KR101723011B1 - A management system for training fencer and method thereof - Google Patents

A management system for training fencer and method thereof Download PDF

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KR101723011B1
KR101723011B1 KR1020160120027A KR20160120027A KR101723011B1 KR 101723011 B1 KR101723011 B1 KR 101723011B1 KR 1020160120027 A KR1020160120027 A KR 1020160120027A KR 20160120027 A KR20160120027 A KR 20160120027A KR 101723011 B1 KR101723011 B1 KR 101723011B1
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이승희
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Abstract

The present invention relates to a system and method for managing training of a fencer or fencing beginner, which, for a match, enable defense practice to be performed based on analysis of a direction of an attack of an opponent player and enable attack practice to be performed based on recognition of an attack region on the opponent player. The system for managing training of a fencer analyzes movement of an opponent player and a state of movement of a foil based on video data recording a fencing match, and enables a user to have training corresponding to the opponent player. The system for managing training of a fencer comprises: a database which stores a plurality of pieces of video data having recorded fencing matches and a plurality of pieces of information about fencers; a server which determines an attack region on the opponent player based on information about movement of an opponent player selected from the pieces of video data stored in the database; and a user terminal which displays information about the attack region transmitted by the server so that the user can recognize the information. Accordingly, a user can clearly recognize an attack pattern of an opponent player and can enable defense training and attack training, thereby improving athletic performance.

Description

{A management system for training fencer and method thereof}

The present invention relates to a training management system and a training management method for a fencing introductory character or a fencing athlete based on an augmented reality, and in particular, by analyzing an attack direction of an opponent in response to a match, The present invention relates to a training management system and a training management method of a fencer or a fencer capable of recognizing and practicing an offensive practice.

In general, a continuous motion motion is very important for athletic events in which a continuous motion motion is performed in a stationary state, such as golf, baseball, table tennis, fencing, and the like. Particularly, athletics such as fencing are very important in form, and players are taking professional lessons to learn the correct attack and defensive posture by spending money and time.

In addition, golf and baseball's famous professional athletes often fall into a slump, and this is mostly due to the fact that their form has changed somewhat, so the video or other excellent players in their prime And is attempting to correct his swing form again by comparing and analyzing these videos with video footage of his current appearance.

As a technology development related to sports games, development of tools used in athletics, development of equipment used by athletes, development of equipment for monitoring the behavior of athletes, tracking and analysis of the motions and movements of athletes, And development of equipment for measuring the corresponding direction of motion.

Simulation equipment, which is one of the development of these equipments, is used to collect and analyze data about each competition, so that a large number of people watch or watch (or watch) Pass success rate and the like, manually checking the movement of each player and team, inputting the result of the counting into the analysis program, and analyzing the data.

For example, a player in a fencing game is almost dependent on the method of shooting the video content of a game or recording a relay broadcast, and reproducing and displaying the content.

There are three types of fencing events: Fleuret, Epee, and Saber, each with different swords and rules.

A flea sport is a game in which only the poke to the end of a sword with an epee event is effective. It is a classical game that is quick to attack and judges the game according to the law of the studio theory that acknowledges the right of attack and defense. It is a game that breaks the victory and defeat by upper body attacks except arms and head.

Epee uses a rigid sword with a guard that is bigger than a fleece and is capable of full body attacks and does not depend on the rules of division like other items and it gets victory points or defeats according to the slow and fast time of stabbing, Win or lose is divided.

Saber uses a flexible sword with a guard to cover the hand, attacking the upper body, including arms and head, with a beating or stabbing.

That is, in the fencing game, the fleece is only valid for the part covered with metal coin, and the sting for the other part causes the indication of the invalid lamp on the electric referee. In the case of Epee, it is effective to stab the body anywhere, and the effective part of the saber is above the waist bone and includes both arms and head except for both hands.

The fencing coat is called a fist. Both Epee and Saber are 14m long and 1.8 ~ 2m wide. They can be used as long as they do not cross the rear boundary and require 1.5-2m extension at both ends do. In a fleece match, the width is the same as Epee and Saber but is 12m in length and can move freely around 4m unless it crosses the border.

Recently, the Korea Sports Development Institute (KISS) introduced an infrared camera for fencing training to measure how fast a player moves when they poke or stop a sword, and based on the movement of such a player, Fencing customized training 'has been prepared and applied. These drills are used to stimulate the rhythm and rhythm of the stinging and stretching exercises to enhance the psychological sense of stability and timing is also showing a great effect.

Examples of technologies utilizing such simulations or technologies for fencing training are disclosed in patent documents and non-patent documents.

For example, the following Patent Document 1 discloses a simulation system for analyzing a game content and a game performance for simulating a movement of athletes during a game in accordance with stored data, A data processing unit for processing the data received from the data receiving unit to construct a database, a control unit for controlling the overall operation of the system, A simulation system including operating software installed in and operated on a computer, configured to store the database generated by the computer and to perform a simulation based on the contents of the database and display the result All.

Patent Document 2 discloses an image output unit for outputting a stereoscopic image of a mixed reality content used in a user's work training, a stereoscopic image display unit for displaying stereoscopic images, A user operation tool unit for generating the same sensory feedback as the sensory feedback that occurs, a tracking unit for transmitting a sensed signal to the image output unit and the user operation tool unit, which senses the motion of the user operation tool unit, A virtual reality-based training simulator for simulating the interaction between the neighboring object and the user's task tool unit around a scene scenario using the simulator, and a content operation unit for rendering the result of the simulation to the image output unit For variable platform management devices There is.

In addition, non-patent document 1 discloses that psychological skills training is conducted for middle and high school fencing athletes to examine the effects of exercise stress factors, self-confidence factors, competitive anxiety factors, Open questionnaires were used. The quantitative analysis methods are disclosed for psychological skills training using exercise stress factors, self - confidence factors, competitive characteristics anxiety factors, and self - control factor test scores.

Korean Registered Patent No. 10-0979198 (registered August 25, 2010) Korean Registered Patent No. 10-1390383 (Registered on April 23, 2014)

 A Study on the Application of Psychological Skill Training for Middle and High School Fencing Players, Dae Yong Cho, Joo Sung Ryong, Lee Bum Jin, Coaching Ability Development Vol. 13, Issue 4, 2011.12, 233-241.

However, in the conventional technique as described above, the pros and cons of the opponent player are analyzed depending on the result of supervision or coach analysis by repeated viewing of the video recording scene of the fencing game as shown in FIG. 1, In addition, there is a problem that the training effect corresponding to the opponent player is insufficient and excessive time is consumed in the training.

In addition, the analysis of the fencing game as described above may be performed on the recording screen of the game in such a manner that the moving direction of the body of the opponent's player, which is photographed on the front, side or upper side of the opponent, the coach and the player can not judge the attack direction of the opponent in three dimensions so that the practice of defending is insufficient and the opponent is attacked to the opponent in an empirical manner , And it was subjective and visually judged to be ineffective because it was practiced.

It is an object of the present invention to provide a training management system and training management of a fencing introductory person or a fencing athlete who can effectively implement defense training and attack training according to an opponent player by applying the augmented reality technique, Method.

It is another object of the present invention to provide a training management system and training management method for a fencer or a fencer who can perform defense training and attack training in substantially the same situation as an actual fencing game.

Another object of the present invention is to provide a training management system and a training management method of a fencing player who can find basic information about a fencing game and discover hidden talents of a fencing beginner in advance.

Another object of the present invention is to provide a training management system and a training management method of a fencing athlete who can increase the fencing population as social sports by inducing interest in fencing games.

In order to achieve the above object, a fencing training management system according to the present invention is a system for analyzing a motion of an opponent player and a motion of a fencing sword in an image data recording a fencing game, A database for storing information on a plurality of video data and a player recording a fencing match, a server for determining an attack site for a player in motion information on a selected opponent in a plurality of video data stored in the database, And a user terminal for displaying the information about the attack site transmitted from the user terminal so that the user can recognize the attack site.

Further, in the fencing training management system according to the present invention, the server may include a relative player information fetching means for fetching information on a selected opponent player and image information on a competition of the opponent player through the user terminal, An analyzing means for analyzing the moving state of the opponent's player in the image information extracted from the fetching means, an attack site determining means for determining an attack site for the opponent player by matching the image information analyzed by the analyzing means, And an attack site display means for displaying an attack site for the determined opponent.

Further, in the fencing training management system according to the present invention, the analyzing means may include a body movement direction analyzing means for analyzing a moving direction of the body of the opponent in the image information extracted from the opponent's athlete information fetching means, A fencing gaming direction analyzing means for analyzing a moving direction of a fencing gum of the opponent player from the fetched image information, And a motion state analysis means for analyzing the motion state.

Further, in the fencing training management system according to the present invention, the database may include a player personal information DB storing name, nationality, age, game participation information for each of a plurality of fencing athletes, And an image information DB storing the game of the fencing player as image information and audio information.

Further, in the fencing training management system according to the present invention, the user terminal is a headset worn on the head of a user.

In the fencing training management system according to the present invention, the headset may include a display unit provided at a portion corresponding to a user's eyes to display an image of the opponent's player, a receiver for wirelessly receiving image information transmitted from the server, And a speaker for outputting sound corresponding to the voice information transmitted from the server.

In order to achieve the above object, a fencing training management method according to the present invention is a method for performing a corresponding training according to an opponent player by analyzing motion of an opponent player and motion of a fencing sword in video data recording a fencing game (b) analyzing the moving direction of the fencing gum of the opponent's player; (c) analyzing the moving direction of the foil gum of the opponent's fingers, Analyzing the motion state, and (d) determining an attack site for the opponent.

Further, in the fencing training management method according to the present invention, (e) a step of displaying the attack site determined in the step (d) is further included.

In the fencing training management method according to the present invention, the determination of the attack site in the step (d) may be performed by performing matching between the images of the moving direction of the body of the opponent in the step (a) The body part having the smallest mobility is determined as the attack area.

As described above, according to the training management system and the training management method of the fencing player according to the present invention, since the movement state of the opponent player can be analyzed, the user clearly recognizes the attack pattern of the opponent player, It is possible to improve the performance of the game.

In addition, according to the training management system and the training management method of the fencing player according to the present invention, since the attacking part of the opponent player is displayed on the user terminal, the user can intensively execute the attack training of the opponent player.

Further, according to the training management system and the training management method of the fencing player according to the present invention, a term database storing information on the term of fencing, a regulation DB storing information on rules and rules of the fencing game, It is possible to easily recognize the fencing beginner for the defense and attack in the fencing game by utilizing the basic game DB storing the information about the basic action according to the in-play, the epo, and the saber, An effect can be obtained.

According to the training management system and the training management method of the fencing player according to the present invention, it is possible to increase the fencing population as the social physical education by inducing the interest of the fencing game, and accordingly, the graduate player, So that the know-how accumulated as athletes can be easily transmitted to the general public and the fencing player can be secured for employment.

1 is a photograph showing an example of a video recording scene of a fencing game,
2 is a block diagram of a training management system for a fencing athlete in accordance with the present invention;
FIG. 3 is a block diagram of the database shown in FIG. 2,
4 is a configuration diagram of the server shown in FIG. 2;
5 is a perspective view showing an example of the user terminal shown in FIG. 2,
6 is a process diagram for realizing a training management method for a fencing athlete according to the present invention,
FIG. 7 is a photograph showing the front face of the opponent player for analyzing the movement state of the opponent player,
FIG. 8 is a photograph showing the side of the opponent player for analyzing the moving direction of the fencing gum of the opponent player and the moving state of the pombe,
FIG. 9 is a diagram for explaining a process for determining an attack site against a Fente attack of an opponent by matching image information analyzed by the analyzing means; FIG.

These and other objects and novel features of the present invention will become more apparent from the description of the present specification and the accompanying drawings.

The term " opponent player " used in the present invention means a fencing player who is a fencing player who wants to participate in a fencing game and is able to play in the course of the competition, and the user refers to a fencing player Means a fencer or fencer who enters the fencing to acquire information about the attack and defense of the opponent before he / she executes the training to attack the opponent.

In addition, 'fencing game' means a game in which video recording is performed for broadcast or player analysis in an official fencing game in the international or domestic level, and 'attack site' is a game in Fleuret, Epee, It refers to the area which is recognized as a score by the striking or cutting each for the opponent and does not limit the specific part of the specific sport.

Hereinafter, the configuration of the present invention will be described with reference to the drawings.

FIG. 2 is a block diagram of a training management system of a fencing athlete according to the present invention, FIG. 3 is a configuration diagram of the database shown in FIG. 2, FIG. 4 is a configuration diagram of the server shown in FIG. 2 is a perspective view illustrating an example of a user terminal shown in FIG.

As shown in FIG. 2, the training management system of a fencing player according to the present invention analyzes the movement of the opponent player and the movement of the fencing sword in the video data recording the fencing game, (10) for storing a plurality of image data and information on a player recording a fencing game, and a control unit for determining an attack site for the opponent from the motion information on the opponent player selected from the plurality of image data stored in the database And a user terminal 30 for displaying information on an attack site transmitted from the server so that the user can recognize the information.

The database 10 includes memory devices such as ROM and RAM, and is an apparatus for storing data, which may include a main storage device and an auxiliary storage device, and may store an operating system (OS) Can

3, the database 10 includes a terminology database 11 storing information on terminology of fencing, a regulatory database 12 storing information on rules and rules of fencing games, A basic game DB 13 storing information on each basic operation in accordance with the items Fleure, Epee and Saber of the fleet, a player who stores information on names, nationalities, A personal information DB 14, and an image information DB 15 storing the competition of each fencing player stored in the player personal information DB 14 as image information and audio information.

In the term DB 11, for example, a race description term for a fencing primitive may be defined and stored as follows, and a corresponding motion picture may be stored.

 The garde is the most advantageous position to prepare for attack, defensive and reverse attacks at the same time. It is called 'en garde' when the referee instructs the players to prepare for the game. , The athlete must immediately put his heel on the specified line and take the posture. Developpement refers to the action of spreading arms and following Pant. Defensive means all actions taken to lead an opponent's attack to failure. Remise means a counterattack against an opponent's re-post or contest post. A riposte is an attack by an athlete parachuting player. A liement means an action that takes an opponent's sword from a high lyne and leads it to a low lyne diagonally. The ligne is the four parts of the target divided by the sword of the athlete. The four lignes are the dorsus, the upper lins of the dedans (upper left part), the dehors (the lower right part of the dorsus) There is a dessous lower left knee. Marche is one of the most basic movement movements, which means that the forefoot goes out and the hindfoot comes out. Battement is a kind of atak opper, which is the most effective and widely used technique for striking opponents' swords to prepare for attacks. Balestra is a kind of attack posture, meaning that it jumps to the front and attacks the opponent and then connects to the fang. Allez is the term by which the referee orders the athlete to start the game. The attaque is the first attack that is achieved by extending the arm and then threatening the other side's effective side, which is divided into attaque simple and attaque composee . The attaque au fer means attack action against the opponent's sword. Engagement refers to the state in which the swords and the swords of the two fighters in the stance are lightly in contact with each other. An enveloppement is an action that takes the opponent's sword from a lyne and returns to the same lynx after a single turn of the hand and pointe. Offensive means all attacking action to strike an opponent. Contre-Riposte means an attacking action (repulsion) by a player paraphrasing an opponent's re-post. Contre attaque means that you use your opponent's attack to turn you into an attack. Contre parade is a defensive action that swords his opponent's sword and swords his opponent in a circle. A coup double is a double hit that both players poke simultaneously. A coupe means a movement through the opponent's sword end to attack the other side. A croise means an action that takes an opponent's sword from a high lyne and leads it to a low lyne on the same side. A touche is a sword day or a poenter who stabs your opponent. A touche valable if you stuck the active side, and a touche non valable if it is ineffective. A parade is a defensive action that deflects an opponent's sword that is attacked by his sword. Fente is the basic attitude of the attack, which means that the front foot is raised and the back and back hands are fully extended.

As described above, information on terms of fencing stored in the database 10, information on rules and rules of the fencing game, information on each basic action of the fencing game, As it is easily recognizable, it increases the fencing population, so that it is possible to discover in advance hidden talents among the fencing introductors.

2 shows a structure in which the database 10 and the server 20 are separated from each other. However, the present invention is not limited to this, and the database 10 may be included in the server 20.

The server 20 may include a central processing unit (CPU) having a microprocessor, an input device used in a conventional computer system for information input and retrieval, and a display device. Such an input device includes a keyboard, a mouse, or a touch screen, and is used as a display device as a monitor and may include the touch screen.

4, the server 20 includes a transceiver 21 for transmitting and receiving image information and the like to or from the database 10 or the user terminal 30, A relative player information fetching means (22) for fetching the image information of the opponent's player's game from the database (10), a moving direction of the opponent's body in the video information drawn from the opponent player information fetching means A fencing gaming direction analyzing means 24 for analyzing the moving direction of the fencing gum of the opponent in the image information extracted from the relative player information fetching means 22, (25) for analyzing a motion state of a foil on which a button provided on the fencing gum is mounted, from the image information extracted from the player information fetching means (22) An attack site determining means for determining an attack site for an opponent player by matching the image information analyzed by the body movement direction analyzing means 23, the fencing gaming direction analyzing means 24 and the tobacco motion state analyzing means 25, (26), and an attack site display means (27) for indicating an attack site for the opponent determined by the attack site determination means (26).

The relative player information fetching means 22 selects and selects an opponent player through the input device in the player personal information DB 14 in which information on a player participating in a formal international or domestic official fencing competition is stored, And fetches image information and audio information stored in the DB 15. The information fetching method as described above can be executed in the same manner as the information fetching method in a normal database, so a detailed description thereof will be omitted.

The body movement direction analyzing means 23 separates the competition recording screen of the opponent's player stored in the video information DB 15 for each frame, which is one image, and extracts the characteristic points from the consecutive frames to track the moving direction of the opponent player Analyze the movement direction of the opponent according to the trace. The extraction of the minutiae of the opponent can be executed by the image processing program. For each frame, for example, a homography transformation relation between frames, which is one method of geometric analysis of an image, may be used to check whether the matched minutiae are correctly matched.

The fencing gaunt movement direction analyzing means 24 analyzes the moving direction of the fencing gum of the opponent player in cooperation with the operation of the body movement direction analyzing means 23 as described above, The position of the button is tracked in accordance with the deflection of the fencing sword in conjunction with the fencing gage movement direction analyzing means.

The image reproduction of the moving direction of the fencing sword analyzed by the fencing gaming direction analyzing means 24 and the fingering motion analyzing means 25 is performed by controlling the reproduction speed so that the user can perform the reproduction Defense training can be carried out.

The attack portion determining means 26 determines a portion having the highest exposure position for the attack from the opponent player analyzed by the body movement direction analyzing means 23, Since the site is indicated by the attack site display means 27, the user can train the site indicated by the attack site determination means 27 as an attack target.

In addition, the determination of the attack site by the attack site determination means 27 is performed by the body movement direction analysis means 23 to perform matching between the images of the moving direction of the body of the opponent's athlete, It can be judged to be an attack site.

That is, the user performs the defense training in accordance with the moving direction of the sword analyzed by the fencing gum movement direction analyzing means 24 and the tobacco movement state analyzing means 25, You can train to attack.

4, the body movement direction analyzing means 23, the fingering movement direction analyzing means 24, the tobacco movement state analyzing means 25, the attack site determining means 26, and the attack site display means 27 The present invention is not limited thereto, but may be implemented by a sequential analysis and display algorithm in the image data of the fencing game.

For example, the user terminal 30 may be a head set worn on the user's head. The transmission and reception of the headset and the transceiver 21 of the server 20 may be performed by, for example, (Zigbee), and infrared communication.

As shown in FIG. 5, the headset includes a receiver 31 for wirelessly receiving image information transmitted from the server 20, which is in the form of an approximate eyeglass and is worn on the user's head, And a speaker 33 for outputting sounds corresponding to the sound information transmitted from the server 20. The speaker 32 may be a microphone or a microphone.

The receiver 31 is provided on a substantially lateral portion of the headset, and the display unit 32 is provided on the upper side of the right and left eyes when the user wears the headset. When the earphone is worn.

As described above, when the user wears the headset, since the display portion 32 is provided only on the upper side of both eyes, the visual action of the user for fencing training is not affected, 200 are connected by wireless communication, there is no problem in user's attack or defensive operation. That is, the display unit 32 according to the present invention displays an image capable of recognizing the attack direction of the opponent player as shown in FIG.

The headset may further include a power supply unit and an operation unit for operating the display unit 32 as described above.

As described above, according to the training management system of the present invention, a fencing player, who is a user, mounts a headset and, based on a virtual reality, generates a body movement direction analysis means, a fencing gaming movement direction analysis means, The defensive training may be performed in accordance with the analyzed image information, or the attack practice may be performed on the area displayed on the attack site display means.

Next, a training management method of a fencing athlete according to the present invention will be described with reference to Figs. 6 to 9. Fig.

FIG. 6 is a process chart for realizing a training management method of a fencing athlete according to the present invention, FIG. 7 is a photograph showing a front face of an opponent player for analyzing a movement state of the opponent player, FIG. 9 is a photograph showing the side of the opponent's player for analyzing the moving direction and the motion state of the pointer. FIG. Fig.

A training management method for a fencing athlete according to the present invention is a method for analyzing a movement of an opponent player and a fencing sword in an image data recording a fencing game and performing a corresponding training according to the opponent player, A database is constructed (S10).

That is, in step S10, a plurality of image data recording a fencing match as information on an opponent player, and information on a player are stored. Such video data may utilize video data recorded for broadcasting or for player analysis in an official fencing game, either internationally or domestically.

Next, when the user selects a desired opponent player (S20), the opponent player information fetching means 22 fetches the video information of the opponent player stored in the database 10 (S30).

Thereafter, the body movement direction analyzing means 23 separates the competition recording screen of the opponent's player by frame, for example, separates a picture showing the front face of the opponent player into one frame as shown in Fig. 7, As shown in the figure, the direction of movement of the opponent's player is analyzed according to the feature point of each successive frame, for example, the chest area (S40).

In addition, the fencing gum movement direction analyzing means 24 and the fob motion state analyzing means 25, in cooperation with the analysis of the moving direction of the opponent's player analyzed by the body movement direction analyzing means 23, The moving direction of the fencing gum of the opponent player and the movement state of the pointer are analyzed according to the side frame of the opponent player (S50, S60).

Subsequently, as shown in FIGS. 9A, 9B, and 9C, the attack area determination unit 26 performs matching between the images of the moving direction of the body of the opponent in the analysis at step S40 And the body part (chest area) having the smallest mobility in the matched image is determined as the attack area (S70).

The attack area display means 27 displays the attack area 50 for the opponent player as shown in (c) of FIG. 9 for the opponent determined as the attack area in the step S70 (S80).

Accordingly, the user can perform the training for mounting the headset and attacking the attacking area of the opponent player displayed on the display unit 32 (S90).

In the above description, the training for the attack after the display of the attacked area has been described, but the present invention is not limited thereto, and the defense training against the opponent's attack after the analysis according to the steps S40 to S60 may be executed.

In the above description, the process of analyzing the motion state of the opponent's player according to the video information of the opponent's player stored in the video information DB 15 after the opponent is selected by the user has been described. However, The image information of the stored opponent's player is analyzed by the body movement direction analyzing means 23, the fencing gaming direction analyzing means 24 and the fob motion state analyzing means 25, You can also choose to run it.

Although the present invention has been described in detail with reference to the above embodiments, it is needless to say that the present invention is not limited to the above-described embodiments, and various modifications may be made without departing from the spirit of the present invention.

By using the training management system and the training management method of the fencer according to the present invention, defense training and offensive training can be efficiently performed according to the opponent player.

10: Database
20: Server
30: User terminal

Claims (9)

A system for analyzing a movement of an opponent player and a movement of a fencing sword in an image data recording a fencing game,
A database for storing a plurality of image data recording a fencing game and information on a player,
A server for determining an attack site for an opponent in motion information on a selected opponent from a plurality of image data stored in the database,
And a user terminal for displaying information on an attack site transmitted from the server so that the user can recognize the information.
The method of claim 1,
The server
An opponent player information fetching means for fetching information on a selected opponent player and image information on a competition of the opponent player from the database through the user terminal,
An analysis means for analyzing a motion state of an opponent in the video information extracted from the opponent's player information extracting means,
An attack site determination means for determining an attack site for an opponent by matching the image information analyzed by the analysis means,
And an attack site display means for displaying an attack site for the opponent determined by the attack site determination means.
3. The method of claim 2,
The analyzing means
A body movement direction analyzing means for analyzing a moving direction of the body of the opponent in the video information extracted from the relative player information fetching means,
A fencing gaming direction analyzing means for analyzing a moving direction of a fencing gum of an opponent in the image information extracted from the relative player information fetching means,
And fuze movement state analysis means for analyzing a movement state of a foil on which a button provided on the fencing gum is mounted, from the image information extracted from the relative player information extraction means.
3. The method of claim 2,
The database
A personal information DB of a player who stores information on names, nationalities, ages, and participation of a plurality of fencers,
And an image information DB in which a game of each fencing player stored in the player personal information DB is stored as image information and audio information.
The method of claim 1,
Wherein the user terminal is a head set worn on the head of a user.
The method of claim 5,
The headset includes a display unit provided at a portion corresponding to the user's eyes and displaying an image of the opponent player,
A receiver for wirelessly receiving image information transmitted from the server,
And a speaker for outputting sounds corresponding to the voice information transmitted from the server.
A method for analyzing a movement of an opponent player and a movement of a fencing sword in an image data recording a fencing game,
(a) analyzing the moving direction of the body of the opponent player,
(b) analyzing the moving direction of the fencing gum of the opponent player,
(c) analyzing a motion state of a foil provided with the button provided on the fencing gum,
(d) determining an attack site for the opponent player.
8. The method of claim 7,
(e) displaying the attack site determined in step (d).
8. The method of claim 7,
In the step (d), the determination of the attack site is performed by performing matching between the images of the moving direction of the body of the opponent in the step (a), judging the body part having the smallest mobility according to the minutiae in the matched image as the attack site The fencing training management method comprising:
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