IIC Journal of Innovation 10th Edition | Página 17

Intelligent Realities For Workers Using Augmented Reality, Virtual Reality and Beyond chess play. 22 It should be possible to use computer vision to interpret and analyze a chess position on a physical board. This capability could be packaged in an app that aids the parent volunteer in both ensuring legal chess play and providing chess coaching and knowledge. headsets are both expensive and new to most potential parent volunteers. Smart phones, on the other hand, are already in the pockets of most parents. The computer vision problem breaks in to four parts – finding the board in the image, creating a 3D coordinate space that finds all 64 squares, recognizing the pieces in legal play on the board, and then correctly placing the pieces on the squares. Then the position can be stated in the standardized Forsyth- Edwards Notation (FEN) and passed to a chess analysis engine. The engine can then check if the position is legal, checkmate, draw or stalemate and communicate that to the volunteer. It can also analyze the position and provide coaching info. The architecture is illustrated in Figure 4. But the economics of youth chess clubs are daunting. Chess equipment is cheap, with a set that will last twenty years costing cents per player per year. While there are sensor- laden boards that can stream moves across the Internet in the IoT style where the “things” are the chess pieces, such as the DGT smart board, they are much too expensive for a typical club. Computer vision is the better economic choice over a sensor approach. Either a smart phone or an AR head set is a reasonable choice to host the app. But 22 M. Thomas, “Scholastic Chess Clubs: 10 Reasons Why,” SAS Voices, Aug 2014 [online]. Available: https://blogs.sas.com/content/sascom/2014/08/29/scholastic-chess-clubs-10-reasons-why/ - 13 - March 2019