The report is written as a possible solution of how to accommodate computer vision and digital perception
with board games, and still preserve the social aspect. This report is the product of a 3th semester problem
based work, which took place at Aalborg University Medialogy, from the summer of 2007 to the end of
December same year.
We want to combine computer vision and digital perception with the old school charm that surrounds
board games and the nostalgic feeling that is intertwined with the experience of playing classical board
games.
The report follows the common structure of problem based work: The 1st chapter is the pre-analysis, which
should guide us a clear final problem statement. In the 2nd chapter we narrow down the report and include
the subjects of interest to us in the analysis. In the 3rd chapter we go, from the conclusion of the analysis
and further to the 4th chapter where we design the best possible solution for a product. In the 5th chapter,
we take essential parts from the design and implement it into a solution, so we can in the, 6
th chapter, test
a product and hopefully get a clear answer to the final problem statement. 7
th chapter is all about drawing
the conclusion of the entire report and at the end of the report, the 8th chapter; we give examples of future
perspectives and thoughts.
Each chapter has a number from 1-8, so it is easy navigate through the report.
As long as the first digit doesn’t change, e.g. 2.4, 2.5, 2.6 it would be the same chapter but a different
subchapter.
Quotations inside the report have a reference number. This number can be looked up in the bibliography.
The numbers are showing as e.g. “This is an example of a reference, the source to this is next to the
number” *12+
All the sources to the material we have used during the project can either be found in the appendixes, the
bibliography or on the CD-ROM which are located on the lasts pages of the report.
The report is written as a possible solution of how to accommodate computer vision and digital perception
with board games, and still preserve the social aspect. This report is the product of a 3th semester problem
based work, which took place at Aalborg University Medialogy, from the summer of 2007 to the end of
December same year.
We want to combine computer vision and digital perception with the old school charm that surrounds
board games and the nostalgic feeling that is intertwined with the experience of playing classical board
games.
The report follows the common structure of problem based work: The 1st chapter is the pre-analysis, which
should guide us a clear final problem statement. In the 2nd chapter we narrow down the report and include
the subjects of interest to us in the analysis. In the 3rd chapter we go, from the conclusion of the analysis
and further to the 4th chapter where we design the best possible solution for a product. In the 5th chapter,
we take essential parts from the design and implement it into a solution, so we can in the, 6
th chapter, test
a product and hopefully get a clear answer to the final problem statement. 7
th chapter is all about drawing
the conclusion of the entire report and at the end of the report, the 8th chapter; we give examples of future
perspectives and thoughts.
Each chapter has a number from 1-8, so it is easy navigate through the report.
As long as the first digit doesn’t change, e.g. 2.4, 2.5, 2.6 it would be the same chapter but a different
subchapter.
Quotations inside the report have a reference number. This number can be looked up in the bibliography.
The numbers are showing as e.g. “This is an example of a reference, the source to this is next to the
number” *12+
All the sources to the material we have used during the project can either be found in the appendixes, the
bibliography or on the CD-ROM which are located on the lasts pages of the report.
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