it is relatively simple to put an analogue of this type of object scanning into a game (since the computer already 'knows' where and what everything is) but it is just that, an analogue.
doing it in reality is ..... difficult, although I admit it is an extremely intriguing idea.
we already have working optical tracking systems (fitted to Typhoon weapons mounts for example) that will TRACK an object, but pattern recognition on the fly requires a little more grunt than can be supplied with current (or near-future) technology.
the tracking systems are built around edge finding algorithms (strangely enough, very similar to graphics programs such as paint shop pro's Effects>Edge>Find All) and then use that edge shape as the template to 'look for' every couple of frames, and keep the target box on that part of the image.
the reason I bring this up is that I would suggest that it might be more efficient to attempt classification based on the shape identified, rather than requiring a scan of every single pixel.
Instead maybe you could use shape recognition to flag certain 'clumps' (your word, not mine

) for more in-depth pixel analysis, which would probably save a lot of processing time (since you are only looking at the 'interesting' shapes instead of the whole screen)
As far as the acutal classification goes, remember that computers are stupid, so instead of looking for an exact match and THEN using pixel averages, I would approach it from the other side. Start with a broad brush approach, and then attempt to narrow it down, with an increasing probability of a correct match.
This is not the Sig you are looking for....