Normala Rahim, Rizhan Wan, M. Mat Amin, Wan Malini Wan Isa, Ismahafezi Ismail, Nur SaadahMohd Shapri, Rafhanah Ramlan
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
{"title":"Mobile Augmented Reality Application for Primary School Education","authors":"Normala Rahim, Rizhan Wan, M. Mat Amin, Wan Malini Wan Isa, Ismahafezi Ismail, Nur SaadahMohd Shapri, Rafhanah Ramlan","doi":"10.5121/ijma.2021.13601","DOIUrl":"https://doi.org/10.5121/ijma.2021.13601","url":null,"abstract":"Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134424281","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Mat Amin, Wan Mohd Rizhan Wan Idris, Normala Rahim, Nur Saadah Mohd Sapri, Ismahafezi Ismail, Wan Malini Wan Isa, Muhammad Hazwan Mohamad
Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence, this application entitled VR Bukit Puteri is designed and developed as a medium to promote and attract tourists to visit this natural cultural heritage place in Terengganu. This application is particularly very useful for the user to get information or learn interactively about history and artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the development of this application. In addition, the gaze interaction technique had been successfully used to add more interactivity and user-friendliness to this application. The framework, interface design, testing and expert evaluation may also serve as guidelines in developing similar VR application in another domain. The author would consider gamification elements, engaging activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These engagement elements can be a great counterpart to increase user experience in virtual world.
虚拟现实技术对旅游创新的成功起着至关重要的作用。因此,这个名为VR Bukit Puteri的应用程序被设计和开发为一种媒介,以促进和吸引游客参观丁加奴的自然文化遗产。这个应用程序对于用户获取信息或交互式学习武吉puteri的历史和文物特别有用。交互设计生命周期模型已经在这个应用程序的开发中实现了。此外,还成功地使用了注视交互技术,为该应用增加了更多的交互性和用户友好性。框架、界面设计、测试和专家评估也可以作为在其他领域开发类似VR应用的指导方针。作者将考虑游戏化元素,引人入胜的活动,360度的VR体验,以增强未来的VR应用。这些粘性元素能够有效提升虚拟世界中的用户体验。
{"title":"Exploring Virtual Reality Application in Tourism: VR Bukit Puteri","authors":"M. Mat Amin, Wan Mohd Rizhan Wan Idris, Normala Rahim, Nur Saadah Mohd Sapri, Ismahafezi Ismail, Wan Malini Wan Isa, Muhammad Hazwan Mohamad","doi":"10.5121/ijma.2021.13602","DOIUrl":"https://doi.org/10.5121/ijma.2021.13602","url":null,"abstract":"Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence, this application entitled VR Bukit Puteri is designed and developed as a medium to promote and attract tourists to visit this natural cultural heritage place in Terengganu. This application is particularly very useful for the user to get information or learn interactively about history and artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the development of this application. In addition, the gaze interaction technique had been successfully used to add more interactivity and user-friendliness to this application. The framework, interface design, testing and expert evaluation may also serve as guidelines in developing similar VR application in another domain. The author would consider gamification elements, engaging activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These engagement elements can be a great counterpart to increase user experience in virtual world.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120973607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The majority of One Tambon One Product (OTOP) entrepreneurs desired a new packaging design that attracts the attention of consumers. The aims of this research were to 1) determine the packaging demands of entrepreneurs, 2) develop a conceptual framework for web applications, and 3) create web applications. Finally, 4) to ascertain entrepreneurs' satisfaction with the use of web applications in packaging design. The demographic and sample were recruited from the central region's population, entrepreneurs, and customers. Purposive sampling was used to choose 400 entrepreneurs and customers in Saraburi province. The main result was that requirement of entrepreneursabout package must be easy to portable. And Web Application must be also easy to use. By opinion of experts the result of web application development was overall high level and satisfaction of web application that help entrepreneurs to design package was high level. So the benefit of research is that entrepreneurs had web application to design the package and lower cost.
{"title":"Development of Web Application for Packaging Design","authors":"Rawiphon Charunphankasem","doi":"10.5121/ijma.2021.13501","DOIUrl":"https://doi.org/10.5121/ijma.2021.13501","url":null,"abstract":"The majority of One Tambon One Product (OTOP) entrepreneurs desired a new packaging design that attracts the attention of consumers. The aims of this research were to 1) determine the packaging demands of entrepreneurs, 2) develop a conceptual framework for web applications, and 3) create web applications. Finally, 4) to ascertain entrepreneurs' satisfaction with the use of web applications in packaging design. The demographic and sample were recruited from the central region's population, entrepreneurs, and customers. Purposive sampling was used to choose 400 entrepreneurs and customers in Saraburi province. The main result was that requirement of entrepreneursabout package must be easy to portable. And Web Application must be also easy to use. By opinion of experts the result of web application development was overall high level and satisfaction of web application that help entrepreneurs to design package was high level. So the benefit of research is that entrepreneurs had web application to design the package and lower cost.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133634383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nor Masharah Husain, Nadia Akma Ahmad Zaki, Rasyidi Johan, Noor Anida Zaria Mohd Noor
A Portable server is the combination of popular web server software, namely Apache, MySQL, PHP and PhpMyAdmin. With a portable server, users can develop and display a developed website anywhere at any time as all web server configurations have been installed on the storage drive. Portable servers are ideal for displaying the offline version of the website anywhere when developing a website. Using a mobile server as well, users do not need hosting that requires complicated configuration and can be used to run tests before putting the website online. This study aims to obtain preliminary findings on building portable web server development kits for the teaching and learning process.
{"title":"Need Analysis: Portable Web Server Development Kits for Teaching and Learning","authors":"Nor Masharah Husain, Nadia Akma Ahmad Zaki, Rasyidi Johan, Noor Anida Zaria Mohd Noor","doi":"10.5121/ijma.2021.13301","DOIUrl":"https://doi.org/10.5121/ijma.2021.13301","url":null,"abstract":"A Portable server is the combination of popular web server software, namely Apache, MySQL, PHP and PhpMyAdmin. With a portable server, users can develop and display a developed website anywhere at any time as all web server configurations have been installed on the storage drive. Portable servers are ideal for displaying the offline version of the website anywhere when developing a website. Using a mobile server as well, users do not need hosting that requires complicated configuration and can be used to run tests before putting the website online. This study aims to obtain preliminary findings on building portable web server development kits for the teaching and learning process.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127343317","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Samuri, Dorroity Anak Emang, R. Agus, B. Rahmatullah, Nurul Salini Mohamed Salleh, M. Mustafa
Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA PERMATA UPSI Malaysia. The platform is developed using Unity and connected through Google Analytics (GA) plugin where it tracked the user interaction for the application. LACLOD is designed only for mobile or tablet which is using Android. In this paper, the development of this learning analytic platform is presented. For evaluation of this system, observation and survey have been used, to get the feedback from 2 teachers (female) and 3 children (2 female and 1 male). Based on the evaluation, it can be seen that there are still rooms for improvement. Female children found it quit hard to understand the game but the male children looked satisfy because he knew on how to navigate the app and he actively played the app by himself. As for teachers, the acceptance to this kind of assessment is moderate, however they agree that this application can better improve the children’s learning especially in logic development.
{"title":"LACLOD: Learning Analytics for Children’s Logic Development","authors":"S. Samuri, Dorroity Anak Emang, R. Agus, B. Rahmatullah, Nurul Salini Mohamed Salleh, M. Mustafa","doi":"10.5121/IJMA.2021.13201","DOIUrl":"https://doi.org/10.5121/IJMA.2021.13201","url":null,"abstract":"Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA PERMATA UPSI Malaysia. The platform is developed using Unity and connected through Google Analytics (GA) plugin where it tracked the user interaction for the application. LACLOD is designed only for mobile or tablet which is using Android. In this paper, the development of this learning analytic platform is presented. For evaluation of this system, observation and survey have been used, to get the feedback from 2 teachers (female) and 3 children (2 female and 1 male). Based on the evaluation, it can be seen that there are still rooms for improvement. Female children found it quit hard to understand the game but the male children looked satisfy because he knew on how to navigate the app and he actively played the app by himself. As for teachers, the acceptance to this kind of assessment is moderate, however they agree that this application can better improve the children’s learning especially in logic development.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133311695","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Digital watermark technology hides copyright information in digital images, effectively protecting the copyright of digital images. At present, the color image digital watermarking algorithm still has defects such as the inability to balance robustness, invisibility and the weak anti-attack ability. Aiming at the above problems, this paper studies the digital watermarking method based on discrete wavelet transform and discrete cosine transform. Then this paper proposes a color image blind digital watermarking algorithm based on QR code. First, convert the color image from RGB space to YCbCr space, extract the Y component and perform the second-level discrete wavelet transform. secondly, block the LL2 subband and perform the discrete cosine transform. finally, use the embedding method to convert the watermark information after the Arnold transform embedded in the block. The experimental results show that the PSNR of the color image embedded with the QR code is 56.7159 without being attacked. After being attacked, its PSNR and NC values are respectively 30dB and 0.95 or more, which proves that the algorithm has good robustness and can achieve watermarking blind extraction.
{"title":"Blind Extraction of Digital Watermarking Algorithm for Color Images","authors":"Wan-Cyun Li, Wang Jing","doi":"10.5121/IJMA.2021.13202","DOIUrl":"https://doi.org/10.5121/IJMA.2021.13202","url":null,"abstract":"Digital watermark technology hides copyright information in digital images, effectively protecting the copyright of digital images. At present, the color image digital watermarking algorithm still has defects such as the inability to balance robustness, invisibility and the weak anti-attack ability. Aiming at the above problems, this paper studies the digital watermarking method based on discrete wavelet transform and discrete cosine transform. Then this paper proposes a color image blind digital watermarking algorithm based on QR code. First, convert the color image from RGB space to YCbCr space, extract the Y component and perform the second-level discrete wavelet transform. secondly, block the LL2 subband and perform the discrete cosine transform. finally, use the embedding method to convert the watermark information after the Arnold transform embedded in the block. The experimental results show that the PSNR of the color image embedded with the QR code is 56.7159 without being attacked. After being attacked, its PSNR and NC values are respectively 30dB and 0.95 or more, which proves that the algorithm has good robustness and can achieve watermarking blind extraction.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125413299","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Laili Farhana Md Ibharim, M. H. M. Yatim, N. Z. M. Zain, Ummu Husna Azizan, Norasikin Fabil
Today’s Alpha generation have high competency playing digital games. This privileged ability demands creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing digital games. Therefore, this study aims to delineate the process of developing a rubric to measure primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality, fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ = .81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88 (excellent). Researchers found that by adopting the concept of game-based learning specifically through game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity would be essential for sustainable performance of quality education to produce a generation of critical thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative personality towards digital generation.
{"title":"Development of Rubric to Measure Children’s Creativity in Game Design","authors":"Laili Farhana Md Ibharim, M. H. M. Yatim, N. Z. M. Zain, Ummu Husna Azizan, Norasikin Fabil","doi":"10.5121/IJMA.2021.13203","DOIUrl":"https://doi.org/10.5121/IJMA.2021.13203","url":null,"abstract":"Today’s Alpha generation have high competency playing digital games. This privileged ability demands creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing digital games. Therefore, this study aims to delineate the process of developing a rubric to measure primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality, fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ = .81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88 (excellent). Researchers found that by adopting the concept of game-based learning specifically through game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity would be essential for sustainable performance of quality education to produce a generation of critical thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative personality towards digital generation.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133999299","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
N. Z. M. Zain, M. H. M. Yatim, Ummu Husna Azizan, Hasrina Baharum
Modern technology has become an integral part of education field. Undeniably, the use of multimedia technology has a major impact on teaching and learning (T&L) process of the new generation. This article focuses on designing and developing a mobile learning application of Malay vocabulary for lower secondary school level. The design and development of the application called “Kuasa Kosa Kata” (3K henceforth) was based on a novel entitled “Sejambak Bakti”. The context of this study is closely related to game-based learning (GBL) method in the 3K application that encourages independent learning among the targeted students. Designing the 3K application was based on a storyboard for the idea and story-making whilst the development of it was done using Adobe Flash. The data on participants’ comments and opinions on the learning application were qualitatively gathered from semi-structured interviews. As conclusion, focus is on the importance of game-based learning implementation in the development of mobile learning application. It is hoped that use of 3K application as teaching material will boost the mastery of Malay Language vocabulary among lower secondary school students.
{"title":"Development of a Mobile Learning Application of Malay Vocabulary for Lower Secondary School Level","authors":"N. Z. M. Zain, M. H. M. Yatim, Ummu Husna Azizan, Hasrina Baharum","doi":"10.5121/IJMA.2020.12601","DOIUrl":"https://doi.org/10.5121/IJMA.2020.12601","url":null,"abstract":"Modern technology has become an integral part of education field. Undeniably, the use of multimedia technology has a major impact on teaching and learning (T&L) process of the new generation. This article focuses on designing and developing a mobile learning application of Malay vocabulary for lower secondary school level. The design and development of the application called “Kuasa Kosa Kata” (3K henceforth) was based on a novel entitled “Sejambak Bakti”. The context of this study is closely related to game-based learning (GBL) method in the 3K application that encourages independent learning among the targeted students. Designing the 3K application was based on a storyboard for the idea and story-making whilst the development of it was done using Adobe Flash. The data on participants’ comments and opinions on the learning application were qualitatively gathered from semi-structured interviews. As conclusion, focus is on the importance of game-based learning implementation in the development of mobile learning application. It is hoped that use of 3K application as teaching material will boost the mastery of Malay Language vocabulary among lower secondary school students.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133469870","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
High efficiency video coding (HEVC) is the newest video codec to increase significantly the coding efficiency of its ancestor H.264/Advance Video Coding. However, the HEVC delivers a highly increased computation complexity. In this paper, a coding unit partitioning pattern optimization method based on particle swarm optimization (PSO) is proposed to reduce the computational complexity of hierarchical quadtree-based coding unit partitioning. The required coding unit partitioning pattern for exhaustive partitioning and the rate distortion cost are efficiently considered as the chromosome and the fitness function of the PSO, respectively. To reduce the computational time, the cellular automata-based (CA) rule based time limit is used in order to find out the best possible modes of operation. Compared to the current state of the art algorithms, this scheme is computationally simple and achieves superior reconstructed video quality (12% increase in PSNR compared to existing methods) at less computational complexity (overall delay by 40%).
{"title":"Improving PSNR and Processing Speed for HEVC Using Hybrid PSO for Intra Frame Prediction","authors":"S. V. Sakhare, U. Dalal","doi":"10.5121/ijma.2020.12401","DOIUrl":"https://doi.org/10.5121/ijma.2020.12401","url":null,"abstract":"High efficiency video coding (HEVC) is the newest video codec to increase significantly the coding efficiency of its ancestor H.264/Advance Video Coding. However, the HEVC delivers a highly increased computation complexity. In this paper, a coding unit partitioning pattern optimization method based on particle swarm optimization (PSO) is proposed to reduce the computational complexity of hierarchical quadtree-based coding unit partitioning. The required coding unit partitioning pattern for exhaustive partitioning and the rate distortion cost are efficiently considered as the chromosome and the fitness function of the PSO, respectively. To reduce the computational time, the cellular automata-based (CA) rule based time limit is used in order to find out the best possible modes of operation. Compared to the current state of the art algorithms, this scheme is computationally simple and achieves superior reconstructed video quality (12% increase in PSNR compared to existing methods) at less computational complexity (overall delay by 40%).","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130101125","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this work a new Bangla speech corpus along with proper transcriptions has been developed; also various acoustic feature extraction methods have been investigated using Long Short-Term Memory(LSTM) neural network to find their effective integration into a state-of-the-art Bangla speech recognition system. The acoustic features are usually a sequence of representative vectors that are extracted from speech signals and the classes are either words or sub word units such as phonemes. The most commonly used feature extraction method, known as linear predictive coding (LPC), has been used first in this work. Then the other two popular methods, namely, the Mel frequency cepstral coefficients (MFCC) and perceptual linear prediction (PLP) have also been applied. These methods are based on the models of the human auditory system. A detailed review of the implementation of these methods have been described first. Then the steps of the implementation have been elaborated for the development of an automatic speech recognition system (ASR) for Bangla speech.
{"title":"Performance Analysis of Different Acoustic Features based on LSTM for Bangla Speech Recognition","authors":"N. Mahmud","doi":"10.5121/ijma.2020.12402","DOIUrl":"https://doi.org/10.5121/ijma.2020.12402","url":null,"abstract":"In this work a new Bangla speech corpus along with proper transcriptions has been developed; also various acoustic feature extraction methods have been investigated using Long Short-Term Memory(LSTM) neural network to find their effective integration into a state-of-the-art Bangla speech recognition system. The acoustic features are usually a sequence of representative vectors that are extracted from speech signals and the classes are either words or sub word units such as phonemes. The most commonly used feature extraction method, known as linear predictive coding (LPC), has been used first in this work. Then the other two popular methods, namely, the Mel frequency cepstral coefficients (MFCC) and perceptual linear prediction (PLP) have also been applied. These methods are based on the models of the human auditory system. A detailed review of the implementation of these methods have been described first. Then the steps of the implementation have been elaborated for the development of an automatic speech recognition system (ASR) for Bangla speech.","PeriodicalId":125909,"journal":{"name":"The International Journal of Multimedia & Its Applications","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123956385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}