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Aplikacija računalniškega vida za reševanje Rubikove kocke v realnem času
ID ŠUKLJE, JAN (Author), ID Peer, Peter (Mentor) More about this mentor... This link opens in a new window

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Abstract
Rubikova kocka je ena najbolj znanih igrač, tako za mlade kot tudi za starejše ljudi. Z njo lahko vsi odženemo dolgčas in razmigamo možgane. Za začetnike je precej velik zalogaj, zato sem se odločil narediti aplikacijo, ki jo novincem pomaga rešiti. Namen same aplikacije ni ravno učenje reševanja Rubikove kocke, saj se uporabnik z njeno uporabo ne uči, temveč samo dela gibe, ki jih aplikacija pokaže. Namenjena je bolj temu, da če se nekomu zaplete pri reševanju kocke, si lahko z aplikacijo pomaga in vrne v prvotno rešeno stanje. Kar izstopa pri tej aplikaciji v primerjavi z drugimi orodji za reševanje Rubikove kocke, je uporaba kamere kot ključnega elementa. Namesto omejevanja uporabnika na 2D ali 3D grafični prikaz kocke, ki je lahko precej zamudna, ta aplikacija izkoristi kamero, ki omogoča uporabo videa kot uporabniškega vmesnika. V realnem času uporabnik vidi navodila za reševanje Rubikove kocke, kar olajša in pospeši celoten proces reševanja.

Language:Slovenian
Keywords:računalniški vid, algoritem, Python, OpenCV
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2023
PID:20.500.12556/RUL-149328 This link opens in a new window
COBISS.SI-ID:165379587 This link opens in a new window
Publication date in RUL:06.09.2023
Views:326
Downloads:164
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Secondary language

Language:English
Title:Computer vision application for solving a Rubik's cube in real-time
Abstract:
The Rubik's cube is one of the most well-known toys, both for young and older people. It can help everyone pass the time and exercise their brains. For beginners, it can be quite challenging, so I decided to create an application that helps them solve it. The main purpose of the application is not exactly to teach solving the Rubik's cube, as users don't learn from it but only perform the moves shown by the application. It is more intended to assist someone if they get stuck while solving the cube; they can use the application to return it to the original solved state. What stands out in this application compared to other tools for solving the Rubik's Cube is the use of the camera as a key element. Instead of limiting the user to a 2D or 3D graphical representation of the cube, which can be quite time-consuming, this application utilizes the camera, allowing video to be the user interface. In real-time, the user receives instructions for solving the Rubik's cube, which makes the entire process of solving this challenging game easier and faster.

Keywords:computer vision, algorithm, Python, OpenCV

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