A Case Study on Logging Visual Activities: Chess Game

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Date

2006

Authors

Gümüştekin, Şevket

Journal Title

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Volume Title

Publisher

Springer Verlag

Open Access Color

Green Open Access

Yes

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No
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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
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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

SCOPUS™ Citations

2

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Web of Science™ Citations

1

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Page Views

943

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Downloads

591

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