Maze companion: artificial intelligence application that supports mazes solving

  • Yana Elida Saint-Priest Universidad Santiago de Cali http://orcid.org/0000-0002-2998-6497
  • Oscar Domínguez-Acevedo Mydigitall, Colombia
  • Carlos Márquez-Hernández Colgate Palmolive, Colombia
Keywords: game companion, artificial intelligence, maze, processing

Abstract

The concentration capabilities of a child depend on his or her age and the normal process is that along with their growth their attention span grows as well; nonetheless, it is important to work on this capability from a
young age. The classic board games such as chess, mazes, triqui, puzzles, etc. require a certain amount of mental processes in order to be played and are ideal for keeping the attention of the child for several minutes. This project is an innovative proposal through image processing and width search algorithms; it solves physical mazes created by the players. The obtained effectiveness was 72 %, remarking that the quality of the sensor and the angle in which the photograph is captured is of enormous influence.

  • References

    “Un tercio de los niños diagnosticados con déficit atencional son hijos de padres que lo padecieron - Universidad de Chile”. [En línea]. Disponible en: http://www.uchile.cl/noticias/131342/origenes-y-pronostico-del-deficit-atencional-en-ninos. [Consultado: 23-mar-2018].

    C. Felfe y R. Lalive, “Does early child care affect children’s

    development?”, J. Public Econ., vol. 159, pp. 33–53, mar. 2018.

    “Juguetes de madera: beneficio de los laberintos”. [En línea]. Disponible en: https://juguetutto.com/blog/2016/01/29/por-que-regalar-laberintos-de-madera/. [Consultado: 23-mar-2018].

    J. Bellinson, Children’s Use of Board Games in Psychotherapy. Jason Aronson, 2002.

    J. P. Hinebaugh, A Board Game Education. R&L Education, 2009.

    J. Begy, “Board Games and the Construction of Cultural Memory”, Games Cult., 2015.

    W.-J. Chou, Y.-P. Chang, y C.-F. Yen, “Boredom proneness and its correlation with Internet addiction and Internet activities in adolescents with attention-deficit/hyperactivity disorder”, Kaohsiung J. Med. Sci., feb. 2018.

    C. F. Cort, E. Colombiana, and C. F. Cort, “Aportes de la Visión Artificial en la solución de laberintos,” no. December 2008, 2015.

    M. O. A. Aqel, A. Issa, M. Khdair, M. ElHabbash, M. AbuBaker, and M. Massoud, “Intelligent Maze Solving Robot Based on Image Processing and Graph Theory Algorithms,” in 2017 International Conference on Promising Electronic Technologies (ICPET), 2017, pp. 48–53.

    “MAZE3D: Un juego de computadora para la estimulación de la orientación espacial / MAZE3D: A computer game for improve spatial orientation | Osorio Josué | RIDE Revista Iberoamericana para la Investigación y el Desarrollo Educativo.” [Online]. Available: https://www.ride.org.mx/index.php/RIDE/article/view/147/646. [Accessed: 24-Mar-2018].

    Grompone, El paradigma del laberinto. Montevideo, Uruguay: La Flor del Itapebi, 2011.

    C. T. Examiner, T. Launceston, y T. May, “Technology used to inspire active kids”, núm. May, pp. 3–5, 2017.

    M. Azizinezhad y M. Hashemi, “Technology as a Medium for Applying Constructivist Teaching Methods and Inspiring Kids”, Procedia - Soc. Behav. Sci., vol. 28, pp. 862–866, ene. 2011.

    S. Hojjat, C. Fukuzaki, y T. Sowa, “Maze and Mirror Game Design for Increasing Motivation in Studying Science in Elementary School Students”, 2017, pp. 55–64.

    J. A. Verkhoturova, J. N. Galaguzova, y N. N. Sergeeva, “The Technique of Game Skills Development for Parents Raising Young Children”, Procedia - Soc. Behav. Sci., vol. 233, pp. 150–154, oct. 2016.

    V. F. Gabdulkhakov, “A Didactic Game Technology”, Procedia - Soc. Behav. Sci., vol. 233, pp. 170–174, oct. 2016.

    C. T. Leondes, Image Processing and Pattern Recognition. Elsevier, 1998.

    Jayaraman, Digital Image Processing. Tata McGraw-Hill Education, 2011.

    A. Zelinsky, “Learning OpenCV---Computer Vision with the OpenCV Library (Bradski, G.R. et al.; 2008)[On the Shelf]”, IEEE Robot. Autom. Mag., vol. 16, núm. 3, p. 100, 2009.

    S. Kagami, “Utilizing OpenCV for High-Speed Vision Processing”, Adv. Robot., vol. 31, núm. 3, pp. 244–248, 2013.

    N. J. Nilsson, Inteligencia artificial: una nueva síntesis. 2001.

    A. García, Inteligencia artificial : fundamentos, práctica y aplicaciones. RC Libros, 2012.

    A. Freeman, “Creating Mobile Web Apps”, en Pro JavaScript for Web Apps, 2012, pp. 195–228.

  • Author Biographies

    Yana Elida Saint-Priest, Universidad Santiago de Cali

    Ingeniero de Sistemas de la Universidad del Norte, Magister de la Universidad de los Andes con Especialización en Evaluación en Entornos Virtuales, de la Universidad de Granada.

    Actualmente docente de la Universidad Santiago de Cali.

    Oscar Domínguez-Acevedo, Mydigitall, Colombia

    Técnico en Programación de Software del Sena, Tecnólogo en Sistemas de Información e Ingeniero de Sistemas de la Universidad Santiago de Cali.  Actualmente labora en Mydigitall, Carrera 67 # 11B – 12, Cali, Colombia. Miembro del Grupo de Investigación Comba. Correo electrónico oscardominguez93@hotmail.com

    Carlos Márquez-Hernández, Colgate Palmolive, Colombia

    Tecnólogo en Sistemas de Información e Ingeniero de Sistemas de la Universidad Santiago de Cali.  Actualmente labora en Colgate Palmolive, Carrera 1 # 40 – 108, Cali, Colombia. Miembro del Grupo de Investigación Comba.  Correo electrónico karlosmqz@gmail.com

Published
2019-06-28
How to Cite
Saint-Priest, Y. E., Domínguez-Acevedo, O., & Márquez-Hernández, C. (2019). Maze companion: artificial intelligence application that supports mazes solving. Revista Ingenierías Universidad De Medellín, 19(36), 91-105. https://doi.org/10.22395/rium.v19n36a5

Downloads

Download data is not yet available.
Section
Articles