Traditional Balinese Song Educational Game Application Based on Speech Recognition Using the MFCC-ANN and Its Effect on Cognitive Load
- DOI
- 10.2991/978-94-6463-413-6_24How to use a DOI?
- Keywords
- speech recognition; cognitive load; Balinese songs; MFCC; educational games
- Abstract
Bali’s culture is in the form of literary arts which we must preserve. Tembang is a sound art that is built from various tunings and tones as singing materials. Tembang is one part of the literary arts that developed in Balinese society, and is divided into four, namely: Sekar Rare, Sekar Alit, Sekar Madya and Sekar Agung. As time goes by, the existence of tembang is increasingly fading, so learning media are needed that follow the current development of information technology and the existence of song teachers is increasingly difficult because singing songs must comply with the rules that bind the song. There is a need to digitize traditional Balinese songs to preserve their existence among the community. In this research, we developed an educational game application for traditional Balinese songs that can be used practically and theoretically using the Mel-Frequency Cepstrum Coefficients (MFCC) - Artificial Neural Network (ANN) algorithm and examined the cognitive learning load in terms of increasing speed, accuracy and consistency of use. It is hoped that this educational game application for traditional Balinese songs will be a solution where users can learn to sing traditional Balinese songs and find out where the errors are in the notes being sung, which will reduce the cognitive load of students learning. The results of this research showed that the average percentage of success in voice recognition using test data was 80.89%.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - M. A. Raharja AU - K. A. Mogi AU - I W. Supriana AU - Cokorda Pramartha AU - I G. N. A. C. Putra PY - 2024 DA - 2024/05/13 TI - Traditional Balinese Song Educational Game Application Based on Speech Recognition Using the MFCC-ANN and Its Effect on Cognitive Load BT - Proceedings of the First International Conference on Applied Mathematics, Statistics, and Computing (ICAMSAC 2023) PB - Atlantis Press SP - 240 EP - 248 SN - 2352-538X UR - https://doi.org/10.2991/978-94-6463-413-6_24 DO - 10.2991/978-94-6463-413-6_24 ID - Raharja2024 ER -