基于模式识别的人工智能在音乐娱乐环境和自动音乐识别中的应用

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-26 DOI:10.1016/j.entcom.2024.100848
Yuefang Liu , Yi Zou
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引用次数: 0

摘要

数字技术的发展赋予了音乐传播高产高效的技术优势。随着数字技术的不断完善和传播形式的多样化,信息可视化设计更加注重受众的体验和感受。本文分析了基于模式识别的人工智能在音乐娱乐环境和音乐自动识别中的应用。数字媒体可以通过用户的参与和反馈实现信息的双向传递,可以通过娱乐游戏等方式为用户提供更多的娱乐音乐体验。本文重点研究了复杂语境下乐谱的图像增强处理、音符识别和自动识别转换,并开发了乐谱自动识别系统,实现了乐谱信息的数字化。通过网络传播,公众可以在交流互动的过程中充分感受音乐之美,同时将音乐带入娱乐环境。
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Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition

The development of digital technology has given music dissemination a technological advantage of high productivity and efficiency. With the continuous improvement of digital technology and the diversification of communication forms, information visualization design pays more attention to the audience’s experience and feelings. This article analyzes the application of pattern recognition based artificial intelligence in music entertainment environments and automatic recognition of music. Digital media can achieve bidirectional information transmission through user participation and feedback, and can provide customers with more entertainment music experiences through entertainment games and other means. This article focuses on the image enhancement processing, note recognition, and automatic recognition conversion of music scores in complex contexts, and develops an automatic music score recognition system to digitize music score information. Through online dissemination, the public can fully experience the beauty of music in the process of communication and interaction, and at the same time, music can be brought into the entertainment environment.

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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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