A Case Study on Logging Visual Activities: Chess Game
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Date
2006
Authors
Gümüştekin, Şevket
Journal Title
Journal ISSN
Volume Title
Publisher
Springer Verlag
Open Access Color
Green Open Access
Yes
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Publicly Funded
No
Abstract
Automatically recognizing and analyzing visual activities in complex environments is a challenging and open-ended problem. In this study this task is performed in a chess game scenario where the rules, actions and the environment are well defined. The purpose here is to detect and observe a FIDE (Fédération International des Ėchecs) compatible chess board, generating a log file of the moves made by human players. A series of basic image processing operations have been applied to perform the desired task. The first step of automatically detecting a chess board is followed by locating the positions of the pieces. After the initial setup is established every move made by a player is automatically detected and verified. Intel® Open Source Computer Vision Library (OpenCV) is used in the current software implementation.
Description
14th Turkish Symposium on Artificial Intelligence and Neural Networks, TAINN 2005; Izmir; Turkey; 16 June 2005 through 17 June 2005
Keywords
Game theory, Computer software, Computer vision, Software engineering, Software engineering, Computer vision, Computer software, Game theory
Fields of Science
0202 electrical engineering, electronic engineering, information engineering, 02 engineering and technology
Citation
Ozan, Ş., and Gümüştekin, Ş. (2006). A case study on logging visual activities: Chess game. Lecture Notes in Computer Science, 3949 LNAI, 1-10. doi:10.1007/11803089_1
WoS Q
N/A
Scopus Q
Q3

OpenCitations Citation Count
2
Source
Lecture Notes in Computer Science
Volume
3949 LNAI
Issue
Start Page
1
End Page
10
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Citations
CrossRef : 1
Scopus : 2
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Mendeley Readers : 7
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2
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Web of Science™ Citations
1
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943
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591
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