Abstract
The present work has the objective of developing a system for the automatic recognition of a playing card on a table, as part of a more general project to create a device to assist the blind in the chance game called "cuarenta". The goal of this device is to inform the user about the cards being played, via audio. For this phase of the project the algorithm used was k-NN, trained with a set of alphanumeric synthetic characters. The test set contained photographs taken in controlled lighting conditions, with the cards positioned in arbitrary orientations. The parameterization of the algorithm gave a value of 1 as the optimal k, with which a classification error of 5% was obtained in the test set. Only two characters were confused by the classifier, the "A" and the "J", with 20% and 40% error each one. The algorithm was implemented in an embedded Raspberry Pi 3 system, obtaining a response time of 5 seconds, including the conversion to audio, and a memory occupation no greater than 60% of the total capacity of the system. These results suggest its applicability in portable devices.
Translated title of the contribution | Hacia la Construcción de un Dispositivo de Apoyo a Personas Ciegas en el Juego de la Cuarenta |
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Original language | English (US) |
Pages (from-to) | 27-40 |
Number of pages | 14 |
Journal | Enfoque Ute |
Volume | 8 |
Issue number | 8 |
DOIs | |
State | Published - 29 Sep 2017 |
Keywords
- Artificial vision
- Automatic recognition
- Inclusion
- K-nearest neighbors
- Playing cards
CACES Knowledge Areas
- 116A Computer Science