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dc.contributor.authorHernández Díaz, Nicolás
dc.contributor.authorPeñaloza, Yersica C.
dc.contributor.authorRíos, Y. Yuliana
dc.contributor.authorMagre Colorado, Luz A.
dc.date.accessioned2023-07-18T19:13:34Z
dc.date.available2023-07-18T19:13:34Z
dc.date.issued2022-03-30
dc.date.submitted2023-07
dc.identifier.citationHernández Díaz, N., Peñaloza, Y.C., Ríos, Y.Y., Magre Colorado, L.A. (2022). Software to Assist Visually Impaired People During the Craps Game Using Machine Learning on Python Platform. In: Narváez, F.R., Proaño, J., Morillo, P., Vallejo, D., González Montoya, D., Díaz, G.M. (eds) Smart Technologies, Systems and Applications. SmartTech-IC 2021. Communications in Computer and Information Science, vol 1532. Springer, Cham. https://doi.org/10.1007/978-3-030-99170-8_13spa
dc.identifier.urihttps://hdl.handle.net/20.500.12585/12110
dc.description.abstractPattern recognition is a prominent area of research in computer vision, where different methods have been proposed in the last 50 years. This work presents the development of a Python API to identify the result of two six-sided dice used in the game called “Craps” as a no-controlled environment to help visually impaired people. The software is structured in four stages. The first one is capturing images through a device with a digital camera connected to the web via IP address. The second stage corresponds to the captured image processing; it is necessary to establish a standard image size and resize and equalize the digitized image. The third stage seeks to segment the object of study by artificial vision techniques to identify the result of the dice after being thrown. Finally, the fourth stage is to interpret the result and play it through a speaker. The expected possible result is a system that integrates the four stages mentioned above through an intuitive and accessible low-cost Python API, mainly aimed at visually impaired people.spa
dc.format.extent15 páginas
dc.format.mimetypeapplication/pdfspa
dc.language.isoengspa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceCommunications in Computer and Information Science - Vol. 1532 (2022)spa
dc.titleSoftware to Assist Visually Impaired People During the Craps Game Using Machine Learning on Python Platformspa
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datacite.rightshttp://purl.org/coar/access_right/c_abf2spa
oaire.versionhttp://purl.org/coar/version/c_b1a7d7d4d402bccespa
dc.type.driverinfo:eu-repo/semantics/articlespa
dc.type.hasversioninfo:eu-repo/semantics/draftspa
dc.identifier.doi10.1007/978-3-030-99170-8_13
dc.subject.keywordsArtificial vision techniquesspa
dc.subject.keywordsCraps gamespa
dc.subject.keywordsImage processingspa
dc.subject.keywordsNon controlled environmentspa
dc.subject.keywordsPython APIspa
dc.subject.keywordsVisually impaired peoplespa
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessspa
dc.rights.ccAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.identifier.instnameUniversidad Tecnológica de Bolívarspa
dc.identifier.reponameRepositorio Universidad Tecnológica de Bolívarspa
dc.publisher.placeCartagena de Indiasspa
dc.type.spahttp://purl.org/coar/resource_type/c_6501spa
oaire.resourcetypehttp://purl.org/coar/resource_type/c_2df8fbb1spa


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Universidad Tecnológica de Bolívar - 2017 Institución de Educación Superior sujeta a inspección y vigilancia por el Ministerio de Educación Nacional. Resolución No 961 del 26 de octubre de 1970 a través de la cual la Gobernación de Bolívar otorga la Personería Jurídica a la Universidad Tecnológica de Bolívar.