Research on the Application of Wireless Wearable Sensing Devices in Interactive Music
Wireless wearable devices can greatly assist and promote the artistic presentation of interactive music and have attracted the attention of more and more composers, musicians, dancers, and visual artists. It can pick up data information in real time, integrate with performers, and provide immersive...
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Formato: | article |
Lenguaje: | EN |
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Hindawi Limited
2021
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Acceso en línea: | https://doaj.org/article/dae4d257f90243988710c3e5067cef79 |
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Sumario: | Wireless wearable devices can greatly assist and promote the artistic presentation of interactive music and have attracted the attention of more and more composers, musicians, dancers, and visual artists. It can pick up data information in real time, integrate with performers, and provide immersive performance experience. It not only builds a bridge between subjective feeling and spiritual perception for performers and audience but also enables audience to directly observe art information better. This paper mainly introduces the development process of a wearable sensor system designed for monitoring interactive music movement. Firstly, an interactive music motion model is established according to the principle of human body kinematics, and the experimental scheme of measuring the swaying angle of interactive music with a single sensor device is standardized. A multisensor fusion algorithm is proposed to estimate the swing angle of interactive music. Based on the “cost-incentive” emotional model, the wireless wearable device and interactive music model are regarded as continuous variables determined by the emotional effect value and the incentive value. Extract energy, rhythm, harmony, time domain, and spectrum features of interactive music of wireless wearable devices, and reduce the dimension of a music feature space through principal component analysis, spatial projection, and relief feature selection. Finally, the practicability of the system and the accuracy of the algorithm are verified by experiments. The recognition rate of wireless wearable devices and interactive music realized based on this algorithm was improved. |
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