2A-project_v3 Computer Vision Project
Updated 2 years ago
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Here are a few use cases for this project:
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Automated Chess Game Analysis: The model can be used to visually identify and distinguish different chess pieces during a live or recorded game. This data can then be utilized to automatically document game plays, analyze strategies, and record player moves, reducing the overhead associated with manual tracking.
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Chess Learning Systems: The model can be implemented within a chess teaching software or application. It could visually guide beginner players on how to play, what moves are available, and recognize incorrect moves.
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Online Chess Platforms: This model can be used to convert physical chess play into a digital format. This would allow players to compete remotely by making moves on a physical board that is then recognized and reflected on a digital board.
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Augmented Reality Chess: The computer vision model can be part of an AR system that superimposes potential moves, danger warnings, or other game strategy hints on top of live footage of a chess game.
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Chess Piece Recognition Training: It can be used to help novice players or those unfamiliar with various chess pieces. The model can be integrated into a training system or educational tool to help users identify different chess pieces and understand their respective roles within the game.
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Cite This Project
If you use this dataset in a research paper, please cite it using the following BibTeX:
@misc{
2a-project_v3_dataset,
title = { 2A-project_v3 Dataset },
type = { Open Source Dataset },
author = { Seatech },
howpublished = { \url{ https://universe.roboflow.com/seatech-dozjd/2a-project_v3 } },
url = { https://universe.roboflow.com/seatech-dozjd/2a-project_v3 },
journal = { Roboflow Universe },
publisher = { Roboflow },
year = { 2023 },
month = { apr },
note = { visited on 2024-12-03 },
}