每个圆角均设置有相对应的步进电机,当音乐启动时,首先通过快速傅里叶变换分析音乐频谱,从而得到不同频率的能量强度值,然后对这些数值做进一步处理得到音乐的节奏信息,最后根据节奏信息控制步进电机运动,从而使得圆角做相应动作,节奏信息至少包括节拍的位置和节奏强度。The music perception product for hearing-impaired children that combines software and hardware based on gesture recognition technology provided by the present invention may also have the following features: the music-touchable hardware includes a plurality of movable rounded corners, all of which are arranged on the surface above the product, and extend and retract with different amplitudes and frequencies following the rhythm of the music, so that the user can perceive the rhythm of the music through the tactile sense of the palm. The specific implementation method is as follows: each rounded corner is provided with a corresponding stepper motor. When the music starts, the music spectrum is first analyzed by fast Fourier transform to obtain energy intensity values of different frequencies, and then these values are further processed to obtain the rhythm information of the music. Finally, the stepper motor is controlled to move according to the rhythm information, so that the rounded corner performs corresponding actions. The rhythm information at least includes the position and rhythm intensity of the beat.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,交互游戏模块中主要包括三个关卡:辨别乐器声音、理解声音特征、学习儿歌和律动,在理解声音特征的关卡中,采用联想的教学方式来帮助用户学习音乐知识,具体来说,通过用楼梯阶数高低类比声音的高低,或者用物体大小类比声音的强弱,从而使得用户深入理解与记忆声音特征。The hardware and software combined music perception product for hearing-impaired children based on gesture recognition technology provided by the present invention may also have the following features: the interactive game module mainly includes three levels: distinguishing the sounds of musical instruments, understanding sound characteristics, and learning nursery rhymes and rhythms. In the level of understanding sound characteristics, an associative teaching method is used to help users learn music knowledge. Specifically, by using the height of the stairs to compare the height of the sound, or using the size of the object to compare the strength of the sound, the user can deeply understand and remember the sound characteristics.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,在交互游戏模块中,收集人体姿势数据和交互指令操作数据,用于评估用户的游戏成绩、了解用户的操作习惯和反应速度,采用MediaPipe姿势识别技术获取人体姿势数据,通过摄像头捕捉用户的骨骼姿态并将其与标准图像进行匹配,根据游戏或者问题的要求,收集用户在完成操作时产生的交互指令操作数据。The music perception product for hearing-impaired children that combines software and hardware based on gesture recognition technology provided by the present invention may also have the following features: in the interactive game module, human posture data and interactive command operation data are collected to evaluate the user's game performance, understand the user's operating habits and reaction speed, and use MediaPipe gesture recognition technology to obtain human posture data. The user's skeletal posture is captured by a camera and matched with a standard image. According to the requirements of the game or problem, the interactive command operation data generated by the user when completing the operation is collected.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,姿势识别技术运用基于MediaPipe和OpenCV库的人体姿势识别方法,并根据一些预定义的人体动作输出对应动作的识别结果,具体实现过程为:步骤A,对数据进行预处理,预处理步骤包括视频采集、视频帧分离,以及对每一帧图像进行裁剪处理,提取其中的人体部位,视频分解成图像帧,并使用OpenCV库中的“CascadeClassifier”检测人脸位置,并在人脸位置周围裁剪图像帧,以确保减少背景噪声,仅保留人体部位;步骤B,使用MediaPipe库对人体关键点进行检测和定位,MediaPipe库使用预训练的机器学习模型,将输入的图像帧转换为一个人体骨架,检测并输出人体关键点的位置信息,这些关键点包括头部、肩膀、手肘、手腕、腰、膝盖和脚踝等,通过检测和计算不同关键点之间的角度、距离等属性,从而识别出特定的人体姿势。The hardware-software combined music perception product for hearing-impaired children based on gesture recognition technology provided by the present invention may also have the following features: wherein the gesture recognition technology uses a human gesture recognition method based on MediaPipe and OpenCV libraries, and outputs recognition results of corresponding actions according to some predefined human actions. The specific implementation process is as follows: Step A, preprocessing the data, the preprocessing steps include video acquisition, video frame separation, and cropping of each frame of the image to extract human body parts, decomposing the video into image frames, and using the "CascadeClassifier" in the OpenCV library to detect the face position, and crop the image frames around the face position to ensure that background noise is reduced and only human body parts are retained; Step B, using the MediaPipe library to detect and locate key points of the human body, the MediaPipe library uses a pre-trained machine learning model to convert the input image frame into a human skeleton, detect and output the position information of key points of the human body, these key points include the head, shoulders, elbows, wrists, waist, knees and ankles, etc., by detecting and calculating the angles, distances and other attributes between different key points, a specific human gesture is identified.
在本发明提供的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品中,还可以具有这样的特征:其中,基于姿态识别技术的软硬件结合的听障儿童音乐感知产品的外形使用了恐龙、乌龟等动物拟态作为造型的原型,使用圆润的设计风格,尺寸设计在20cm*20cm*20cm以内,基于姿态识别技术的软硬件结合的听障儿童音乐感知产品的工作过程为:步骤一,测试分级模块通过言语测听环节判断用户听障等级;步骤二,若用户听障等级为为中低级康复阶段,则先通过硬件模块感受音乐的律动,了解有关节奏的概念和知识,若为高级康复阶段则跳过硬件模块;步骤三,用户进入交互游戏模块,先进入选择歌曲、用户设置、新手教程等功能,然后进入关卡挑战;步骤四,用户进行歌曲DIY创作。The hardware-software-based music perception product for hearing-impaired children provided by the present invention based on gesture recognition technology may also have the following features: wherein, the appearance of the hardware-software-based music perception product for hearing-impaired children uses dinosaurs, turtles and other animal mimicry as the prototype of the shape, uses a rounded design style, and the size is designed to be within 20cm*20cm*20cm. The working process of the hardware-software-based music perception product for hearing-impaired children based on gesture recognition technology is as follows: Step 1, the test grading module determines the user's hearing impairment level through the speech audiometry link; Step 2, if the user's hearing impairment level is in the middle or low-level rehabilitation stage, first feel the rhythm of the music through the hardware module, and understand the concept and knowledge of rhythm. If it is in the advanced rehabilitation stage, skip the hardware module; Step 3, the user enters the interactive game module, first enters the functions of song selection, user settings, novice tutorials, and then enters the level challenge; Step 4, the user performs DIY song creation.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1是本实施例中的方案反馈系统架构图。FIG1 is a diagram of the solution feedback system architecture in this embodiment.
图2是本实施例中的硬件系统的组成和功能示意图。FIG. 2 is a schematic diagram of the composition and functions of the hardware system in this embodiment.
图3为本实施例中的硬件产品元器件的低保真原型搭建图。FIG. 3 is a diagram of a low-fidelity prototype of hardware product components in this embodiment.
图4是本实施例中的硬件产品造型图。FIG. 4 is a diagram of the hardware product in this embodiment.
图5是本实施例中TouchDesigner制作的音乐可视化界面。FIG. 5 is a music visualization interface produced by TouchDesigner in this embodiment.
图6是本实施例中的图音乐感知游戏系统架构图。FIG. 6 is a diagram showing the architecture of the music perception game system in this embodiment.
图7是用户使用音乐游戏的故事板示意图。FIG. 7 is a schematic diagram of a storyboard of a user using a music game.
图8是本实施例中的律动游戏界面低保真原型图。FIG8 is a low-fidelity prototype diagram of the rhythm game interface in this embodiment.
图9是本实施例中的姿势识别技术示意图。FIG. 9 is a schematic diagram of the gesture recognition technology in this embodiment.
图10是本实施例中的用户使用软硬件产品时的实际场景示意图。FIG. 10 is a schematic diagram of an actual scenario when a user uses software and hardware products in this embodiment.
图11是本实施例中的针对不同康复阶段听障儿童的产品使用流程图。FIG. 11 is a flowchart of product usage for hearing-impaired children at different rehabilitation stages in this embodiment.
具体实施方式Detailed ways
为了使本发明实现的技术手段、创作特征、达成目的与功效易于明白了解,以下实施例结合附图对本发明作具体阐述。In order to make the technical means, creative features, objectives and effects achieved by the present invention easier to understand, the present invention is specifically described in the following embodiments in conjunction with the accompanying drawings.
本实施例结合国内外音乐教育方法、听障儿童康复训练理论以及某康复中心音乐教学方法的应用进行概念方法发散,采用Unity和OpenCV、MediaPipe相结合的方案实现姿势识别,采用Arduino硬件装置实现音乐和声音的振动信号转化,创新听障儿童的音乐学习方式,将听障儿童的痛点需求转化为设计实践中的功能构想,通过软硬件结合的音乐体感游戏设计来帮助中高级康复阶段的听障儿童学会感知节奏,并通过体感律动游戏让孩子更好地感受和享受音乐,以促进他们的身心发展。本实施例不仅包括可触化硬件和可视化界面,还利用了音乐的特性,为听障儿童提供了一种独特而有趣的学习和发展方式。This embodiment combines domestic and foreign music education methods, rehabilitation training theories for hearing-impaired children, and the application of music teaching methods in a rehabilitation center to diverge concepts and methods, adopts a solution combining Unity, OpenCV, and MediaPipe to realize posture recognition, and adopts Arduino hardware devices to realize the vibration signal conversion of music and sound, innovates the music learning method of hearing-impaired children, and transforms the pain points of hearing-impaired children into functional concepts in design practice. Through the design of music somatosensory games combining software and hardware, it helps hearing-impaired children in the middle and advanced rehabilitation stages learn to perceive rhythm, and through somatosensory rhythm games, let children better feel and enjoy music to promote their physical and mental development. This embodiment not only includes tactile hardware and visual interfaces, but also utilizes the characteristics of music to provide hearing-impaired children with a unique and interesting way of learning and development.
图1是本实施例中的方案反馈系统架构图。FIG1 is a diagram of the solution feedback system architecture in this embodiment.
本产品的主要目标是让听障儿童理解掌握声音的特征、音乐节奏和一定的认知能力、肢体协调能力。主要角色有家长和听障儿童,软硬件产品可以通过视觉输出、触觉输出、听觉输出等给予用户反馈信息,因此,如图1所示,本实施例中的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品包括测试分级模块、硬件模块、交互游戏模块以及个性化设计模块。The main goal of this product is to enable hearing-impaired children to understand and master the characteristics of sound, music rhythm, certain cognitive abilities, and body coordination abilities. The main roles are parents and hearing-impaired children. Software and hardware products can give users feedback information through visual output, tactile output, auditory output, etc. Therefore, as shown in Figure 1, the hardware-software combined music perception product for hearing-impaired children based on gesture recognition technology in this embodiment includes a test grading module, a hardware module, an interactive game module, and a personalized design module.
测试分级模块用于对用户的康复阶段进行分级,得到测试分级结果。本实施例中,在教师和听障儿童中开展了专家访谈和实地用户调研,得到有关听障儿童身心特征和实现感知训练的重要需求点。首先,根据康复训练理论、用户的听力年龄以及基础注册信息进行用户分级,得到的测试分级结果包括低级康复阶段、中级康复阶段以及高级康复阶段。中高级康复阶段的听障儿童相对于其他阶段的听障儿童,其听力和认知能力都有所提高,对辅助产品的需求也更为明显。The test grading module is used to grade the user's rehabilitation stage and obtain test grading results. In this embodiment, expert interviews and field user surveys were conducted among teachers and hearing-impaired children to obtain important demand points for the physical and mental characteristics of hearing-impaired children and the realization of perceptual training. First, users are graded according to rehabilitation training theory, the user's hearing age, and basic registration information, and the test grading results obtained include low-level rehabilitation stage, intermediate rehabilitation stage, and advanced rehabilitation stage. Compared with hearing-impaired children in other stages, hearing-impaired children in intermediate and advanced rehabilitation stages have improved hearing and cognitive abilities, and their demand for assistive products is more obvious.
此外,测试分级模块还基于ANT、WIPI或生理指标的评估工具,反映用户的听力状态和能力水平,进行更加详细的分级。另外,根据用户的听力年龄和其他基础信息对进行粗略分级。最后,测试分级模块针对年龄较小或节奏认知不明确的用户,通过硬件模块中的可视化界面的辅助来进行简单的感知教学。In addition, the test grading module also reflects the user's hearing status and ability level based on ANT, WIPI or physiological indicator assessment tools, and provides more detailed grading. In addition, a rough grading is performed based on the user's hearing age and other basic information. Finally, for users who are younger or have unclear rhythm cognition, the test grading module provides simple perceptual teaching with the assistance of the visual interface in the hardware module.
硬件模块根据测试分级结果进行用户的音乐感知训练。在进行音乐训练时,需要考虑到听障儿童的特殊需求。根据研究,听力障碍者的听觉系统可能会更加敏感于低频声音,因此选择听障友好的低频、舒缓音乐作为初阶挑战曲目。选择这样的音乐可以确保所有人都能感受到音乐所带来的愉悦和放松,而不会因为听力问题而错过任何细节。The hardware module conducts music perception training for users based on the test grading results. When conducting music training, the special needs of hearing-impaired children need to be taken into consideration. According to research, the auditory system of hearing-impaired people may be more sensitive to low-frequency sounds, so low-frequency, soothing music that is hearing-impaired-friendly is selected as the initial challenge track. Choosing such music ensures that everyone can feel the pleasure and relaxation brought by music without missing any details due to hearing problems.
对于听障儿童来说,除了听觉通道外,视觉观察、感受节奏和振动等方式可以帮助他们欣赏音乐。为了确保这些儿童能够听到音乐的声音或振动,并进行有效的训练和体验,多感官通道输入是最佳选择。因此,本实施例同时采用视觉和触觉刺激,可以更好地帮助听障儿童感知和理解音乐的节奏和律动。For hearing-impaired children, in addition to the auditory channel, visual observation, feeling rhythm and vibration can help them appreciate music. In order to ensure that these children can hear the sound or vibration of music and conduct effective training and experience, multi-sensory channel input is the best choice. Therefore, this embodiment uses visual and tactile stimulation at the same time, which can better help hearing-impaired children perceive and understand the rhythm and rhythm of music.
图2是本实施例中的硬件系统的组成和功能示意图。FIG. 2 is a schematic diagram showing the composition and functions of the hardware system in this embodiment.
如图2所示,本实施例中,硬件模块包括音乐可视化硬件和音乐可触化硬件。音乐可触化硬件能帮助听障儿童通过触觉体验来理解音乐节奏,根据音乐节奏实现振动。在不使用音乐可触化功能时,该产品可以作为拥有可爱造型的音乐播放器使用,内部存有一些知名的儿歌。除了基本的音乐播放功能外,该玩具还可以根据音乐节奏实现振动,这使得用户能够通过触觉感受到音乐的节奏和节拍。当使用振动功能时,软件平台还可以同步呈现出对应的音乐可视化界面。这些可视化界面不仅能让用户感知音乐的波形和频谱,也能让他们感受到音乐的韵律和节奏。As shown in Figure 2, in this embodiment, the hardware module includes music visualization hardware and music tactile hardware. The music tactile hardware can help hearing-impaired children understand the rhythm of music through tactile experience and achieve vibration according to the rhythm of music. When the music tactile function is not used, the product can be used as a music player with a cute shape, and some well-known children's songs are stored inside. In addition to the basic music playback function, the toy can also achieve vibration according to the rhythm of music, which enables users to feel the rhythm and beat of music through touch. When the vibration function is used, the software platform can also synchronously present the corresponding music visualization interface. These visualization interfaces not only allow users to perceive the waveform and spectrum of music, but also allow them to feel the rhythm and rhythm of music.
图3为本实施例中的硬件产品元器件的低保真原型搭建图。FIG. 3 is a diagram of a low-fidelity prototype of hardware product components in this embodiment.
本实施例中,音乐可视化硬件和音乐可触化硬件使用TouchDesigner和Arduino联动制作,具体实现过程为:In this embodiment, the music visualization hardware and the music touchable hardware are produced by using TouchDesigner and Arduino in conjunction with each other. The specific implementation process is as follows:
步骤1,TouchDesigner是一种视觉编程环境,可以用于创建音乐可视化。导入音频文件并将其与TouchDesigner中的分析工具连接,通过使用通道操作器和Spectrum CHOP等节点完成。Step 1. TouchDesigner is a visual programming environment that can be used to create music visualizations. Import audio files and connect them with analysis tools in TouchDesigner by using nodes such as Channel Operators and Spectrum CHOP.
步骤2,Spectrum CHOP将对音频进行快速傅里叶分析,并输出对应频率范围内的能量值。Step 2: Spectrum CHOP will perform fast Fourier analysis on the audio and output the energy value in the corresponding frequency range.
步骤3,使用各种节点来将能量值转换为可视化效果,使用顶点着色器来控制形状或颜色,并将其链接到Spectrum CHOP的输出,最终调整动画的速度、反转动画等,使用输出模块将呈现结果保存为视频或图像。Step 3, use various nodes to convert energy values into visualization effects, use vertex shaders to control shape or color, and link it to the output of Spectrum CHOP, and finally adjust the speed of the animation, reverse the animation, etc., and use the output module to save the rendering results as a video or image.
在硬件产品的造型上,由于目标用户是儿童,所以需要考虑其安全性、适龄性、形状和功能性。儿童对产品外观比较敏感,玩具形状应该简单易懂,容易引起孩子的注意,且不能有尖锐的边角、易碎的部件或者可能会对孩子造成伤害的小零件等。In terms of the shape of hardware products, since the target users are children, it is necessary to consider its safety, age-appropriateness, shape and functionality. Children are sensitive to the appearance of products, and the shape of toys should be simple and easy to understand, easy to attract children's attention, and should not have sharp corners, fragile parts or small parts that may cause harm to children.
图4是本实施例中的硬件产品造型图。FIG. 4 is a diagram of the hardware product in this embodiment.
因此,如图4所示,本实施例使用了恐龙、乌龟等动物拟态作为造型的原型,使用圆润的设计风格,尺寸则设计在20cm*20cm*20cm以内,既可以让儿童双手捧起也能用单手放在产品顶部感受振动,能够亲近孩子也满足了孩子的探索欲望。Therefore, as shown in FIG4 , this embodiment uses animal mimicry such as dinosaurs and turtles as prototypes of the shape, uses a rounded design style, and the size is designed to be within 20cm*20cm*20cm. Children can hold it with both hands or put one hand on the top of the product to feel the vibration. It can be close to children and satisfy their desire to explore.
由于声音的本质就是振动。音乐振动装置是一种将音乐信号转化为机械振动的装置。除了从视觉通道刺激用户感知音乐节奏之外,本实施例同时还设计了硬件产品,通过根据音乐节奏产生的不同幅度振动从触觉通道刺激用户。因此本实施例设计了多个可活动的圆角,作为功能实现的部位,均设置在产品上方的表面,并跟随音乐节奏实现不同幅度和频率的探出和缩回,从而使得用户通过手掌的触觉感知音乐节奏。Since the essence of sound is vibration. A music vibration device is a device that converts music signals into mechanical vibrations. In addition to stimulating users to perceive the rhythm of music from the visual channel, this embodiment also designs a hardware product to stimulate users from the tactile channel by generating vibrations of different amplitudes according to the rhythm of music. Therefore, this embodiment designs a plurality of movable fillets, which are arranged on the surface above the product as the parts for realizing the functions, and extend and retract with different amplitudes and frequencies according to the rhythm of music, so that users can perceive the rhythm of music through the sense of touch of the palm.
具体的实现方式为:每个圆角均设置有相对应的步进电机,当音乐启动时,首先通过快速傅里叶变换分析音乐频谱,从而得到不同频率的能量强度值,然后对这些数值做进一步处理得到音乐的节奏信息,最后根据节奏信息控制步进电机运动,从而使得圆角做相应动作,节奏信息为节拍的位置和节奏强度。The specific implementation method is: each rounded corner is equipped with a corresponding stepper motor. When the music starts, the music spectrum is first analyzed by fast Fourier transform to obtain the energy intensity values of different frequencies, and then these values are further processed to obtain the rhythm information of the music. Finally, the stepper motor is controlled according to the rhythm information, so that the rounded corner makes the corresponding action. The rhythm information is the position and rhythm intensity of the beat.
图5是本实施例中TouchDesigner制作的音乐可视化界面。FIG. 5 is a music visualization interface produced by TouchDesigner in this embodiment.
如图5所示,在音乐可视化的画面设计上,结合硬件造型,音乐可视化硬件通过音乐节奏同步呈现出对应的音乐可视化界面,并选择色彩鲜明的仿心跳造型和更柔和的波浪造型两种效果,根据音乐的音高、频率实现不同的波动速率和幅度,在视觉上刺激听障儿童,让他们更容易理解声音的特征——节奏。As shown in Figure 5, in the picture design of music visualization, combined with the hardware modeling, the music visualization hardware presents the corresponding music visualization interface through the synchronization of music rhythm, and selects two effects: a brightly colored heartbeat-like shape and a softer wave shape. Different fluctuation rates and amplitudes are achieved according to the pitch and frequency of the music, which visually stimulates hearing-impaired children and makes it easier for them to understand the characteristic of sound - rhythm.
交互游戏模块用于进行体感游戏。本实施例中,设计难度递增的关卡分级和循序渐进的游戏设计。这样的游戏设计可以帮助听障儿童逐步提高自己的技能水平,不会因难度太高而失去兴趣。此外,游戏中使用一些视觉元素和符号来加强信息传达,帮助听障儿童更好地理解游戏内容。通过细致的游戏设计和符合听障儿童康复规律的关卡设置,可以提高游戏的可玩性和教育性,同时也能更好地满足听障儿童的康复需要。The interactive game module is used to play somatosensory games. In this embodiment, the level grading with increasing difficulty and the step-by-step game design are designed. Such a game design can help hearing-impaired children gradually improve their skill level and will not lose interest due to excessive difficulty. In addition, some visual elements and symbols are used in the game to enhance information transmission and help hearing-impaired children better understand the game content. Through meticulous game design and level settings that conform to the laws of rehabilitation of hearing-impaired children, the playability and educational nature of the game can be improved, and the rehabilitation needs of hearing-impaired children can also be better met.
图6是本实施例中的图音乐感知游戏系统架构图。FIG. 6 is a diagram showing the architecture of the music perception game system in this embodiment.
如图6所示,本实施例中,交互游戏模块主要包括三个关卡:辨别乐器声音、理解声音特征、学习儿歌和律动。在理解声音特征的关卡中,采用联想的教学方式来帮助用户学习音乐知识,具体来说,通过用楼梯阶数高低类比声音的高低,或者用物体大小类比声音的强弱,从而使得用户深入理解与记忆声音特征。这种启发式教学方式不仅有助于听障儿童更好地理解和记忆知识,同时也增加了游戏的趣味性。As shown in FIG6 , in this embodiment, the interactive game module mainly includes three levels: identifying the sound of musical instruments, understanding sound characteristics, and learning nursery rhymes and rhythms. In the level of understanding sound characteristics, an associative teaching method is used to help users learn music knowledge. Specifically, by using the height of the stairs to compare the height of the sound, or using the size of the object to compare the strength of the sound, the user can deeply understand and remember the sound characteristics. This heuristic teaching method not only helps hearing-impaired children better understand and remember knowledge, but also increases the fun of the game.
图7是用户使用音乐游戏的故事板示意图。FIG. 7 is a schematic diagram of a storyboard of a user using a music game.
图8是本实施例中的律动游戏界面低保真原型图。FIG8 is a low-fidelity prototype diagram of the rhythm game interface in this embodiment.
如图7~图8所示,以体感律动游戏关卡为例:点击开始游戏后,将有新手教程指导。窗口中的声音按钮和文字信息帮助玩家了解游戏玩法。玩家按照图形指示进行操作,成功后会有交互特效回馈。用户根据歌曲鼓点和界面上的视觉引导,在对应节点做出叉腰、跺脚和举手动作。游戏结束后,有游戏数据和积极反馈给予用户。As shown in Figures 7 and 8, take the somatosensory rhythm game level as an example: after clicking to start the game, there will be a tutorial for beginners. The sound button and text information in the window help players understand the gameplay. Players follow the graphic instructions and there will be interactive special effects feedback after success. Users make hip-akimbo, stomping and hand-raising movements at the corresponding nodes according to the drum beats of the song and the visual guidance on the interface. After the game, there are game data and positive feedback to the user.
此外,交互游戏模块中收集人体姿势数据和交互指令操作数据,用于评估用户的游戏成绩、了解用户的操作习惯和反应速度。In addition, the interactive game module collects human posture data and interactive command operation data to evaluate the user's game performance and understand the user's operating habits and reaction speed.
本实施例中,采用MediaPipe姿势识别技术获取人体姿势数据,通过摄像头捕捉用户的骨骼姿态并将其与标准图像进行匹配。这些数据用于视觉反馈,后续也可以通过分析这些数据,了解用户的动作技巧和习惯,为优化产品的动作识别和反馈机制提供参考。In this embodiment, MediaPipe posture recognition technology is used to obtain human posture data, and the user's skeletal posture is captured by the camera and matched with the standard image. These data are used for visual feedback, and the user's action skills and habits can be understood by analyzing these data in the future, providing a reference for optimizing the product's action recognition and feedback mechanism.
在交互指令操作数据方面,根据游戏或者问题的要求,收集用户在完成操作时产生的交互指令操作数据。In terms of interactive instruction operation data, according to the requirements of the game or question, the interactive instruction operation data generated by the user when completing the operation is collected.
上述姿势识别技术在计算机视觉领域得到了广泛应用,主要用于识别人体动作和姿势。本实施例中,运用基于MediaPipe和OpenCV库的人体姿势识别方法,并根据一些预定义的人体动作输出对应动作的识别结果。它主要通过检测人体姿态关键点位置和计算不同关键点之间的距离和角度来识别人体姿势和动作,并进行相应的应用。具体实现过程为:The above-mentioned posture recognition technology has been widely used in the field of computer vision, mainly for identifying human movements and postures. In this embodiment, a human posture recognition method based on MediaPipe and OpenCV library is used, and the recognition results of corresponding movements are output according to some predefined human movements. It mainly recognizes human postures and movements by detecting the positions of key points of human postures and calculating the distances and angles between different key points, and performs corresponding applications. The specific implementation process is as follows:
步骤A,对数据进行预处理,预处理步骤包括视频采集、视频帧分离,以及对每一帧图像进行裁剪处理,提取其中的人体部位。视频分解成图像帧,并使用OpenCV库中的“CascadeClassifier”检测人脸位置,并在人脸位置周围裁剪图像帧,以确保减少背景噪声,仅保留人体部位。Step A, preprocessing the data, the preprocessing steps include video acquisition, video frame separation, and cropping each frame to extract the human body parts. The video is decomposed into image frames, and the "CascadeClassifier" in the OpenCV library is used to detect the face position and crop the image frame around the face position to ensure that the background noise is reduced and only the human body parts are retained.
步骤B,使用MediaPipe库对人体关键点进行检测和定位,MediaPipe库提供了一个姿势估计器,可以在每一帧视频中检测人体姿势关键点。MediaPipe库使用预训练的机器学习模型,将输入的图像帧转换为一个人体骨架,检测并输出人体关键点的位置信息,这些关键点包括头部、肩膀、手肘、手腕、腰、膝盖和脚踝等,通过检测和计算不同关键点之间的角度、距离等属性,从而识别出特定的人体姿势。Step B, use the MediaPipe library to detect and locate the key points of the human body. The MediaPipe library provides a pose estimator that can detect the key points of human poses in each frame of video. The MediaPipe library uses a pre-trained machine learning model to convert the input image frame into a human skeleton, detect and output the location information of the key points of the human body, including the head, shoulders, elbows, wrists, waist, knees, and ankles, etc., and recognize specific human poses by detecting and calculating the angles, distances, and other attributes between different key points.
图9是本实施例中的姿势识别技术示意图。FIG. 9 is a schematic diagram of the gesture recognition technology in this embodiment.
本实施例中,在Unity中制作音乐先通过ButtonController来控制节奏点击打前后的显示,并以不同的颜色来区别。将歌曲根据每个bmp值进行划分,并根据节拍计算出需要进行击打操作的时间点。需要使用GameManager脚本来处理击打是否成功的输出,分别为public voidNoteHit(){Debug.Log("Hit");}和public voidNoteMiss()In this embodiment, when making music in Unity, ButtonController is used to control the display before and after the beat is hit, and different colors are used to distinguish them. The song is divided according to each bmp value, and the time point when the hit operation needs to be performed is calculated according to the beat. The GameManager script is needed to process the output of whether the hit is successful, which are public void NoteHit(){Debug.Log("Hit");} and public void NoteMiss()
{Debug.Log("Miss");}。在Hierarchy视图中,还需要添加一个UI-text组件并将其命名为Score,用于记录得分。最终要将MediaPipe与Unity集成,使用了Unity的IronPython插件,通过调用UnityAPI来在Unity中显示摄像头图像,使用"Mono.Data.Sqlite"库(用于读取和写入SQLite数据库)来进行姿势识别和音乐游戏制作。{Debug.Log("Miss");}. In the Hierarchy view, you also need to add a UI-text component and name it Score to record the score. Finally, to integrate MediaPipe with Unity, use Unity's IronPython plug-in, display the camera image in Unity by calling UnityAPI, and use the "Mono.Data.Sqlite" library (for reading and writing SQLite database) for gesture recognition and music game production.
最后,个性化设计模块,用于进行DIY音乐创作。当用户能够准确选择正确的声音特征后并进入到体感律动游戏,通过新手教程和引导提示来理解游戏规则。在这个环节中,孩子们可以学习如何根据节奏动起来,后续或许也可以尝试自己创造独特的律动动作,增加了游戏的自由度和趣味性。本实施例设计了独立的音乐创作DIY板块,让用户可以自由地拼接音符和音节,打造个性化的音乐作品。这样不仅能够增加孩子们对音乐游戏的兴趣和参与度,也能够激发他们在音乐领域的创造力和潜力。Finally, a personalized design module is used for DIY music creation. When the user can accurately select the correct sound characteristics and enter the somatosensory rhythm game, he can understand the rules of the game through the novice tutorial and guidance prompts. In this link, children can learn how to move according to the rhythm, and may also try to create their own unique rhythmic movements later, which increases the freedom and fun of the game. This embodiment designs an independent music creation DIY section, allowing users to freely splice notes and syllables to create personalized music works. This can not only increase children's interest and participation in music games, but also stimulate their creativity and potential in the field of music.
图10是本实施例中的用户使用软硬件产品时的实际场景示意图。FIG. 10 is a schematic diagram of an actual scenario when a user uses software and hardware products in this embodiment.
图11是本实施例中的针对不同康复阶段听障儿童的产品使用流程图。FIG. 11 is a flowchart of product usage for hearing-impaired children at different rehabilitation stages in this embodiment.
如图10~图11所示,本实施例中的基于姿态识别技术的软硬件结合的听障儿童音乐感知产品的使用过程为:As shown in FIG. 10 and FIG. 11 , the use process of the hardware-software combined music perception product for hearing-impaired children based on gesture recognition technology in this embodiment is as follows:
步骤一,测试分级模块通过言语测听环节判断用户听障等级。Step 1: The test grading module determines the user's hearing impairment level through speech audiometry.
步骤二,若用户听障等级为为中低级康复阶段,则先通过硬件模块感受音乐的律动,了解有关节奏的概念和知识,而高级康复阶段用户如果在最初的侧听测试环节表现出良好的认知,则可以选择跳过硬件交互环节,直接进入高阶的体感游戏环节。Step 2: If the user's hearing impairment level is at the low to medium rehabilitation stage, he or she can first feel the rhythm of music through the hardware module and understand the concepts and knowledge about rhythm. For users at the advanced rehabilitation stage, if they show good cognition in the initial side-hearing test, they can choose to skip the hardware interaction stage and directly enter the advanced somatosensory game stage.
步骤三,用户进入交互游戏模块,先进入选择歌曲、用户设置、新手教程等功能,然后进入关卡挑战。Step three, the user enters the interactive game module, first enters the song selection, user settings, novice tutorial and other functions, and then enters the level challenge.
步骤四,用户进行歌曲DIY创作。Step 4: Users create their own songs.
本实施例针对目标康复阶段的听障儿童,使用听觉、视觉、触觉多模态输入和游戏化交互形式,最大限度实现让孩子们感知音乐的可能性。通过姿势识别、言语测听等技术手段,将听障儿童的节奏感知训练和音乐教学通过游戏手段日常化,并且锻炼孩子的音乐创作能力,实现寓教于乐的同时培养孩子的兴趣特长,让听障儿童享受和健听儿童一样的多彩童年。This embodiment uses auditory, visual, and tactile multimodal input and gamified interactive forms for hearing-impaired children in the target rehabilitation stage to maximize the possibility of letting children perceive music. Through technical means such as posture recognition and speech audiometry, the rhythm perception training and music teaching of hearing-impaired children are made daily through games, and the children's music creation ability is trained, so that children's interests and specialties can be cultivated while learning through entertainment, allowing hearing-impaired children to enjoy the same colorful childhood as normal-hearing children.
首先,让听障儿童理解听到的声音特征。听障儿童由于听觉缺陷,面临着许多学习和发展方面的挑战。其中一个主要的困难是难以理解声音特征和游戏规则。对于听力受损的孩子来说,识别声音特征包括音量、节奏等变得更加困难,这会影响他们学习语言和沟通能力的发展。此外,他们也可能无法听到其他人在说话时的背景噪声,导致对话的误解或不完全理解。理解游戏规则也是一个挑战,因为游戏规则通常需要通过口头说明或听取其他人的解释来理解。听障儿童可能需要额外的支持,例如手语、图像、文字说明等,以帮助他们理解游戏规则和参与社交互动。First, let the hearing-impaired children understand the sound characteristics they hear. Hearing-impaired children face many challenges in learning and development due to their hearing defects. One of the main difficulties is difficulty in understanding sound characteristics and game rules. It becomes more difficult for children with hearing loss to identify sound characteristics including volume, rhythm, etc., which will affect the development of their language learning and communication skills. In addition, they may not be able to hear the background noise when other people are talking, resulting in misunderstandings or incomplete understanding of the conversation. Understanding the rules of the game is also a challenge, because the rules of the game usually need to be understood through verbal instructions or listening to other people's explanations. Hearing-impaired children may need additional support, such as sign language, images, text instructions, etc., to help them understand the rules of the game and participate in social interactions.
其次,实现儿童友好设计,提升用户体验。儿童的反应力和肢体协调能力相对偏弱,容易出错或失去耐心。同时,儿童欠缺充分的自我保护能力,如果使用危险的造型和游戏玩法,可能对儿童造成安全威胁。Secondly, we need to achieve child-friendly design and improve user experience. Children’s reaction and body coordination abilities are relatively weak, and they are prone to making mistakes or losing patience. At the same time, children lack sufficient self-protection ability, and using dangerous shapes and game play may pose a safety threat to children.
因此,本实施例中的产品具有以下优点:Therefore, the product in this embodiment has the following advantages:
(1)听障儿童需要接受音乐教育,因为它有助于填补他们听力上的缺陷,并通过音乐欣赏来提高他们的自信、表达和理解能力,帮助他们释放负面情绪,消除孤独和自闭的行为。音乐教育可以帮助听障儿童在身心方面得到全面的发展,进而为他们创造更加美好的未来。本音乐感知训练产品帮助听障儿童促进肢体能力协调发展,通过美育陶冶情操,实现自身的综合发展。(1) Hearing-impaired children need music education because it helps fill their hearing gaps and improves their self-confidence, expression and comprehension through music appreciation, helping them release negative emotions and eliminate loneliness and autistic behavior. Music education can help hearing-impaired children develop comprehensively both physically and mentally, thus creating a better future for them. This music perception training product helps hearing-impaired children promote the coordinated development of their physical abilities, cultivate their sentiments through aesthetic education, and achieve their own comprehensive development.
(2)以游戏化的方式构建听障儿童训练游戏平台,改善聋校现有音乐教学课堂形式单一的现状,用数字化手段将教室与课程“搬到”任何地方,变得日常化,以更加直观的方式给予孩子指导。结合多模态传感器和体感游戏等技术,创新针对听障儿童的音乐产品的交互方式。(2) Use gamification to build a game platform for hearing-impaired children, improve the current single-format music teaching classroom in deaf schools, use digital means to "move" classrooms and courses to any place, make them part of daily life, and provide guidance to children in a more intuitive way. Combine technologies such as multimodal sensors and somatosensory games to innovate the interactive methods of music products for hearing-impaired children.
上述实施方式为本发明的优选案例,并不用来限制本发明的保护范围。The above-mentioned embodiments are preferred examples of the present invention and are not intended to limit the protection scope of the present invention.
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