Classification of Digital Chess Pieces and Board Position using SIFT

Brandon Sean Kong, I. Hipiny, Hamimah Ujir
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引用次数: 1

Abstract

Assistive technology has been given more attention in recent years to help people with disabilities to perform common tasks. Rather than designing a specialised tool for the task, it is more cost-effective and less inhibitory to make use of existing hardware integrated with a smart interface. Towards this end goal, we present our work on assisting a visually impaired person playing an online chess game. We evaluated an invariant feature descriptor, i.e., SIFT, for the task of classifying individual chess pieces across multiple visual themes. We compared two strategies for building the visual codebook, i.e., k-means clustering vs. image blending. The proposed pipeline receives live screen feeds from the browser at a fixed interval and produces an output in the form of chess pieces’ label and board position. Our proposed pipeline, paired with a visual codebook built using k-means clustering, managed an average accuracy rate of 6/10.
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使用SIFT对数字棋子和棋盘位置进行分类
近年来,辅助技术越来越受到人们的关注,以帮助残疾人完成日常任务。与其为这项任务设计一个专门的工具,不如利用与智能接口集成的现有硬件更经济、更少的阻碍。为了实现这一最终目标,我们展示了帮助视障人士玩在线国际象棋游戏的工作。我们评估了一个不变的特征描述符,即SIFT,用于跨多个视觉主题对单个棋子进行分类的任务。我们比较了两种构建视觉码本的策略,即k-means聚类和图像混合。建议的管道以固定的间隔接收来自浏览器的实时屏幕提要,并以棋子的标签和棋盘位置的形式产生输出。我们提出的管道与使用k-means聚类构建的视觉码本配对,平均准确率为6/10。
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