Abstract

In this article, we propose a system for augmented card playing with a projector and a camera to add playfulness and increase communication among players of a traditional card game. The functionalities were derived on the basis of a user survey session with actual players. Playing cards are recogniz

Highlights

  • Playing cards is popular worldwide regardless of age

  • This is because we considered that the accuracy of card recognition declines with the light of the projector and the shadows of players

  • When the rectangle detection wavered, the position of interest might be different from what the system was intended to be, and the pixel might be “black.” This issue might be addressed by decreasing the size of the suits; there is a risk of lowering the recognition accuracy of the other card suits

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Summary

Introduction

Playing cards is popular worldwide regardless of age. Players can converse during games, with the result that playing cards appears to be the most popular recreational activity in many families [1]. As Ono stated in her book [14], playing cards is effective in children’s education because card games utilize a wide variety of cards, require skillful finger activity, and provide a child with a sense of competition. Playing cards acts as multipurpose tools with a variety of benefits. The popularity and feasibility of recent augmented reality (AR) technology inspired us to attempt to augment the playfulness and communication of playing cards that have many faces. The advancement of technologies such as image analysis and high performance devices has allowed us to obtain substantial

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