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5 CONCLUSIONS
Human – Machine Interaction is a very sophisticated
as well as demanding field. According to our
opinion, it is the field that will play a dominant role
in the near future. Innovative technical ideas are not
sufficient if they are not accompanied with user
friendliness and user satisfaction in general.
The implemented recognition technique was proven
quite successful with only minor bugs and
restrictions (i.e. the angle of the hand). This was
proven by both experts and non-experts quantitative
and qualitative usability evaluation reports. It was to
our surprise the wide acceptance of the implemented
project ( 3.97 / 5 ) not only by people who had never
played chess before or people who were not open to
computer games in general but also by people with
special handicap in arms and hands. Mean time for a
successful interaction was less than 1 minute.
Successful interactions to failures ratio was
acceptably high (9:1). The use of conventional
materials and off-the-shelf hardware kept the total
cost very low; thus affordable to almost anyone.
The suggested recognition approach, which is the
most user friendly one, is not to use any supplements
but to take advantage of the different color context
of the hand compared to the board. The use of
alternative recognition methods such as gloves and
colored nails have certain disadvantages. Despite the
fact that the recognition algorithm can be less
complex, the user doesn’t have to use any extra
equipment (such as gloves or other special
equipment) in order to play the game. Also, the
production cost of the system is minimized. The
users that evaluated both suggested solutions in early
development stage strongly recommended the
second approach.
Future development of the project, which
actually turns to be a very challenging goal, is to use
actual pieces and play board games in real-time with
the computer as our live opponent. This requires
advanced image processing algorithms for decoding
the position of the pieces as well miniature robotic
arm (with 6 degrees of freedom) utilizing kinematics
models for moving the opponents pieces.
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