TW202207182A - Interactive court system - Google Patents
Interactive court system Download PDFInfo
- Publication number
- TW202207182A TW202207182A TW109127614A TW109127614A TW202207182A TW 202207182 A TW202207182 A TW 202207182A TW 109127614 A TW109127614 A TW 109127614A TW 109127614 A TW109127614 A TW 109127614A TW 202207182 A TW202207182 A TW 202207182A
- Authority
- TW
- Taiwan
- Prior art keywords
- ball
- hitting
- interactive
- user
- remote controller
- Prior art date
Links
Images
Landscapes
- Closed-Circuit Television Systems (AREA)
- Toys (AREA)
Abstract
Description
本發明是關於一種模擬訓練用的球場系統,特別是關於一種結合物聯網技術而可與使用者互動的球場系統。The present invention relates to a court system for simulation training, in particular to a court system that can interact with users by combining the technology of the Internet of Things.
羽球或網球是需要雙向對打的運動。在此類運動的傳統訓練中,通常需要教練將球逐一餵給選手進行練習。但是這樣的練習方式不僅使教練無法專心檢視選手的姿勢是否標準,且無法即時修正選手的姿勢。Badminton or tennis are sports that require a two-way sparring. In traditional training for this type of sport, the coach usually feeds the balls to the players one by one for practice. However, such a practice method not only makes the coach unable to concentrate on checking whether the posture of the players is standard, but also cannot correct the posture of the players in real time.
因此,現今許多運動員都使用發球機(也稱投球機、投擲機、拋球機等)來練習雙向對打的運動。通常這些發球機放置在球場中與練習的運動員相對的一端。發球的期望軌跡是由運動員直接在發球機上手動設定或借助遙控器設定的。然後,將球從發球機中射向球員,以供練習擊球。這種發球機一般是利用氣動、旋轉輪和/或彈簧力來投射羽球或其他類型的球。Therefore, many athletes today use a ball machine (also called a pitching machine, a throwing machine, a ball throwing machine, etc.) to practice the movement of two-way sparring. Typically these servers are placed on the opposite end of the court from the players practicing. The desired trajectory of the serve is manually set by the player directly on the server or with the aid of a remote control. Then, shoot the ball from the server to the player for practice hitting. Such servers typically utilize pneumatic, rotating wheels and/or spring force to deliver shuttlecocks or other types of balls.
由於發球機已經使用了許多年,因此發球機技術有了許多改進。例如,更先進的發球機提供了更多方式來控制發球的軌跡,以便提供左右投球變化以及上下投球變化。Since ball machines have been in use for many years, there have been many improvements in ball machine technology. For example, more advanced ball machines offer more ways to control the trajectory of the ball to provide side-to-side pitch variation as well as up and down pitch variation.
有些發球機已經提供了某種程度的預先編程和儲存運動員希望練習返回的發球軌跡和發球順序。以這種方式進行編程後,發球機將按照預先編程的發球軌跡和發球順序為運動員提供服務。Some servers already offer some degree of pre-programming and storage of the trajectories and sequences of serve that the player wishes to return to practice. When programmed in this way, the server will serve the player with a pre-programmed serve trajectory and serve sequence.
此外,目前使用的一些發球機也允許使用者調整發球的間隔時間,使發球機可自動地按照設定的間隔時間發球。例如,如果發球機被設定為快速,則可以每兩秒發射一次擊球。同樣,如果將發球機的速度設得較低,則兩次射擊之間會間隔較長的時間。In addition, some currently used ball machines also allow the user to adjust the interval time of the ball, so that the ball machine can automatically serve the ball according to the set interval time. For example, if the ball machine is set to fast, a shot can be fired every two seconds. Also, if the speed of the ball machine is set low, there will be a longer time between shots.
雖然透過發球機可解決單人不能進行雙向對打的問題,但是市售的發球機卻仍不夠人性化。除了需要一步步的調整速率、頻率以及角度,且有不能上網和無法模擬對戰等缺點。更重要的問題是它只能隨機發球或是依據設定的間隔時間發球。Although the problem that a single player cannot play two-way sparring can be solved through the ball machine, the ball machine on the market is still not humanized enough. In addition to the need to adjust the rate, frequency and angle step by step, it has disadvantages such as being unable to access the Internet and unable to simulate battles. The more important problem is that it can only serve randomly or according to the set interval.
因此,目前市售發球機無法真正地取代教練。究其原因在於它無法獲得運動員即時的擊球資訊,也不能動態的控制發球的時機點及發球後的落點。Therefore, currently commercially available ball machines cannot really replace coaches. The reason is that it cannot obtain real-time batting information of players, nor can it dynamically control the timing of serving and the landing point after serving.
本發明之一目的在於提供一種互動式球場系統,可以即時依照使用者的擊球動作資訊,動態的控制發球的時機點及發球後的落點。One object of the present invention is to provide an interactive court system, which can dynamically control the timing of serving and the landing point after serving according to the user's batting action information.
本發明之一目的在於提供一種互動式球場系統,可以支援多台發球機連線的功能,並增加回擊球路的變化。One object of the present invention is to provide an interactive court system, which can support the function of connecting multiple ball machines and increase the variation of the return stroke.
為了達到上述目的,本發明提供一種互動式球場系統,包括 一攜帶式動作感測器、一遙控器及至少一發球機。攜帶式動作感測器可供一使用者在擊球時隨身攜帶,例如:可將攜帶式動作感測器裝設在一球拍上,以供使用者在擊球時握持,並用以感測使用者的擊球動作而得到一擊球動作資訊。遙控器接收攜帶式動作感測器所傳來的擊球動作資訊,並將擊球動作資訊轉換成一控制指令。發球機接收遙控器傳來的控制指令,並根據控制指令模擬出使用者之一對手的一回擊球路,再據以發球回擊。In order to achieve the above object, the present invention provides an interactive court system, including a portable motion sensor, a remote control and at least one ball server. The portable motion sensor can be carried by a user when hitting the ball. For example, the portable motion sensor can be installed on a racket for the user to hold when hitting the ball, and used for sensing The user's batting action is used to obtain a batting action information. The remote controller receives the information of the batting motion from the portable motion sensor, and converts the information of the batting motion into a control command. The ball machine receives the control command from the remote controller, simulates a return stroke of one of the user's opponents according to the control command, and then serves to return the ball accordingly.
在一實施例中,發球機的數目為複數,該複數發球機通過遙控器相互溝通,以決定一適當回擊球路及一發球順序。當每一發球機獨自連續發球時,每連續兩次發球之間具有一第一時間間隔。當該複數發球機為輪流發球時,每連續兩次發球之間具有一第二時間間隔,並且該第二時間間隔小於該第一時間間隔。In one embodiment, the number of ball servers is plural, and the plurality of ball servers communicate with each other through a remote controller to determine an appropriate return path and a serving order. When each ball machine serves continuously and independently, there is a first time interval between every two consecutive balls. When the plurality of ball servers serve in turn, there is a second time interval between every two consecutive servings, and the second time interval is smaller than the first time interval.
在一實施例中,攜帶式動作感測器包括兩三軸加速度計,該兩三軸加速度計分別具有不同的加速度量測範圍,用以感測兩不同加速度值。除了兩加速度值之外,攜帶式動作感測器可感測的擊球動作資訊還包括一擊球時點及一方向感測值。In one embodiment, the portable motion sensor includes two or three-axis accelerometers, and the two or three-axis accelerometers respectively have different acceleration measurement ranges for sensing two different acceleration values. In addition to the two acceleration values, the hitting motion information that can be sensed by the portable motion sensor also includes a hitting time point and a direction sensing value.
在一實施例中,上述的互動式球場系統更包括一影像感測器,記錄使用者的一動態擊球影像,並將動態擊球影像傳遞至遙控器,遙控器根據動態擊球影像預測使用者之一打擊球路。此外,影像感測器還可根據動態擊球影像追蹤使用者在一球場中的一打擊位置,並且追蹤使用者的一擊球落點。In one embodiment, the above-mentioned interactive golf course system further includes an image sensor, which records a dynamic shot image of the user, and transmits the dynamic shot image to the remote control, and the remote control predicts the use of the ball according to the dynamic shot image. One of them hits the ball path. In addition, the image sensor can also track a hitting position of the user in a court according to the dynamic shot image, and track the landing point of a hitting shot of the user.
在一實施例中,遙控器分析攜帶式動作感測器所傳來的擊球動作資訊,用以判斷一球種,例如:殺球、挑球、平球或長球。In one embodiment, the remote controller analyzes the information of the hitting motion transmitted by the portable motion sensor to determine a type of ball, such as a smash, a pick, a flat or a long ball.
本發明透過遙控器將擊球動作資訊轉成控制指令並傳送至發球機。當發球機接收到控制指令時選擇適當的球路進行回擊,以達到人機互動的功能,讓使用者不單純只是在進行接球的動作,而是體驗到與機器互動的感覺。此外,本發明還結合了物聯網的概念,提供多台發球機連線的功能,在計算出較理想的發球位置後,讓發球機互相溝通選擇最適當的發球機發球,使發出之球路更加擬真,達到提升選手的訓練效率。In the present invention, the information of the batting action is converted into a control command through the remote controller and transmitted to the ball machine. When the ball machine receives the control command, it selects the appropriate ball path to hit back, so as to achieve the function of human-machine interaction, so that the user is not just catching the ball, but experiencing the feeling of interacting with the machine. In addition, the present invention also combines the concept of the Internet of Things to provide the function of connecting multiple ball machines. After calculating the ideal ball position, the ball machines can communicate with each other to select the most appropriate ball machine to serve, so that the ball is sent out. More realistic, to improve the training efficiency of players.
有關本發明之前述及其他技術內容、特點與功效,在以下配合參考圖式之一較佳實施例的詳細說明中,將可清楚的呈現。以下實施例中所提到的方向用語,例如:上、下、左、右、前或後等,僅是用於參照隨附圖式的方向。因此,該等方向用語僅是用於說明並非是用於限制本發明。The foregoing and other technical contents, features and effects of the present invention will be clearly presented in the following detailed description of a preferred embodiment with reference to the drawings. The directional terms mentioned in the following embodiments, such as: up, down, left, right, front or rear, etc., are only used to refer to the directions of the accompanying drawings. Therefore, these directional terms are only used to illustrate and not to limit the present invention.
圖1為本發明之一實施例的互動式球場系統100,包括一遙控器110、一攜帶式動作感測器120、多台發球機130A、130B、130C以及一影像感測器140。攜帶式動作感測器120、多台發球機130A、130B、130C以及影像感測器140皆是利用無線通訊技術與遙控器110溝通。在一實施例中,遙控器110例如是一智慧型手機,內含一應用程式,可分析攜帶式動作感測器120及影像感測器140所提供的資訊,並提供發球機130A、130B、130C所需的各種控制流程。攜帶式動作感測器120包括慣性感測器。影像感測器140例如是一攝影機,用以擷取一球場畫面,以追蹤使用者的位置及球的軌跡,並輔助辨識使用者的動作。攜帶式動作感測器120與遙控器110是以藍牙技術進行溝通。發球機130A、130B、130C以及影像感測器140可以通過一WiFi分享器150與遙控器110進行溝通。FIG. 1 shows an
攜帶式動作感測器120配置於一使用者身上,例如裝設在使用者手持的球拍上或是直接穿戴在使用者的手部,用以感測使用者的擊球動作而得到一擊球動作資訊。遙控器110接收攜帶式動作感測器120所傳來的擊球動作資訊,並將擊球動作資訊轉換成一控制指令。發球機130A、130B、130C接收遙控器110傳來的控制指令,並根據控制指令模擬出使用者之一對手的一回擊球路,再據以發球回擊。影像感測器140記錄使用者的一動態擊球影像,並將動態擊球影像傳遞至遙控器110,遙控器110根據動態擊球影像預測使用者之一打擊球路,並且追蹤使用者在一球場中的一打擊位置以及其擊球落點。The
圖1A是攜帶式動作感測器120的功能方塊示意圖。攜帶式動作感測器120包括兩個三軸加速度計121及122、一三軸陀螺儀123分別電性連接至一微控制器124及一藍牙模組125。兩個三軸加速度計121及122用以測得兩加速度值。兩個三軸加速度計121及122的加速度量測範圍不同,量測範圍較大者用來偵測主要的擊球動作,量測範圍較小者用來偵測揮拍時伴隨的身體細微動作。例如:三軸加速度計121的加速度量測範圍可採用 ± 16g,三軸加速度計122的加速度量測範圍可採用 ± 200g。三軸陀螺儀123用以測得一方向感測值。微控制器124可以紀錄一擊球時點。將擊球時點、兩加速度值及方向感測值包裝成一擊球動作資訊通過藍牙模組傳送至遙控器110。FIG. 1A is a functional block diagram of the
圖1B是發球機130A、130B、130C的硬體架構示意圖。發球機130A、130B、130C包括一主控板131及一馬達模組132。主控板131包括一WiFi模組1311、一微控制單元1312及一驅動板1313。馬達模組132包括一輸送帶馬達1321、一滾桶馬達1322、一夾球馬達1323、一出球馬達1324、一垂直馬達1325及一水平馬達1326。以主控板131中的微控制單元1312控制發球機130A、130B或130C,並透過串列通訊與馬達驅動板1313進行溝通。利用外接Wi-Fi模組1311遠端接收來自手機端的指令,微控制單元1312將收到的指令解碼再透過驅動板1313控制馬達模組132將羽球發出,達到模擬各種球路的功能。另外,本發明還提供多台發球機130A、130B或130C連線的功能,透過WiFi分享器150連線,讓多台發球機130A、130B或130C能彼此溝通發球順序。相較於單一發球機獨自連續發球的情形,互動式球場系統100藉由多台發球機130A、130B或130C輪流發球可以減少每連續兩次發球的時間間隔,以及增加回擊球路的多樣性。FIG. 1B is a schematic diagram of the hardware structure of the
圖2為擊球偵測演算法流程(S20~S24)。先將加速度值在微控制器124裡做擊球偵測演算法。例如:設定一閾值;將加速度值輸入擊球偵測演算法(S21)進行微分(S22)後,判斷加速度值是否大於閾值(S23)。若超過閾值則判定為擊到球。若有擊到球,再透過藍牙模組125將擊球時點、兩加速度值及方向感測值等擊球動作資訊封裝成一資料封包後傳輸至遙控器110進行訊號處理及動作辨識(S24),否則直接結束。FIG. 2 is a flow chart of the ball-hit detection algorithm (S20-S24). Firstly, the acceleration value is used in the
圖3為遙控器110所執行的動作辨識流程(S30~S36)。遙控器110包括一訓練模型(Training model)。當遙控器110接收原始資料(S31),即進行訊號處理(S32)取出與產生回擊球路相關的擊球動作資訊,例如:球拍的重量已知,即可利用偵測到的加速度值及方向感測值計算使用者的打擊時的施力大小及方向,據此可選擇發球機130A、130B或130C的回擊球路。再將擊球動作資訊進行特徵值計算(S33)以產生一特徵值。接著,將特徵值輸入訓練模型中,與訓練後的特徵資料進行比對,以判定一動作為何種類型(S35),最後得到一分類結果(S36)。在需要即時獲得分類結果時,特徵值也可以不經訓練模型(S34)而直接用來判定動作類型(S35)。FIG. 3 is the motion recognition process ( S30 - S36 ) executed by the
值得一提的是,在判斷擊球動作類型時,取擊球時點前後的幾筆資料來做動作類型判斷,可以增加準確度。此外,擊球時點也可以當作發球機130A、130B或130C發球時間的參考點,例如有擊球時再發球或是增加互動的效果。It is worth mentioning that when judging the type of batting action, taking several pieces of data before and after the batting time to judge the type of action can increase the accuracy. In addition, the time of hitting the ball can also be used as the reference point of the serving time of the
圖4為一實施例的發球落點與球種的設定流程(S40~S44)。遙控器110分析攜帶式動作感測器120所傳來的擊球動作資訊而產生擊球動作類型的分類結果,用以判斷一發球落點(S41)及一球種(S42),例如:殺球、挑球、平球或長球。在遙控器110做出發球落點及球種之選擇後通知發球機130A、130B或130C,發球機130A、130B或130C會自行設定參數(S43),以判斷是否發球(S43)。若是,則發球;否則重新設定。FIG. 4 is a flow ( S40 - S44 ) of setting a service landing point and a ball type according to an embodiment. The
在一實施例中,遙控器110也可以直接將擊球動作類型的分類結果傳給發球機130A、130B或130C,再由發球機130A、130B或130C來選擇發球落點及球種。發球落點主要是依據攜帶式動作感測器120獲得的資訊或依據遙控器110對擊球動作類型的分類結果來決定的,並用影像感測器140來協助確定發球落點的位置,以增加準確度。在發球落點被決定後,即可依此落點位置來決定回擊球路的方向軌跡以及由那一台發球機130A、130B或130C發球。In one embodiment, the
圖5為多台發球機連線控制流程(S50~S592)。本實施例的多台發球機可通過遙控器相互溝通,以決定一適當回擊球路及一發球順序。將N台發球機與遙控器110進行連線(S51),遙控器110確認至少連接兩台發球機(S52)。假設總共需發 k 球(S53),選擇第1號發球機(i=1) (S54)並設定其參數(S55)後發出一球(S56),計算剩餘球數 k (S57),並判斷 k 是否等於0 (S58),若是則結束,否則等待T/N秒 (T:每台發球機所需的時間間隔) (S59)。接著,選擇下一台第 i 號發球機 (S591),並判斷 i 是否大於總連接台數N (S592),若是,則回到第1號發球機設定其參數後發球(S54~S56),否則設定第 i 號發球機參數後發球(S55~S56)。通常,單一發球機在獨自連續發球時,其每次發球之後大約需間隔1.3秒才能再發下一球。若是利用本實施例的多台發球機連線控制流程,則N台發球機每隔1.3/N秒即可輪流發一球,使每連續兩次發球的時間間隔小於單一發球機獨自連續發球所需的時間間隔。換言之,使用者亦可藉由改變發球機的連線台數,來調整其等待下次發球的時間。Figure 5 shows the connection control flow of multiple ball machines (S50~S592). The plurality of ball servers in this embodiment can communicate with each other through a remote controller, so as to determine an appropriate return path and a serving order. The N ball machines are connected to the remote controller 110 (S51), and the
在一實施例中,當每台發球機130A、130B、130C發球的位置是固定的時候,可依據攜帶式動作感測器120獲得的資訊來決定那一台是1號發球機。例如:1號發球機可發殺球,2號發球機可發挑球。當攜帶式動作感測器120判斷到使用者發出殺球,則由2號發球機發出挑球。當攜帶式動作感測器120判斷到使用者發出挑球,則由1號發球機發出殺球,則看似有互動的對打效果。In one embodiment, when each
圖6至圖8的實施例是利用影像感測器140記錄使用者之動態擊球姿勢,並透過Wi-Fi將資料傳遞至遙控器110的應用程式進行分析,可預測該使用者之擊球路徑,也可以追蹤使用者在球場之位置和其擊球落點。換言之,影像感測器140有兩種功能,一個是判斷使用者打過去的落點,另一個功能是判斷使用者目前在球場的位置,讓遙控器110的應用程式來決定由哪一位置的發球機130A、130B、130C回球。The embodiments of FIGS. 6 to 8 use the
圖6為球路預測流程(S60~S63)示意圖。遙控器110可透過電腦視覺,根據球的位置以及飛行軌跡預測球的飛行方向。利用影像感測器140擷取即時的球場畫面(S61),比對前後畫面並追蹤是否有移動中的球(S62)。若是,則遙控器110預測羽球軌跡後結束(S63);否則影像感測器140重新擷取下一幀的球場畫面(S61)。在一實施例中,影像感測器140內部可設置一微處理器,用以將部分影像資料先行處理後再傳到遙控器110。FIG. 6 is a schematic diagram of a ball path prediction process (S60-S63). The
圖7為使用者位置追蹤流程(S70~S74)示意圖。首先,利用影像感測器140選取球場中的一感興趣區域(S71),並尋找使用者(S72),例如:尋找右腳拇指判定為目標選手(S73)。若是,則擷取選手目前位置後結束(S74);否則回到尋找使用者(S72)。FIG. 7 is a schematic diagram of the user position tracking process ( S70 - S74 ). First, use the
圖8為球落點位置追蹤流程(S80~S84)示意圖。透過電腦視覺根據羽球位置以及飛行軌跡決定球的飛行方向,利用攝影機擷取即時的球場畫面(S81),比對前後畫面並追蹤是否有移動中的球後(S82),判斷羽球是否落地(S83),若是,則取得羽球的落點位置後結束(S84);否則重新擷取下一幀的球場畫面並尋找移動中的球(S81~S82)。FIG. 8 is a schematic diagram of the tracking process (S80-S84) of the position of the ball landing point. Determine the flying direction of the ball according to the position of the shuttlecock and the flight path through computer vision, use the camera to capture real-time court images (S81), compare the front and rear images and track whether there is a moving backside of the ball (S82), and determine whether the shuttlecock lands (S83). ), if so, the end is obtained after the landing position of the shuttlecock is obtained (S84); otherwise, the court picture of the next frame is re-captured and the moving ball is searched (S81~S82).
綜上所述,本發明的互動式球場系統可透過一智慧型手機的應用程式進行遠端遙控。智慧型手機提供一套演算法,可依據攜帶式動作感測器120的資訊來辨識各個球種。在判斷出球種後,智慧型手機利用攜帶式動作感測器擷取揮拍時的動作信號加以分析。接著,透過手機的應用程式顯示各個擊球時點的詳細擊球動作資訊,並將擊球動作資訊轉成控制指令並傳送至發球機。當發球機接收到控制指令時選擇適當的球路進行回擊,以達到人機互動的功能,讓使用者不單純只是在進行接球的動作,而是體驗到與機器互動的感覺。To sum up, the interactive golf course system of the present invention can be remotely controlled through an application program of a smart phone. The smart phone provides a set of algorithms, which can identify each ball type according to the information of the
除此之外,本發明結合了物聯網的概念,提供多台發球機連線的功能,在計算出較理想的發球位置後,讓發球機互相溝通選擇最適當的發球機發球,使發出之球路更加擬真,達到提升選手的訓練效率。In addition, the present invention combines the concept of the Internet of Things to provide the function of connecting multiple ball machines. After calculating the ideal ball position, the ball machines communicate with each other to select the most appropriate ball machine to serve, so that the ball machine can be sent out. The ball path is more realistic, so as to improve the training efficiency of players.
惟以上所述者,僅為本發明之較佳實施例而已,當不能以此限定本發明實施之範圍,即大凡依本發明申請專利範圍及發明說明內容所作之簡單的等效變化與修飾,皆仍屬本發明專利涵蓋之範圍內。另外本發明的任一實施例或申請專利範圍不須達成本發明所揭露之全部目的或優點或特點。此外,摘要部分和標題僅是用來輔助專利文件搜尋之用,並非用來限制本發明之權利範圍。However, the above are only preferred embodiments of the present invention, and should not limit the scope of the present invention, that is, any simple equivalent changes and modifications made according to the scope of the patent application of the present invention and the contents of the description of the invention, All still fall within the scope of the patent of the present invention. In addition, it is not necessary for any embodiment of the present invention or the claimed scope of the present invention to achieve all of the objects or advantages or features disclosed in the present invention. In addition, the abstract section and the title are only used to aid the search of patent documents and are not intended to limit the scope of the present invention.
100:互動式球場系統
110:遙控器
120:攜帶式動作感測器
121、122:三軸加速度計
123:三軸陀螺儀
124:微控制器
125:藍牙模組
130A、130B、130C:發球機
131:主控板
1311:WiFi模組
1312:微控制單元
1313:驅動板
132:馬達模組
1321:輸送帶馬達
1322:滾桶馬達
1323:夾球馬達
1324:出球馬達
1325:垂直馬達
1326:水平馬達
140:影像感測器
150:WiFi分享器
(S20~S24):擊球偵測演算法流程
(S30~S36):動作辨識流程
(S40~S44):發球落點與球種的設定流程
(S50~S592):多台發球機連線控制流程
(S60~S63):球路預測流程
(S70~S74):使用者位置追蹤流程
(S80~S84):球落點位置追蹤流程100: Interactive pitch system
110: Remote control
120:
圖1為本發明之一實施例的互動式球場系統架構示意圖。FIG. 1 is a schematic diagram of an interactive stadium system architecture according to an embodiment of the present invention.
圖1A是本發明之一實施例的攜帶式動作感測器功能方塊示意圖。FIG. 1A is a functional block diagram of a portable motion sensor according to an embodiment of the present invention.
圖1B是本發明之一實施例的發球機的硬體架構示意圖。FIG. 1B is a schematic diagram of a hardware structure of a ball machine according to an embodiment of the present invention.
圖2是本發明之一實施例的擊球偵測演算法流程示意圖。FIG. 2 is a schematic flowchart of a shot detection algorithm according to an embodiment of the present invention.
圖3是本發明之一實施例的遙控器所執行的動作辨識流程示意圖。FIG. 3 is a schematic diagram of an action recognition process performed by a remote controller according to an embodiment of the present invention.
圖4是本發明之一實施例的發球落點與球種的設定流程示意圖。FIG. 4 is a schematic diagram of a flow chart of setting a service landing point and a ball type according to an embodiment of the present invention.
圖5是本發明之一實施例的多台發球機連線控制流程示意圖。FIG. 5 is a schematic diagram of a connection control flow of multiple ball servers according to an embodiment of the present invention.
圖6是本發明之一實施例的球路預測流程示意圖。FIG. 6 is a schematic flow chart of a ball path prediction according to an embodiment of the present invention.
圖7是本發明之一實施例的使用者位置追蹤流程示意圖。FIG. 7 is a schematic diagram of a user location tracking process according to an embodiment of the present invention.
圖8是本發明之一實施例的球落點位置追蹤流程示意圖。FIG. 8 is a schematic diagram of a process flow of tracking the position of a ball landing point according to an embodiment of the present invention.
100:互動式球場系統100: Interactive pitch system
110:遙控器110: Remote control
120:攜帶式動作感測器120: Portable motion sensor
130A、130B、130C:發球機130A, 130B, 130C: Ball machine
140:影像感測器140: Image sensor
150:WiFi分享器150: WiFi Sharer
Claims (10)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
TW109127614A TWI728895B (en) | 2020-08-13 | 2020-08-13 | Interactive court system |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
TW109127614A TWI728895B (en) | 2020-08-13 | 2020-08-13 | Interactive court system |
Publications (2)
Publication Number | Publication Date |
---|---|
TWI728895B TWI728895B (en) | 2021-05-21 |
TW202207182A true TW202207182A (en) | 2022-02-16 |
Family
ID=77036313
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
TW109127614A TWI728895B (en) | 2020-08-13 | 2020-08-13 | Interactive court system |
Country Status (1)
Country | Link |
---|---|
TW (1) | TWI728895B (en) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
TWI828594B (en) * | 2023-06-08 | 2024-01-01 | 國立陽明交通大學 | System and method for ball launcher calibration |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8882606B2 (en) * | 2010-01-28 | 2014-11-11 | Nike, Inc. | Golf swing data gathering method and system |
TWM407091U (en) * | 2011-01-27 | 2011-07-11 | Univ Ching Yun | Automatic serving device |
US9737261B2 (en) * | 2012-04-13 | 2017-08-22 | Adidas Ag | Wearable athletic activity monitoring systems |
TWI640345B (en) * | 2017-11-16 | 2018-11-11 | 南開科技大學 | Tennis ball delivery system which serves balls based on a prior serving result |
-
2020
- 2020-08-13 TW TW109127614A patent/TWI728895B/en active
Also Published As
Publication number | Publication date |
---|---|
TWI728895B (en) | 2021-05-21 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US11596852B2 (en) | Swing alert system and method | |
US7094164B2 (en) | Trajectory detection and feedback system | |
US9283431B2 (en) | Trajectory detection and feedback system | |
US8419560B2 (en) | System and method for adaptive delivery of game balls based on player-specific performance data analysis | |
US20200368601A1 (en) | Tennis racket sensor system and coaching device | |
JP6366677B2 (en) | Feedback signal from athletic performance image data | |
US9370704B2 (en) | Trajectory detection and feedback system for tennis | |
US20190126120A1 (en) | Tennis training device using virtual targets | |
US20130017871A1 (en) | Game device, game control method and game control program for controlling a golf game | |
CN116234613A (en) | Interactive basketball system | |
KR20170073123A (en) | Apparatus for base-ball practice, sensing device and sensing method used to the same and pitching control method of the same | |
US20230196770A1 (en) | Performance interactive system | |
CA3208256A1 (en) | Training systems and methods | |
TWI728895B (en) | Interactive court system | |
KR101435506B1 (en) | Coaching robot for training trainee to hit object and mehtod for controlling the same | |
US20230218969A1 (en) | Ball machine apparatus gamification | |
KR20230020335A (en) | Method for detecting hitting result of golf ball using ai and virtual golf device using the same | |
KR20180085843A (en) | Swing analyzing device capable of correcting a swing posture and playing a game, and operation method thereof | |
TWI702513B (en) | Virtual reality batting training system and method thereof | |
KR102450445B1 (en) | Indoor screen tennis system and remote game method using the same | |
US20210379446A1 (en) | Automatic ball machine apparatus | |
US20230241455A1 (en) | Training system and method of using same | |
KR20230152516A (en) | Method, system and non-transitory computer-readable recording medium for providing shot information of golf balls | |
Chance | ETETTE |