Abstract
Morra is an ancient hand game still played nowadays. In its more popular variant, two players simultaneously extend one hand in front of the opponent to show a number of fingers, while uttering a number from 2 to 10. The player who successfully guesses the total number of fingers scores a point. Morra can be defined as a serious game, as it has the potential to positively affect cognition and to improve cognitive and perceptual skills. Moreover, with its involvement of many perceptual, cognitive and motor skills, morra is ideal to test several cognitive processes. This paper describes aspects of Gavina 2121, an artificial Morra player that successfully predicts the numbers of human opponents taking advantage of the limited ability of humans in random sequence generation. This study focuses on automatic gesture recognition. We developed and tested a system to allow Gavina 2121 to detect and count in real time the number of extended fingers in a human hand. The system is based on the open source MediaPipe Hand framework developed by Google. Our tests indicate that the system is able to accurately recognize the number of fingers extended by a human hand in real time, both in prone and supine positions. The system is still imprecise in semi-naturalistic conditions of an actual morra game, where the fingers of two hands need to be computed simultaneously. Our test, still in its pilot phase, shows promising results towards a flexible implementation of an artificial morra player that can sensibly expand the educational, rehabilitation and research applications of Morra.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Granic, I., Lobel, A., Engels, R.C.M.E.: The benefits of playing video games. Am. Psychol. 69, 66–78 (2014). https://doi.org/10.1037/a0034857
Boyle, E.A., et al.: An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Comput. Educ. 94, 178–192 (2016). https://doi.org/10.1016/j.compedu.2015.11.003
Pallavicini, F., Ferrari, A., Mantovani, F.: Video games for well-being: a systematic review on the application of computer games for cognitive and emotional training in the adult population. Front. Psychol. 9 (2018). https://doi.org/10.3389/fpsyg.2018.02127
Noda, S., Shirotsuki, K., Nakao, M.: The effectiveness of intervention with board games: a systematic review. BioPsychoSoc. Med. 13, 22 (2019). https://doi.org/10.1186/s13030-019-0164-1
Gobet, F., Retschitzki, J., de Voogt, A.: Moves in Mind: The Psychology of Board Games. Psychology Press, London (2004). https://doi.org/10.4324/9780203503638
Bevilacqua, V., et al.: Design and development of a forearm rehabilitation system based on an augmented reality serious game. In: Rossi, F., Mavelli, F., Stano, P., Caivano, D. (eds.) WIVACE 2015. CCIS, vol. 587, pp. 127–136. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-32695-5_12
Oh, Y., Yang, S.: Defining exergames & exergaming (2010)
Zaina, L., Castro, E., Martinelli, S., Sakata, T.: Educational games and the new forms of interactions. Smart Learn. Environ. 6(1), 1–17 (2019). https://doi.org/10.1186/s40561-019-0099-9
Batchelor, K.E., Bintz, W.P.: Hand-clap songs across the curriculum. Read. Teach. 65, 341–345 (2012). https://doi.org/10.1002/TRTR.01052
Fauziddin, M., Mufarizuddin, M.: Useful of clap hand games for optimize cognitive aspects in early childhood education. Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. 2, 162–169 (2018). https://doi.org/10.31004/obsesi.v2i2.76
Han, Y.-S., et al.: Development and effect of a cognitive enhancement gymnastics program for elderly people with dementia. J. Exerc. Rehabil. 12, 340–345 (2016). https://doi.org/10.12965/jer.1632624.312
Baek, K., et al.: Response randomization of one- and two-person Rock–Paper–Scissors games in individuals with schizophrenia. Psychiatry Res. 207, 158–163 (2013). https://doi.org/10.1016/j.psychres.2012.09.003
Wang, Z., Xu, B., Zhou, H.-J.: Social cycling and conditional responses in the Rock-Paper-Scissors game. Sci. Rep. 4, 5830 (2014). https://doi.org/10.1038/srep05830
Miyake, A., Friedman, N.P., Emerson, M.J., Witzki, A.H., Howerter, A., Wager, T.D.: The unity and diversity of executive functions and their contributions to complex “Frontal Lobe” tasks: a latent variable analysis. Cogn. Psychol. 41, 49–100 (2000). https://doi.org/10.1006/cogp.1999.0734
Dehaene, S.: Varieties of numerical abilities. Cognition 44, 1–42 (1992). https://doi.org/10.1016/0010-0277(92)90049-N
Delogu, F., Barnewold, M., Meloni, C., Toffalini, E., Zizi, A., Fanari, R.: The Morra game as a naturalistic test bed for investigating automatic and voluntary processes in random sequence generation. Front. Psychol. 11 (2020). https://doi.org/10.3389/fpsyg.2020.551126
Hasuda, Y., Ishibashi, S., Kozuka, H., Okano, H., Ishikawa, J.: A robot designed to play the game “Rock, Paper, Scissors”. In: 2007 IEEE International Symposium on Industrial Electronics, pp. 2065–2070 (2007). https://doi.org/10.1109/ISIE.2007.4374926
Lungu, I.-A., Corradi, F., Delbrück, T.: Live demonstration: convolutional neural network driven by dynamic vision sensor playing RoShamBo. In: 2017 IEEE International Symposium on Circuits and Systems (ISCAS), p. 1 (2017). https://doi.org/10.1109/ISCAS.2017.8050403
Ahmadi, E., Pour, A.G., Siamy, A., Taheri, A., Meghdari, A.: Playing Rock-Paper-Scissors with RASA: a case study on intention prediction in human-robot interactive games. In: Salichs, M.A., et al. (eds.) ICSR 2019. LNCS (LNAI), vol. 11876, pp. 347–357. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-35888-4_32
Brock, H., Ponce Chulani, J., Merino, L., Szapiro, D., Gomez, R.: Develo** a lightweight Rock-Paper-Scissors framework for human-robot collaborative gaming. IEEE Access. 8, 202958–202968 (2020). https://doi.org/10.1109/ACCESS.2020.3033550
Ahn, H.S., Sa, I.-K., Lee, D.-W., Choi, D.: A playmate robot system for playing the Rock-Paper-Scissors game with humans. Artif Life Robot. 16, 142 (2011). https://doi.org/10.1007/s10015-011-0895-y
Zizi Antonello: Il progetto Gavin 1.0: un esperimento di scienze integrate. https://www.lulu.com/shop/antonello-zizi/shop/antonello-zizi/il-progetto-gavin-10-un-esperimento-di-scienze-integrate/paperback/product-159zvve8.html?page=1&pageSize=4
Towse, J.N., Neil, D.: Analyzing human random generation behavior: a review of methods used and a computer program for describing performance. Behav. Res. Methods Instrum. Comput. 30, 583–591 (1998). https://doi.org/10.3758/BF03209475
Liu, J., Kavakli, M.: A survey of speech-hand gesture recognition for the development of multimodal interfaces in computer games. In: 2010 IEEE International Conference on Multimedia and Expo, pp. 1564–1569 (2010). https://doi.org/10.1109/ICME.2010.5583252
Ito, K., Sueishi, T., Yamakawa, Y., Ishikawa, M.: Tracking and recognition of a human hand in dynamic motion for Janken (Rock-Paper-Scissors) robot. In: 2016 IEEE International Conference on Automation Science and Engineering (CASE), pp. 891–896 (2016). https://doi.org/10.1109/COASE.2016.7743496
Ramsden, E.: Hall-Effect Sensors: Theory and Application. Elsevier (2011). https://doi.org/10.1016/B978-0-7506-7934-3.X5000-5
Zhang, F., et al.: MediaPipe hands: on-device real-time hand tracking. ar**v:2006.10214 [cs] (2020). https://doi.org/10.48550/ar**v.2006.10214
Kuo, C.-Y., Huang, Y.-M., Yeh, Y.-Y.: Let’s play cards: multi-component cognitive training with social engagement enhances executive control in older adults. Front. Psychol. 9 (2018). https://doi.org/10.3389/fpsyg.2018.02482
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Delogu, F. et al. (2022). The Morra Game: Develo** an Automatic Gesture Recognition System to Interface Human and Artificial Players. In: Mazzeo, P.L., Frontoni, E., Sclaroff, S., Distante, C. (eds) Image Analysis and Processing. ICIAP 2022 Workshops. ICIAP 2022. Lecture Notes in Computer Science, vol 13374. Springer, Cham. https://doi.org/10.1007/978-3-031-13324-4_21
Download citation
DOI: https://doi.org/10.1007/978-3-031-13324-4_21
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-13323-7
Online ISBN: 978-3-031-13324-4
eBook Packages: Computer ScienceComputer Science (R0)