CN111226087A - Virtual reality archery training system - Google Patents

Virtual reality archery training system Download PDF

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Publication number
CN111226087A
CN111226087A CN201880058920.5A CN201880058920A CN111226087A CN 111226087 A CN111226087 A CN 111226087A CN 201880058920 A CN201880058920 A CN 201880058920A CN 111226087 A CN111226087 A CN 111226087A
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CN
China
Prior art keywords
archery
user
mobile device
arrow
simulated
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN201880058920.5A
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Chinese (zh)
Inventor
马修.艾伦-泰施.佩尔
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Ma XiuAilun TaishiPeier
Original Assignee
Ma XiuAilun TaishiPeier
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Ma XiuAilun TaishiPeier filed Critical Ma XiuAilun TaishiPeier
Publication of CN111226087A publication Critical patent/CN111226087A/en
Pending legal-status Critical Current

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Classifications

    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41GWEAPON SIGHTS; AIMING
    • F41G3/00Aiming or laying means
    • F41G3/26Teaching or practice apparatus for gun-aiming or gun-laying
    • F41G3/2616Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device
    • F41G3/2622Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile
    • F41G3/2655Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile in which the light beam is sent from the weapon to the target
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41BWEAPONS FOR PROJECTING MISSILES WITHOUT USE OF EXPLOSIVE OR COMBUSTIBLE PROPELLANT CHARGE; WEAPONS NOT OTHERWISE PROVIDED FOR
    • F41B5/00Bows; Crossbows
    • F41B5/14Details of bows; Accessories for arc shooting
    • F41B5/1484Bows with special adaptations or devices for special purposes
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41GWEAPON SIGHTS; AIMING
    • F41G3/00Aiming or laying means
    • F41G3/26Teaching or practice apparatus for gun-aiming or gun-laying
    • F41G3/2605Teaching or practice apparatus for gun-aiming or gun-laying using a view recording device cosighted with the gun
    • F41G3/2611Teaching or practice apparatus for gun-aiming or gun-laying using a view recording device cosighted with the gun coacting with a TV-monitor

Abstract

An adjustable archery training bow assembly includes a single resistance element and an adjustment mechanism that is actuatable by a user to vary the level of tension in the resistance element for training purposes. The training bow also includes a mounting bracket for receiving a mobile device that allows a user to practice various augmented reality archery training scenarios. The adjustable archery training bow is used to enhance a user's skills, such as his/her strength, stability, and accuracy, to assist in hitting targets with arrows launched from a real non-training bow.

Description

Virtual reality archery training system
Cross Reference to Related Applications
This application claims priority to U.S. provisional patent application No. 62/556,650 filed on 11/9/2017 and is part of the serial U.S. patent application No. 15/215,289 filed on 20/7/2016, which claims priority to U.S. provisional patent application No. 62/231,889 filed on 20/7/2015, both of which are incorporated by reference and made a part hereof.
Federally sponsored research or development
Is free of
Technical Field
The present disclosure relates to a virtual reality archery training system that includes a training bow, a mobile device having an archery simulation application, a single resistance element, and an adjustable mechanism that is actuatable by a user to selectively vary a level of tension in the resistance element for training purposes.
Background
Archery is a sport that dates back several centuries. Archery exercises, hunting and competitions are spread throughout the world. The technique of the archer is crucial to ensure accuracy, range and consistency in shooting an arrow to a target in terms of balance, stability, tranquility and strength of the archer. These skills may be achieved or enhanced by continuing practice at different weights of the bow. However, this may be difficult in view of time, financial and/or equipment limitations. With respect to this last limitation, no conventional training bow can provide a suitable platform for easily changing the weight without the use of external tools and/or equipment. The fact that the archer needs to obtain a range of bows with correspondingly different pull weight ranges also limits the ability to use multiple pull weights, since most conventional bows have a maximum pull weight range of only 30 pounds. Furthermore, the release of the bow is routinely practiced as a key aspect to ensure accuracy, range and consistency in shooting an arrow to a target. However, practice of releasing a conventional bow can only be achieved by releasing a plurality of real arrows, which requires appropriate facilities. Conventional bows may be damaged by either a free fire or a conventional bow fire without an arrow. Using a training bow that does not emit real arrows, the user will be limited to interacting and aiming with the bow in a similar manner as they would if using a conventional bow. Another disadvantage of existing training arches is that many, if not all, arches lack realism in arch size, shape and weight.
Recently, many virtual reality systems have developed archery games. However, for a number of reasons, these games fail to simulate real-life archery scenes, including the fact that: these systems have wires that limit the movement of the user. In addition, these systems fail to simulate the attributes of the user's arch, including the weight, pull weight, or pull distance of the arch. Furthermore, these systems fail to allow the user to modify the virtual bow to mimic the user's traditional bow capable of launching arrows.
Thus, there remains an unmet need for an archery training bow that can simulate real-life archery scenes to allow the archer to practice so as to improve his/her accuracy, while also managing psychological conditions (e.g., target panic).
Disclosure of Invention
The present disclosure provides a virtual reality archery training system that includes an adjustable archery training bow, a mounting bracket for a mobile device, and a mobile device having an archery application installed thereon.
A mobile device included in a virtual reality archery training system has at least an integrated magnetometer, MEMS gyroscope, and display. The magnetometer is configured to provide an initial reference point for the archery application, while the MEMS gyroscope is configured to inform the archery application how far the mobile device has moved from the initial reference point. The archery application utilizes both the magnetometer and the MEMS gyroscope to present and change graphics on the integrated display in accordance with the movement of the mobile device.
The adjustable archery training bow includes a vibration damper, and the mobile device includes a microphone that records the sound produced by the contact of the resistance member and the ends of the vibration damper when the resistance member is pulled and released. If the generated sound is greater than a predetermined level, the archery application will launch a simulated arrow toward a simulated target within the archery application.
The flight path of the simulated arrow may be displayed on a screen of the mobile device. The flight path may be altered by gravity or wind. After the flight path has been displayed, the impact location of the simulated arrow may be displayed on the mobile device, and the score may be determined for the user based on the extent to which the simulated arrow falls in the vicinity of the simulated target.
The virtual reality archery training system provides simulated real-life archery scenarios, such as olympic target shooting, hunting, strength training, augmented reality archery training scenarios, virtual reality archery challenges, and augmented reality archery challenges.
The virtual reality archery training system can also allow users to input their personal specifications to account for the user's height, their arrow speed, and/or the number of needles contained within their sight.
Other features and advantages of the present disclosure will become apparent from the following description, taken in conjunction with the following drawings.
Drawings
The drawings depict one or more embodiments in accordance with the present teachings, by way of example only, not by way of limitation. In the drawings, like reference numerals designate identical or similar elements.
FIG. 1 illustrates an adjustable archery training bow showing the resistance element of the training bow being pulled out of an initial position by a user, according to an embodiment of the present disclosure.
FIG. 2 is a perspective view of the training bow of FIG. 1 showing a user pulling the resistance element to a pulled out position and directing a laser at a wall-mounted target.
Fig. 3 is a right perspective view of the training bow.
Fig. 4 is a left perspective view of the training bow.
Figure 5 shows the level mounted to a portion of a training bow.
Fig. 6 shows the first housing of the training bow showing the first end of the resistance element secured within the first housing.
Fig. 7 is an exploded view of the second housing and tension adjustment mechanism of the training bow.
FIG. 8 is a cross-sectional view taken along line 8-8 of FIG. 3, showing a tension adjustment mechanism of the training bow.
Fig. 9 is a perspective view of the tension adjustment mechanism and resistance element in a first state.
Fig. 10 is a perspective view of the tension adjustment mechanism and resistance element in a second state.
Fig. 11 is a perspective view of the tension adjustment mechanism and resistance element in a third state.
Fig. 12 is a cross-sectional view of the tension adjustment mechanism and release mechanism in a release position.
FIG. 13 is a cross-sectional view of the tension adjustment mechanism and release mechanism in an engaged position.
FIG. 14 illustrates a virtual reality archery training system showing a mobile device, a mobile device mounting bracket, and a resistance element of a training bow being held in a pulled-out position by a user according to an embodiment of the present disclosure.
Fig. 15 is a front view of the mobile device mount shown in fig. 14.
Fig. 16 is a rear perspective view of the mobile device mount shown in fig. 14.
FIG. 17 is a front view of the mobile device shown in FIG. 14 with the archery application installed and the login screen displayed.
FIG. 18 is a front view of the mobile device shown in FIG. 14 with an archery application installed and showing various simulated real-life archery scenes.
FIG. 19 is a perspective view of the training bow of FIG. 14 showing a user holding the resistance element of the training bow in a pulled out position and the mobile device showing a simulated real life archery scene.
FIG. 20 is an enlarged view of the phone of FIG. 19 with a simulated real-life archery scene active on the mobile device.
FIG. 21 is an enlarged view of the telephone of FIG. 19 showing the position of a simulated arrow hitting a simulated target in a simulated real-life archery scene.
FIG. 22 is an enlarged view of the telephone of FIG. 19 with an alternative embodiment of a simulated real-life archery scene active on the mobile device.
FIG. 23 is an enlarged view of the telephone of FIG. 19 showing the location of a simulated arrow hitting a simulated target in an alternative embodiment of a simulated real life archery scene.
FIG. 24 is an enlarged view of the telephone of FIG. 19 with an alternative embodiment of a simulated real-life archery scene active on the mobile device.
Detailed Description
While this disclosure includes many details and embodiments in many different forms, there is shown in the drawings and will herein be described in detail specific embodiments, with the understanding that the present disclosure is to be considered as an exemplification of the principles of the disclosed methods and systems and is not intended to limit the broad aspect of the disclosed concepts to the embodiments illustrated.
The present disclosure relates to a virtual reality archery training system 280 that includes an archery training bow 10, a mobile device mounting rack 252, and a mobile device 254 having an archery application 256 installed thereon. Archery training bow 10 includes a single resistance element 18 and an adjustment mechanism 170 that can be actuated by user 14 to vary the level of tension in resistance element 18 for training purposes. Virtual reality archery training system 280 is used to enhance a user's skills, such as his/her strength, stability, and accuracy in targeting an arrow launched from a real non-training bow. Additionally, the virtual reality archery training system 280 simulates a real-life scenario that a archer may face during the completion of a hunting or hunting session. Exercising in these scenarios may allow the user to reduce target panic and improve performance.
As shown in fig. 1 and 2, the training bow 10 includes a resistance element 18 and a body 30 including a first limb 34 and a second limb 38. In the embodiment shown in the figures, the element 18 is configured as a flexible band or rubber tube extending between the first end 42 of the first limb 34 and the second end 46 of the second limb 38. The body 30 also includes an integral grip 50 formed in the second bow arm 38 in which the user 14 places his hand to grasp the training bow 10. The body 30 includes one or more apertures 54 formed adjacent to the corners 56. In FIG. 1, the user 14 has begun to pull the resistance element 18 from the initial or first position 22. FIG. 2 shows the user 14 further pulling the resistance element 18 to a second or pulled-out position 26, wherein the tension of the resistance element 18 is increased as compared to the first position due to the change in its geometry.
The training bow 10 also includes a vibration damper 58 that extends laterally and rearward from the body 30 (preferably from a position above the grip 50). The vibration damper 58 terminates in a damper end 62, the rearward facing surface of which may be concave in shape. When the user 14 pulls and releases the resistance element 18, the released resistance element 18 contacts the damper end 62 and reduces the vibration and energy from the released resistance element 18 by contacting the damper end 62.
The body 30 may also include a level 66, as best shown in fig. 2 and 5. The level 66 indicates the orientation of the bow 10 relative to the user 14 about an axis or surface (e.g., the ground). Thus, the user 14 can quickly and easily determine the orientation of the bow 10 about an axis, which may be an axis coincident with or substantially parallel to the laser beam 86 described below. The level 66 may be a mechanical level that includes a bubble 70 within a fluid 74 in the marker tube. The instant position of the bubble 70 within the fluid 74 provides the user 14 with a simple and reliable indication of orientation for the bow 10.
The body 30 of the training bow 10 also includes a laser sight 78. The laser sight 78 is mounted to the body 30 through a laser port 82. As shown in fig. 2, the laser sight 78 generates a laser beam 86 that originates at the laser sight 78 and propagates to a target 90. Upon reaching target 90, laser beam 86 produces a visible laser spot 94 on target 90. By observing the laser beam 86 and/or laser spot 94, the user 14 can monitor stability and consistency while using the training bow 10, i.e., pulling and releasing the resistance element 18. The body 30 may also include one or more attachment ports 95. One or more of the attachment ports 95 may be stabilizer bar ports 98 and may be used to mount stabilizer bars (not shown). The stabilizer bar port 98 allows the user 14 to attach a conventional bow stabilizer bar to adjust the weight and forward balance of the adjustable archery training bow 10 based on the user's 14 preferences, thereby allowing the user 14 to simulate the feel of a conventional bow they use to launch real arrows.
The first end 42 of the body 30 includes a first housing 100 that receives and secures a first end 104 of the resistance element 18, as shown in FIG. 6. The first housing 100 includes a sidewall 103 that extends along a substantial extent of the perimeter of the housing 100 while exposing a gap that allows for receipt of the resistance element 18, as discussed below. The first housing cover 112 is removably attached to the first housing 100 to define the first housing cavity 108. First housing fasteners 116, such as pins or threaded screws, extend from an inner surface of first housing cover 112 and are received by receptacles 120 formed in first inner retention body 105 of first housing 100, wherein cover 112 is removably connected to housing 100. The first housing 100 also includes a second inner retainer 107 cooperatively positioned with the first inner retainer 105 to define a retention passage 128 extending inwardly from the perimeter of the first housing 100. The removable connection between the first housing cover 112 and the first housing 100 allows the user 14 to access the first housing cavity 108 to service or replace the resistance element 18 and/or the first end 104 of the element 18.
The first end 104 of the resistance element may include a first fixation element 124, such as a ball, ball bearing, rod, and pin, located within the first end 104. Alternatively, the first end 104 may be tied in a knot to define the fixation element 124. The first fixation element 124 is securely attached to the first end 104 of the resistance element by various mechanical means including crimping, adhesives, or other techniques. A portion of the resistance element first end 104 extends through the retaining channel 128 and to a first receptacle 132 that securely retains the first securing element 124 and the adjacent extent of the resistance element first end 104, thereby securing the first end 104 of the resistance element 18 to the first end 42. The second end 46 of the body 30 includes a second housing 136 that adjustably secures a second end 152 of the resistance element 18, as shown in fig. 7-13. The second housing 136 includes a circular sidewall 138 that mates with a second housing cover 140 to cooperatively form a second housing cavity 144. The second housing cover 140 is rotatably connected to the second housing 136 by various mechanical arrangements and as discussed below. Similar to the first fixation element 124, the second fixation element 148 is securely attached to the second end 152 of the resistance element. The second securing element 148 may be a ball or ball bearing that is enclosed within or retained by the second end 152 of the resistance element by various mechanical means including crimping, adhesives, or other attachment techniques. The second end of the resistance element 152 extends through a second channel 156 formed in a boss 158 extending from the inner surface of the second cover 140 and to a second receptacle 160 in the boss 158. The second socket 160 securely retains the adjacent extent of the second securing element 148 and the second end 152 of the resistance element, thereby securing the second end of the resistance element 152 to the second housing cover 140. Thus, since the second housing cover 140 is rotatably connected to the second housing 136, the second end of the resistance element 152 is also rotatably connected to the second housing 136. In addition, the second end of the resistance element 152 is also rotatably connected to the second end 46 of the bow 10.
As best shown in fig. 7 and 8, the second end 46 includes a tension adjustment mechanism 170 configured to vary the tension of the resistance element 18 between its first and second ends 104, 152. In one embodiment, the user 14 may vary the tension of the resistance element 18 by manipulating the adjustable tension mechanism 170. In particular, the user 14 may vary the tension of the resistance element 18 by grasping a handle 164 formed on an outer surface of the second housing cover 140 and rotating the second housing cover 140 relative to the second housing 136.
Referring to fig. 7-13, the adjustment mechanism 170 includes a cover plate 174, a bolt 178, a washer 182, a ratchet wheel 186, and a means 200 for limiting undesired rotation. The rotation limiting device 200 is configured as a ring 202, washer or shim. The bolt 178 extends through a washer 182 and a second housing aperture 184 and is threaded to a ratchet 186 positioned within the second housing 136. Referring to fig. 8, the bolt 178 is threadably attached to a nut 185 embedded in a ratchet wheel 186. The ratchet wheel 186 includes a plurality of teeth 190 disposed along an outer periphery of the ratchet wheel 186. A fastener 194, such as a screw or pin, extends through the wheel aperture 196 and attaches to the second housing cover 140 via the boss 158 such that the ratchet wheel 186 rotates with the second housing cover 140 when actuated by the user 14. In addition, the securement of the ratchet 186 with the boss 158 helps secure the second securing element 148 and the second end 152 of the resistance element within the second socket 160. The ring 202 is disposed within a circumferential track 204 formed in the inner wall of the second housing 136. The ring 202 is a relatively thin metal object having a wavy, non-planar configuration. The ring 202 is further disposed between the second housing 136 and the ratchet wheel 186, whereby the ring 202 serves to frictionally restrict rotation between the second housing 136 and the second housing cover 140 by exerting a frictional force on the ratchet wheel 186 and/or the second housing 136.
The adjustment mechanism 170 further includes a release mechanism 208 positioned adjacent the second housing 136 in the neck region 47 of the second end 46 of the body 30. The adjustment mechanism 170 includes an actuator 212, a pawl 216, a range of coil springs 220 that receive the actuator 212, and a coil spring 224 that resides substantially within the pawl 216. The pawl 216 is movable between an engaged position P1 (see fig. 12) and a released position P2 (see fig. 13) that urges the tip 218 of the pawl 216 into engagement with the teeth 190 of the ratchet wheel 186. When the pawl 216 is in the engaged position P1, as shown in fig. 12, the ratchet wheel 186 can rotate in one direction (e.g., counterclockwise) but cannot rotate in the other direction (e.g., clockwise). This rotational aspect corresponds to ratchet wheel 186 being rotatable in a direction that increases tension in resistance element 18 and not rotatable in a direction that decreases tension in resistance element 18. When the pawl 216 is in the release position P2, as shown in fig. 13, the ratchet wheel 186 can rotate in two directions (e.g., counterclockwise and clockwise). The actuator 212, which is configured as a push button, is biased away from the pawl 216 by the spring 220, and the pawl 216 is biased toward the ratchet 186 and the engaged position P1 by the pawl spring 224 residing within a cavity 226 formed in the neck region 47 of the second end 46. In operation, the user 14 presses the actuator 212 inward and toward the pawl 216 in the direction indicated by the arrow in FIG. 13. The actuator 212 acts on the angled surface 228 of the pawl 216 to move the pawl 216 to the release position. The release mechanism 208 and its components are secured and housed in the second end 46 by a release cover 232. When the user 14 removes pressure from the actuator 212, the actuator 212 moves away from the pawl 216, and the pawl 216 moves toward and into contact with the ratchet wheel 186, and the adjustment mechanism 170 returns to the engaged position P1 of fig. 12.
Fig. 9-11 illustrate embodiments of the tension adjustment mechanism 170 and the first, second, and third states of the resistance element 18, respectively, with emphasis on the second end 152 of the resistance element 18. The various conditions affect the pull weight of the element 18, which is a measure of the force required to pull the element 18 from the initial position (see FIG. 1) to the pulled out position P2 (see FIG. 2). Fig. 9 shows the adjustment mechanism 170 and the resistance element 18 in a first tension state S1. Fig. 10 shows the adjustment mechanism 170 and resistance element 18 in the second tension state S2, which places the element 18 in greater tension than the first tension state S1. Additionally, the pull weight of the resistance element 18 in the second state S2 is greater than the pull weight of the resistance element 18 in the first state S1. In addition, the cross-sectional area A2 and cross-sectional diameter D2 of the resistance element 18 in the second state S2 are less than the cross-sectional area A1 and cross-sectional diameter D1 of the resistance element 18 in the first state S1. The user 14 may grasp and actuate the handle 164 to rotate the second housing cover 140 relative to the second housing 136, which selectively increases the tension and the pull weight of the resistance element 18. Actuating the handle 164 in a clockwise direction gradually wraps the second end of the resistance element 152 around the second ball socket 160 and boss 158 of the second housing cover 140 and within the second housing cavity 144, thereby increasing the tension between the opposite ends of the element 18 and its tare. The user 14 rotates the handle 164 in a clockwise direction as shown by the arrow in FIG. 10 to increase the tension of the resistance element 18 and move from the first state S1 to the second state S2.
FIG. 10 shows the resistance element 18 and adjustment mechanism 170 in a third tension state S3, which is selectively reached by the user 14 by further actuation of the handle 164. In the third state S3, the element 18 is under a greater tension than in the first or second states S1, S2. Moreover, the resistance element 18 has a greater pull weight in the third state S3 than in the first or second states S1, S2. In addition, the cross-sectional area A3 and the cross-sectional diameter D3 of the resistance element 18 in the third state are less than the cross-sectional areas A1 and A2 and the cross-sectional diameters D1 and D2 of the resistance element 18. Thus, the cross-sectional area A and cross-sectional diameter D of resistance element 18 are inversely proportional to the tension of resistance element 18. As the tension of the resistance element 18 increases, the cross-sectional area and diameter decrease, and as the tension of the resistance element 18 decreases, the cross-sectional area and diameter increase.
The user 14 may grasp and actuate the handle 164 to rotate the second housing cover 140 relative to the second housing 136 in the manner described above. Further actuation of the handle 164 in the clockwise direction progressively wraps the second end of the resistance element 152 around the second ball socket 160 and boss 158 of the second housing cover 140 and within the second housing cavity 144, thereby further increasing the tension between the opposing ends of the element 18 and the pull-weight thereof. The user 14 rotates the handle 164 in a clockwise direction as shown by the arrow in FIG. 11 to increase the tension of the resistance element 18 and move from the second state S2 to the third state S3.
As explained above, the user 14 may actuate the knob 164 of the adjustment mechanism 170 to move the resistance element 18 from the first state S1 to the second state S2 to the third state S3 regardless of the relative positions of the pawl 216 and the ratchet wheel 186. However, the engagement between the pawl 216 and the teeth 190 of the ratchet wheel 186 prevents the tension in the resistance element 18 from being reduced and prevents movement from the third state S3 to the second state S2 or the first state S1. To reduce the tension in resistance element 18 and move from the third state S3 to the second state S2 or the first state S1, user 14 depresses actuator 212 to move pawl 216 to the release position P2 (see fig. 13) and turns handle 164 in a counterclockwise direction, thereby rotating second housing cover 140 relative to second housing 136. This rotation causes a range of the second end of the resistance element 152 to gradually unwind or unwind from the second ball socket 160 and boss 158 of the second housing cover 140, thereby reducing the tension in the resistance element 18.
As part of the process of reducing the tension, when the user 14 wants to reduce the tension in the resistance element 18 and depress the actuator 212 to move the pawl 216 to the release position P2, the ring 202 prevents the second end of the resistance element 152 from unwinding rapidly from the boss 158 by exerting an internal holding force on the ratchet wheel 186 that is overcome only by the user 14 physically actuating the handle 164. In this manner, the rotation limiting device 200, such as the ring 202, frictionally reduces the relative rotational speed of the ratchet wheel 186. Thus, until the user 14 depresses the actuator 212 and physically actuates the handle 164, the ring 202 prevents undesired rotation of the ratchet wheel 186, which could result in rapid unwinding of the second end 152 and reduced tension of the resistance element 18. Alternatively, the rotation limiting device 200 including the ring 202 may be configured to exert a small internal holding force on the ratchet wheel 186 when the user 14 depresses the actuator 212, whereby the wheel 186 rotates slowly and the second end 152 unwinds slowly from the boss 158 in a steady controlled manner that does not require physical actuation of the handle 164. In this configuration, actuation of handle 164 by user 14 may increase the speed at which second end 152 unwinds and decrease the tension of resistance element 18.
It is also contemplated that the resistance element 18 may be replaced by removing elements of the adjustable tension mechanism 170 and the first housing cover 112 for maintenance or for installing resistance elements 18 having different mechanical properties or dimensions (e.g., replacing the first element 18 with a thicker second element 18 to provide greater pull weight). Additionally, in a non-limiting embodiment, the tension or resistance of the resistance element 18 may be adjusted between 10 pounds and 70 pounds by the user 14 via the adjustable tension mechanism 170. As described above, the elements and components of the adjustable archery training bow 10 can be formed from a variety of materials, including metals, alloys, polymers, ceramics, and composite materials, including plastics and carbon fiber reinforced polymers.
Fig. 14-24 relate to a virtual reality archery training system 248 that includes archery training bow 10, a mobile device mounting bracket 252, a mobile device 254, and an archery application or "app" 256. In particular, the mobile device mounting bracket 252 enables the user 14 to mount the mobile device 254 to the archery training bow 10. The installed mobile device 254 operates with an archery application or "app" 256 to simulate real-life archery scenes, such as hunting and/or olympic target shots.
The body 30 of the archery training bow 10 includes one or more attachment ports 95, wherein one of the attachment ports 95 is a mounting port 250. Here, the mounting port 250 includes a threaded receiver (not shown) and a protrusion 286. The threaded receiver accommodates a range of bolts 288 for releasably coupling the mobile device mounting bracket 252 to the body 30. It should be understood that other types of mechanical couplings may be used in place of threaded connectors, such as pin and socket connectors, quarter-turn connectors, bayonet connectors, and the like. The protrusion 286 helps ensure that the mobile device mounting bracket 252 is positioned parallel to the body 30, which in turn ensures that the mobile device 254 can accurately position the sight 258 relative to the body 30. The mounting port 250 is positioned between the first end 42 of the bow 10 and the grip 50. This location places the mobile device 254 in a position where a conventional bow sight is located on a conventional bow, which allows the mobile device 254 to simulate the view that the user 14 can see through a conventional bow sight by installing and using an archery application 256.
Fig. 14-16 and 19 show the mobile device mounting bracket 252. The mounting bracket 252 is configured to engage and grip the perimeter, i.e., corner, of the mobile device 254. The mobile device mounting bracket 252 includes a mounting arm 300 and a mobile device mount 302. The mounting arm 300 has a first side 304 that faces the user 14 when the mounting arm 300 is attached to the bow 10, and a second side 306 disposed opposite the first side 304. The mounting arm 300 also has three connection portions: a lower portion 308, a middle portion 310, and an upper portion 312. The second side 306 of the lower portion 308 is configured to couple to the mounting port 250. In some embodiments, the lower portion 308 may include a range of recesses that receive the protrusions 286. This arrangement helps to ensure that the mounting arm 300 is parallel to the main body 30. Moreover, the lower portion 308 and the upper portion 312 are substantially parallel to each other, while the middle portion 310 is inclined as compared to the lower portion 308 and the upper portion 312. This configuration helps to ensure that the mobile device mounting bracket 252 does not interfere with or contact other parts of the level 66 or body 30.
The mounting arm 300 is coupled to the mobile device bracket 302 by bolts/nuts. Specifically, the head of the bolt is disposed within the mobile device bracket 302, while the body of the bolt is configured to extend through a hole (not shown) formed in the mobile device bracket 302 and through a slot 313 formed in the upper portion 312 of the mounting arm 302. The nut is configured to engage the body of the bolt adjacent the second side 306 of the mounting arm 300. Knob 316 surrounds the nut to enable user 14 to more easily tighten or loosen the nut. This configuration allows the user 14 to change the vertical positioning of the mobile device 254 relative to the body 30. For example, the user 14 may wish to raise the position of the mobile device 254. To do so, the user 14 loosens the nut by turning the knob 316 in a counterclockwise direction to release the pressure on the mounting arm 300. Once the pressure has been released, the user 14 can slide the mobile device mount 302 upward relative to the mounting arm 300. Once the mobile device bracket 302 is in the desired position, the user 14 turns the knob 316 in a clockwise direction to tighten the nut against the mounting arm 300. During this process, the two recesses 314 act in conjunction with two protrusions (not shown) extending from the mobile device mount 302 to help ensure that the mobile device mount 302 remains at the same relative angle (e.g., 45 °) with respect to the mounting arm 300. It should be understood that other coupling methods may be used in place of the bolt/nut, such as quarter turn connectors or other types of coupling devices.
The mobile device holder 302 comprises two elongated rectangular bodies, wherein each elongated body comprises a protrusion 318 designed to engage and grip the perimeter, i.e. corners, of the mobile device 254. In particular, the protrusion 318 includes a recessed region (not shown) that accommodates a range of the mobile device 254. Thus, as shown in fig. 15 and 19, a portion of the protrusion 319 is located above the front edge of the moving device 254. Here, the first elongated rectangular body 320 is configured to be disposed within the second elongated rectangular body 322 and coupled to each other by an internal spring (not shown) and a bolt/nut 324. To remove a range of the first elongated body 320 from the second elongated body 322, the user 14 must pull the first elongated body 320 away from the second elongated body 322 with sufficient force to overcome the inward biasing force exerted by the internal spring. Once user 14 has removed a range of first elongate body 320 from second elongate body 322, user 14 may place mobile device 254 between protrusions 318. After mobile device 254 is in place, user 14 may release first elongate body 320 from second elongate body 322. Once released, the mobile device 254 will be secured to the mobile device mounting bracket 252 by the tension provided by the internal spring. To ensure that the mobile device 254 is secured, the first and second elongated bodies 320, 322 are held in place with bolts/nuts 324. It should be appreciated that the mobile device mounting bracket 252 is made of injection molded plastic and the foam cushioning element 326 may be placed in a position where the mobile device mounting bracket 252 may make contact with the mobile device 254.
The design of this mounting bracket 252 ensures that it can mount different sizes of mobile devices 254 to the main body 30. For example, the mounting frame 252 may receive a mobile device 254 measuring 4.75 inches to 8 inches diagonally. It should be understood that most cellular capable mobile devices today are within this range (e.g., iPhone 7 is about 5.75 inches, Galaxy S8+ is about 7 inches). It should be appreciated that the mounting frame 252 may be configured to accommodate smaller (e.g., 4 inches) or larger devices (e.g., 12 inches) of mobile equipment. In alternative embodiments, the mobile device mounting bracket 252 may incorporate different mounts, such as suction cups, straps, or other mechanical coupling schemes to secure the mobile device 254 to the bow 10.
To use archery application 256, user 14 first obtains mobile device 254 having MEMS gyroscope, microphone, and display 255. These features are commonly found in today's phones, such as Apple iPhone5 or Samsung Galaxy 5. It should be appreciated that other electronic devices having a display 255 and similar sensors may be used in place of a telephone, such as a tablet computer. Further, it should be understood that the mobile device 254 or other electronic device may have additional sensors or modules that may include speakers, magnetometers, accelerometers, proximity sensors, barometers, ambient light sensors, point projectors, LiDAR sensors, cameras (e.g., rear-facing cameras, front-facing cameras, and/or infrared cameras), wireless modules (e.g., cellular, Wi-Fi, bluetooth, WiMAX, HomeRF, Z-Wave, Zigbee, direct, RFID, NFC, etc.), or location sensors (e.g., global positioning system ("GPS"), GLONASS, galileo, QZSS, iBeacon, etc.). These additional sensors and/or modules may be used in alternative embodiments discussed below.
Once the user 14 obtains the mobile device 254, the user 14 installs the archery application 256. This is typically done by downloading and installing archery application 256 from an application Store such as apple Inc. App Store or Google Play. It should be appreciated that user 14 may download archery application 256 onto telephone 254 from another location, such as a local computer or another network-based server. In an alternative embodiment, the virtual reality archery training system 248 can include a mobile device 254 that has an archery application 256 pre-installed.
After downloading, installing, and running archery application 256, user 14 may first encounter login page 350, as shown in FIG. 17. Here, the login page 350 may allow the user 14 to create an account 352. If the option to create account 352 is selected, archery application 256 will take user 14 to another screen, which will request user 14 to enter information about them (e.g., name, screen name, password, etc.). Instead of the user 14 entering information to create an account, the archery application 256 can generate an account for the user 14 based on information extracted from the user's Facebook profile 354. Regardless of which method the user 14 selects to generate the account, the user 14 will be prompted to log 356 to access features in the archery application 256. This enables archery application 256 to track user settings and game progress. For example, archery application 256 may track: (1) high score, (2) purchase, (3) equipment upgrade, and/or (4) user settings (e.g., user's height 14, arrow speed, or sight settings). In an alternative embodiment, archery application 256 may allow user 14 to access features within archery application 256 using a guest account. In another embodiment, user 14 may not be required to create an account to access features within archery application 256. However, it should be understood that if a guest account is used or no account is used, only a subset of the archery application features may be available to the user 14.
The user's account may also allow the user 14 to access social media or online community portions of the archery application 256. Such social media or online communities enable similar account holders to discuss upcoming training challenges or hunting games on the message board, or to publish their newly captured high-score pictures. Such an online community may include some or all of the following features: (1) message board/news delivery, (2) dating, (3) profile space, (4) schedule of past events for the user, (5) ability to like or respond to user posts, (6) comment on user posts, (7) send messages, (8) create private messaging groups, (9) calendar events, (10) share physical location of the user, (11) share photos or videos and/or (12) status updates. In addition, the online community may also include other well-known features used on other social media websites, such as Facebook, Twitter, MySpace, Orkut, Hi5, Mixi, QZone, Renren, Frindster, and the like.
After the archery application 256 is downloaded, installed, run, and the user 14 has logged 356, the user 14 is prompted to enter their personal specifications. In particular, the user 14 may be required to input their height. The height range accepted by archery application 256 may be between 2 and 8 feet. If user 14 attempts to input a height outside of this range, archery application 256 will perform either: (1) provide a warning message to the user 14 that the height is out of range, or (2) provide an error message to the user 14 requesting that the user 14 enter a height that is within range. Archery application 256 utilizes the height of user 14 to adjust the height of simulated target 276 displayed within application 256.
In addition, the user 14 may be asked to enter their arrow speed. The arrow speed accepted by archery application 256 may be between 50 and 500 feet per second. If the user 14 attempts to enter an arrow speed outside of this range, the archery application 256 will perform either: (1) provide a warning message to the user 14 that the arrow speed is out of range, or (2) provide an error message to the user 14 requesting the user 14 to enter an arrow speed that is within range. Archery application 256 utilizes the arrow speed of user 14 to adjust the flight path of simulated arrow 282 within application 256. This helps make archery application 256 more approximate the use of a traditional bow to shoot an arrow.
In addition, the user 14 may be required to set their bow sight 258. The number of needles 264 that a user 14 may include in his bow sight 258 may be between 1 and 10 needles 264. If the user 14 attempts to input a plurality of needles 264 outside of this range, the archery application 256 will perform either: (1) provide a warning message to the user 14 that the needle count is out of range, or (2) provide an error message to the user 14 requesting the user 14 to enter a needle count that is within range. Once the user 14 has entered the number of needles 264, the user 14 is prompted to enter a distance corresponding to each needle 264. For example, if the user 14 wishes to set the bow sight 258 with three needles 264, the user 14 may set a first needle at 20 feet, a second needle at 30 feet, and a third needle at 40 feet. This helps to make archery application 256 more approximate the traditional bow sight of user 14.
Alternatively, archery application 256 may allow user 14 to enter only a subset of personal specifications (e.g., height, arrow speed, or needle contained within the user's sight). For example, archery application 256 may only allow user 14 to input their height, rather than their arrow speed or needle 264 contained within sight 258. In this case, archery application 256 may set a predetermined arrow speed and a predetermined number of aiming pins 264. The predetermined arrow speed is preferably set between 235 and 335 feet per second, more preferably between 260 and 310 feet per second, and most preferably between 275 and 295 feet per second. The predetermined number of aiming pins 264 is preferably disposed between 1 and 6 pins 264, more preferably between 1 and 4 pins 264, and most preferably between 1 and 3 pins 264. Additionally, archery application 256 may allow user 14 to purchase or earn the ability to enter additional personal specifications. For example, the user 14 may be able to enter their arrow speed after completing a predetermined number of challenges.
In another embodiment, archery application 256 may not allow user 14 to enter any personal specifications. In this embodiment, archery application 256 can set a predetermined arrow speed as discussed above, a predetermined number of aiming pins 264 as discussed above, and a predetermined height for user 14. Specifically, the predetermined height of the user 14 is preferably set between 5.25 feet and 6.75 feet, more preferably between 5.5 feet and 6.50 feet, and most preferably between 5.75 feet and 6.25 feet.
After downloading, installing, and running the archery application 256, the user 14 logs 356, and the user 14 enters their personal specifications, the user 14 may log 367 that prompts the user 14 to select the archery training scenario TS. For example, available archery training scenarios TS may include a hunting scenario 370 or an Olympic target shot 372, as shown in FIG. 18. It should be appreciated that other archery training scenarios are also available in the archery application (e.g., strength training scenarios, skill shooting scenarios, augmented reality archery training scenarios, augmented reality archery challenges, virtual reality archery challenges, or coach scenarios). Additionally, to display the various available archery training scenarios, page 367 also displays the amount of money that user 14 uses in his account to purchase game upgrades 374, as well as the number of arrows 368 that user 14 has.
In addition, page 367 includes links to store 378, user account 380, and user profile 382. After selecting store link 378, user 14 may purchase additional arrows or other upgrades (e.g., no advertisements, high performance bows, or special arrows). Conversely, if user 14 selects user account link 380, user 14 may view their account settings (e.g., screen name, most played level, and their high score). Alternatively, if the user 14 selects the user's personal specification link 382, the user 14 may view or change their personal specification, which may include height, arrow speed, and/or number of aiming pins 264.
After selecting archery training scene TS, archery application 256 loads the appropriate graphics onto screen 255 of mobile device 254. Fig. 19-21 show examples of graphics that may be loaded on the screen 255 for an olympic target firing scenario 372. In particular, the displayed graphics simulate the image that the user 14 would see in the range of an arrow with a conventional bow capable of launching an arrow toward the target. First, the field of view 260 of the bow-arrow is defined by using different colors to distinguish between content contained within the sight 258 and content contained outside or beyond the sight 258 in a wider field of view 260. Second, a distance point or needle 264 may be displayed in the sight 258. Third, the archery application 256 displays session performance metrics including the number of arrows 268 remaining for the user 14 and the number of points 270 that the user 14 has accumulated. Fourth, the archery application 256 displays the distance 284 to the simulated target 276. Finally, there is a link or button 278 that returns to the main menu. It should be understood that more or less information may be displayed on the screen 255. For example, additional information that may be displayed includes: (1) links or buttons for selecting different types of arrows, (2) current turn level, (3) turn difficulty, (4) timer, (5) scores of other users, (6) heart rate of user 14, etc.
After the graphics are loaded, the user 14 may aim the bow 10 in different directions to search for simulated targets 276. Since the mobile device 254 is mounted to the archery training bow 10, the angle and direction of the mobile device 254 will approximate the angle and direction of the bow 10. Thus, when the user 14 moves the bow 10 to find the simulated target 276, the mobile device 254 senses the movement and updates the graphics on the screen 255. In other words, the archery application 256 creates a virtual reality training environment by simulating what the user 14 would see when attempting to obtain a target at actual range with a bow capable of shooting an arrow.
Specifically, the process of loading and updating graphics on the mobile device 254 is described by the following process. First, the mobile device 254 uses its internal magnetometer to determine an initial reference point for the mobile device 254, including direction and pitch. Archery application 256 utilizes this initial reference point in conjunction with the height of the user to determine where to place simulation target 276. Here, the simulated target 276 is laterally offset from the initial reference point by approximately 40 degrees and is generated at the same vertical elevation as the mobile device 254.
Once the initial reference point is determined, archery application 256 utilizes the MEMS gyroscope to update the graphics displayed on screen 255. In particular, the MEMS gyroscope measures the amount of change between an initial reference point and the current orientation (e.g., orientation and pitch) of the mobile device 254. The variance is then received and analyzed by archery application 256. In response, the graphics presented on screen 255 in archery application 256 move by this amount of change. For example, if the user 14 moves the mobile device 254 40 degrees to the left and decreases pitch by 5 degrees, the graphics rendered by the archery application 256 that are within the virtual target range are 40 degrees to the left and decrease pitch by 5 degrees.
In an alternative embodiment, archery application 256 may determine the orientation and pitch of the mobile device using only magnetometers, without using MEMS gyroscopes. Instead of determining an initial reference point and then calculating the amount of change between the reference point and the current location, the mobile device 254 may simply query the magnetometer for the orientation and pitch of the mobile device during each frame. This embodiment may be preferred if the mobile device 254 does not have a MEMS gyroscope or other similar sensor. In other embodiments, archery application 256 may use both magnetometers and MEMS gyroscopes at the same time to further refine the determination of the location of the mobile device in physical space. Finally, in other embodiments, archery application 256 may also utilize accelerometers and/or barometers in conjunction with magnetometers and/or MEMS gyroscopes to further refine the determination of the location of the mobile device in physical space. A more accurate physical location will allow graphics to be rendered more accurately in virtual space.
Once the user 14 has acquired and locked the simulated target 276 (i.e., the simulated target 276 shown in fig. 19-24), the user 14 pulls the resistance element 18 rearward and aims the simulated target 276 by placing the aiming pin 264 over the simulated target 276. The user 14 then waits for an optimal time to release the resistance element 18, which may be predetermined by the application 256 or may be a function of the presence of the simulated target 276 in the sight 258. Once this optimal time is reached, the user 14 releases the resistance element 18 by removing the user's finger from the resistance element 18 or by using the release aid 280. The resistance element 18 will then come into contact with the damper end 62, which in turn generates sound. The sound is recorded by a microphone integrated into the mobile device 254. If the level of this sound exceeds a predetermined level, simulated arrow 282 is launched in archery application 256. If the level of this sound does not exceed the predetermined level, simulated arrow 282 will not be launched in archery application 256. In other words, similar to launching an arrow by releasing the bowstring on a conventional bow arrow, simulated arrow 282 is launched in archery application 256 when resistance element 18 is released. Also, similar to the manner in which an arrow would not be launched from a conventional bow if the bowstring were not pulled back to some extent, the simulated arrow 282 would not be launched in the archery application 256 unless the resistance element 18 was pulled back far enough to produce a sound greater than a predetermined threshold (i.e., contact of the resistance element 18 with the damper 62).
The predetermined sound level is preferably above 50% of the maximum volume that the microphone can record, more preferably above 80% of the maximum volume that the microphone can record, and most preferably above 90% of the maximum volume that the microphone can record. These sound levels help ensure that background or ambient noise does not cause the launch of simulated arrow 282 without releasing resistance element 18. In other embodiments, the predetermined sound level is preferably higher than 61dB, more preferably higher than 76dB, and most preferably higher than 85 dB. It should be understood that other sound levels may be used.
The sound produced by the contact of the resistance element 18 with the damper 62 may not have a unique sound profile. If this is the case, simulated arrow 282 is launched in archery application 256 based solely on the sound level produced by the contact of resistance element 18 and damper 62. In other embodiments, the contact of the resistance element 18 with the damper 62 may have a unique sound profile. For example, the sound profile may be equivalent to a particular note (e.g., C, D, E, F, G, A, B). In this embodiment, the sound profile along with the sound level may be used to determine whether simulated arrow 282 should be launched within archery application 256. Instead of using both the sound level and the sound profile at the same time, in an alternative embodiment only the sound profile may be used.
In another embodiment, different sensors contained within the mobile device 254 can be used to determine when to fire the simulated arrow 282. Instead of using a microphone, the mobile device 254 may use an accelerometer to measure vibrations caused by contact between the resistance element 18 and the damper 62. If the vibration level exceeds a predetermined level, simulated arrow 282 will be launched in archery application 256. If the vibration level does not exceed the predetermined level, simulated arrow 282 will not be launched in archery application 256. Alternatively, the mobile device 254 may use a barometer to measure the pressure caused by contact between the resistance element 18 and the damper 62. If the pressure level exceeds a predetermined level, simulated arrow 282 will be launched in archery application 256. If the pressure level does not exceed the predetermined level, simulated arrow 282 will not be launched in archery application 256. In another embodiment, either: the emissions of simulated arrow 282 may be determined using (1) a LiDAR sensor, (2) a forward-facing camera, or (3) a forward-facing infrared camera. In particular, these sensors may detect rapid movement of resistance element 18 toward bow 10, which will result in simulated arrow 282 being launched within archery application 256. It should be appreciated that any combination of these sensors may be used to determine when to fire simulated arrow 282.
As discussed above, the archery application 256 can set a predefined arrow speed, or can allow the user 14 to input their arrow speed. In certain embodiments, the virtual reality archery training system 248 can fire the simulated arrow 282 at a predetermined speed regardless of how much force is generated above a predetermined threshold. For example, the simulated arrow 282 will fly at the same speed whenever the sound produced by contact between the resistance element 18 and the damper end 62 is above a predetermined threshold (e.g., 90% of the maximum volume that the microphone can record), regardless of whether there is 10 pounds of force on the resistance member or 70 pounds of force on the resistance member.
In contrast, other embodiments of the virtual reality archery training system 248 can adjust the arrow speed according to the forces generated above a predetermined threshold. For example, a full pull-away resistance member 18 set at 30 pounds may fire simulated arrow 282 at a rate of 300 feet per second. At the same time, a safety pull-off resistance member 18 set at 70 pounds may fire simulated arrow 282 at a rate of 500 feet per second. Or in another example, a full pull-away resistance member 18 set at 35 pounds may fire simulated arrow 282 at a rate of 300 feet per second. At the same time, a half pull-away resistance member 18 set at 70 pounds may fire simulated arrow 282 at a rate of 300 feet per second. However, it should be understood that a predetermined threshold must be met before launching the simulated arrow 282. This will help ensure that user 14 intends to launch simulated arrow 282.
The present embodiment calculates arrow speed by analyzing the sound produced by the contact between the resistance element 18 and the damper end 62. First, archery application 256 determines whether the sound is greater than a predetermined threshold (e.g., 75% of the maximum volume of the microphone), as discussed above. If not, simulated arrow 282 is not fired. If greater than the predetermined threshold, archery application 256 calculates the arrow speed based on the noise level. For example, if the sound is 75% of maximum volume, the velocity of simulated arrow 282 is calculated as 300 feet per second. However, if the sound is 95% of maximum volume, the arrow speed is calculated as 380 feet per second.
In other embodiments, arrow speed may be adjusted based on the vibration level measured by the accelerometer, which is caused by contact between the resistance element 18 and the damper end 62. In particular, if the measured vibration is at a first level, the mobile device 254 may calculate the arrow speed as a first value, and when calculating the arrow speed as twice the first value, the measured vibration is twice the level. Alternatively, in another embodiment, the user 14 may be required to input a tension setting or value for the adjustment mechanism 170. The forward facing camera may then analyze the pull distance of user 14 and vary the speed of simulated arrow 282 based on the calculation of the pull distance and the tension applied to resistance member 18. Further, in another embodiment, the damper end 62 may have a pressure sensor that communicates wirelessly with the mobile device 254. The pressure sensor may measure the force exerted by the resistance member 18 on the damper end 62. Archery application 256 can utilize this pressure data to determine whether simulated arrow 282 was launched and the associated velocity of simulated arrow 282.
In another embodiment, the damper end 62 may produce different sound profiles (e.g., different musical notes) depending on the force applied to the damper end 62 by the resistance member 18. For example, the damper end 62 may produce a D note if a first predetermined amount of force is received, and an F note if a second predetermined amount of force is received. In this embodiment, a microphone within mobile device 254 may record these different sound profiles, and archery application 256 may use these different sound profiles to calculate the velocity of simulated arrow 282. In this example, the velocity of the simulated arrow 282 for a D note can be 300 feet per second, while the velocity of the simulated arrow 282 for an F note can be 375 feet per second.
In another embodiment, archery application 256 may use the arrangement and application of sensors described in the above embodiments to accurately determine the pull weight of resistance member 18. Specifically, the resistance member 18 may lose its elasticity over time, which may affect the tare weight of the resistance member 18. To help ensure that the pull weight is desired by the user 14, the archery application 256 can instruct the user 14 to pull and release the resistance member 18 completely. Once released, archery application 256 can analyze the impact (e.g., sound level, pressure sensor, vibration level, or sound profile) to determine the pull-weight of resistance element 18. The pull weight is then displayed on screen 255. The user 14 may use the adjustment mechanism 170 to vary the tension level on the resistance element 18 and then repeat the above steps. This process may be repeated until the tension level reaches the level desired by the user 14.
Once archery application 256 determines that simulated arrow 282 has been launched, application 256 must also determine the direction in which simulated arrow 282 was launched. Due to the fact that the mobile device 254 is mounted to the bow 10, both the bow 10 and the mobile device 254 point in the same direction. Thus, archery application 256 may use the direction in which mobile device 254 is pointing as a proxy for the direction in which bow 10 is pointing. Here, archery application 256 records in a log the direction (e.g., horizontal, vertical, and rotational) that mobile device 256 was facing during each frame. Approximately 60 frames occur in one second. To minimize the burden on the mobile device 254, the log of the archery application can store only the directions measured during each frame that occurred during the last 5 minutes (i.e., approximately 18,000 frames), more preferably during the last 2 minutes (i.e., approximately 7,200 frames), and most preferably during the last 30 seconds (i.e., 1,800 frames). Archery application 256 analyzes the log to determine the direction in which mobile device 254 is pointed before and after launching simulated arrow 282. In particular, archery application 256 determines each direction in which mobile device 254 is pointed during the six frames prior to launching simulated arrow 282 and the direction in which the mobile device is pointed one frame after launching simulated arrow 282. Archery application 256 then averages these directions together (e.g., six directions before launch and one direction after launch) to determine the direction in which bow 10 is pointed when launching simulated arrow 282. It should be understood that more or fewer frames may be analyzed. For example, archery application 256 can analyze between 20 to 3 frames before launching simulated arrow 282 and 10 to 0 frames after launching simulated arrow 282.
Once archery application 256 determines that simulated arrow 282 has been launched and its direction, archery application 256 displays its flight path on the screen. In one embodiment, the flight path may be linear or linear. In other words, the exact location at which user 14 aims needle 264 is to simulate where arrow 282 will fall. In this embodiment, archery application 256 does not apply any gravity or wind.
In an alternative embodiment, archery application 256 exerts a force of gravity on simulated arrow 282. In order to apply such a gravitational force, archery application 256 must know the weight of simulated arrow 282. The weight may be predefined and is preferably between 250 and 600 grains, more preferably between 350 and 500 grains, and most preferably between 375 and 425 grains. Alternatively, user 14 may set the weight of the arrow, or user 14 may be able to purchase arrows 282 having different weights. For example, user 14 may select a heavier weight of arrow 282 when hunting for a larger animal. In this example, archery application 256 can determine more points for shots that are slightly off target when using a heavier arrow 282 than shots using the lighter arrow 282 at the same location. Further, in this example, archery application 256 may require user 14 to consider using heavier arrows 282 when aiming simulation target 276. Regardless of the weight of arrow 282 used, the application of gravity 256 causes arrow 282 to fall toward the ground as it moves toward simulation target 276. Thus, in this embodiment, the user 14 would have to consider this gravity when aiming the simulated target 276. One way in which archery application 256 may help user 14 address this gravitational force is by allowing user 14 to position multiple needles 264 within their sight 258, where each needle 264 may be positioned at a different distance. Thus, the user 14 may use a first needle to target a simulated target 276 that is 20 meters away, and a second needle to target a simulated target 276 that is 30 meters away.
In an alternative embodiment, the flight path of simulated arrow 282 may be affected by simulated wind. In this case, the direction and wind speed may be determined by archery application 256. For example, wind may blow from north at a rate of 10 miles per hour. This information is displayed to the user 14 on the screen of the mobile device 254, which in turn tells the user 14 that they must take this into account when aiming the simulated target 276. Additionally, the speed and direction of the wind may be preprogrammed to certain levels to increase its difficulty. Alternatively, the user 14 may set the wind difficulty level to a value between 0 and 10, with 10 being the most difficult (i.e., the fastest wind speed and the most difficult direction based on the location of the simulation target 276).
It should be understood that archery application 256 may utilize different combinations of these features. For example, the application 256 may not apply gravity, but may apply simulated wind. Alternatively, the application 256 may apply gravity only. Alternatively, the application 256 may apply gravity and wind. It should also be understood that other external forces may be utilized, such as air temperature, altitude, etc.
Fig. 19-21 show the simulated target 276 displayed in the olympic target firing scenario 372. In particular, the olympic target is shown as a simulated target 276 having five concentric circles. In this scenario, one point will be determined for the arrow falling in the outermost ring 400, three points for the arrow falling in the next outermost ring 402, six points for the arrow in the next outermost ring 404, seven points for the next outermost ring 406, and ten points for the innermost ring. Once the flight path of simulated arrow 282 is displayed on screen 255, archery application 256 will display the location where simulated arrow 282 hits simulated target 276, as shown in FIG. 21. Here, the simulated arrow 282 hits the innermost circle or concentration bulls-eye 406. In response to hitting the location with simulated arrow 282, the archery application determines tenths for the user. The user 14 would then have to press the "continue shooting" button 384 at the lower left of the display 255. Once the "continue shooting" button 384 is pressed, the user may fire another arrow.
Fig. 22-24 show the simulated target 276 (e.g., deer) displayed in the hunting scene 370. In this scenario, once the user places the needle 264 on the deer, the outside of the deer becomes transparent and shows important organs that the archer should aim at when hunting the deer with a conventional archery having the ability to shoot an arrow. Specifically, the heart, lungs and liver are shown in fig. 22-23. Here, archery application 256 will determine twelve for the user for arrows falling on heart 410, eight for arrows falling on lung 412, and four for arrows falling on liver 414. Once the flight path of simulated arrow 282 is displayed on screen 255, archery application 256 will display the location where simulated arrow 282 hits simulated target 276, as shown in FIG. 23. Here, simulated arrow 282 hits lung 412. In response to hitting the location with simulated arrow 282, the archery application determines an eighth for the user. The user 14 must then press the "continue shooting" button 384 at the bottom left of the display 255. Once the "continue shooting" button 384 is pressed, the user may fire another arrow.
After sufficient points 270 are collected, the user 14 is allowed to move to the next round in the shooting training scenario 274. In a subsequent round 274, the simulated target 276 may become smaller or move faster, and thus may escape more easily. Or the surrounding terrain may make the simulated target 276 more difficult to see or provide greater obscuration of the simulated target 276. For example, the simulation target 276 may be moved to the right or left of the screen 255, or the simulation target 276 may be moved toward or away from the user 14. Other examples of simulation targets 276 may include objects (e.g., bottles, cans, hoops, etc.) or other animals (e.g., elk, bear, moose, caribou, dawn, pronghorn, wild boar, javelin, zombie, etc.).
Archery application 256 may include other archery training scenarios, such as a strength training scenario, an augmented reality archery training scenario, a virtual reality archery challenge, or an augmented reality archery challenge. For example, the force build scenario may instruct the user 14 or the archer to pull the resistance element 18 backwards and hold the bow 10 stationary or in position for a first predetermined amount of time (e.g., 30 seconds). This scenario will determine a score for the user 14 based on how still the user 14 is holding the bow 10 with the resistance element 18 pulled out. The scenario may then require the user 14 to repeat the exercise a number of times after a second predetermined amount of time (e.g., 1 minute) and then determine or subtract a score based on the user's performance over that period of time. This strength training scenario measures the movement of the bow 10 during a first predetermined amount of time by using a MEMS gyroscope contained in the mobile device 252. The less movement the MEMS gyroscope senses, the more scores the user 14 obtains.
Instead of using a MEMS gyroscope, the scenario may use other sensors (e.g., accelerometers) built into the mobile device 254 to measure the movement of the bow 10 during a predetermined amount of time. Further, the scene may use a forward facing camera to begin counting down a predetermined amount of time. In particular, the forward facing camera detects when the user 14 has fully pulled back the resistance element 18 by taking a picture of the user 14 and analyzing the angle of the resistance element 18 and/or the proximity of the resistance element 18 to the user's 14 face. Alternatively, such a scenario may use: (1) a LiDAR sensor or (2) a forward-facing infrared camera and a point projector, instead of a forward-facing camera. Both of these alternative sensors may detect and analyze the distance that the user 14 has pulled the resistance element 18.
In another embodiment, archery application 256 may include an augmented reality archery training scenario. In this training scenario, archery application 256 may use a rear-facing camera to capture the user's environment. The environment is then displayed on the screen of the mobile device 254 along with the simulated target 276 generated in the archery application 256. In other words, the mobile device 254 may be in a room where the user is displayed with the simulation target 276 (e.g., deer) in the room. Alternatively, the archery application 256 can analyze the user's environment and find an appropriate simulated target 276 (e.g., a bottle, cup, etc.). Once the simulated target 276 is found, the archery application 256 will display a ring of simulated targets 276 around the item and assign a point value to the simulated target 276. Like the other scenarios described above, this scenario will use the mobile device 252MEMS gyroscope to analyze the orientation of the arrow 10 and microphone to determine when to launch the simulated arrow 282 in the archery application 256. However, unlike other scenes, this scene will use a rear-facing camera to display the user's environment. It should also be understood that other sensors (e.g., magnetometers, accelerometers, barometers, point projectors, LiDAR sensors, and/or cameras) may be used in addition to or instead of the MEMS gyroscope to determine the direction of the bow 10 or when the simulated arrow 282 should be launched.
In another embodiment, archery application 256 may include a virtual reality archery challenge. The gaming mode allows the rider 14 to challenge other account holders with a virtual reality archery game regardless of each rider's physical location. In these challenge plugs, two challengers may enter virtual archery ranges, where each user 14 takes turns to see who may receive the most points. After the challenge is over, the results of the challenge may be posted on a message board for viewing by other users 14. As described above, this game mode uses the same mechanisms as described above for how the graphics are presented/updated, determining whether to launch the simulated arrow 282, and the flight path of arrow 282.
In another embodiment, archery application 256 can include an augmented reality archery game. Unlike virtual reality archery games, such augmented reality archery games take into account the physical location of the competitors. Thus, the competitors must be physically located within the same geographic area (e.g., 25 miles) to challenge each other. Specifically, in these augmented reality competitions, the map displayed to the user shows: (1) the location of the user, (2) the location of the competitor, and (3) the virtual archery simulation target 276. The user 14 and competitors (collectively referred to as competitors) may move their physical location, which in turn moves the augmented reality location thereto. The competitor may move towards the simulation target 276 and, while within the project, the competitor may participate in the virtual simulation target 276. The score is determined based on the number of simulation targets 276 each competitor participates in; thus, the competitor who receives the most points at the end of the race will win.
This game mode uses the same mechanism as described above for how the graphics are updated, determining whether to fire the simulated arrow 282, and the flight path of the arrow 282. However, the gaming mode also takes into account the physical location of the user. This is accomplished by first determining the physical location of each of the competitor's mobile devices 254 using a location sensor (e.g., GPS, GLONASS, Galileo, QZSS, iBeacon, etc.) built into the mobile devices 254. The mobile device 254 may also use other sensors (e.g., barometers and/or magnetometers) to increase the accuracy of the determined location. This information is then wirelessly transmitted to the backend server of archery application 256. These servers utilize the location information of all participants in conjunction with other challenge settings (e.g., challenge difficulty) to subsequently generate simulated targets 276. These simulation targets 276 are then displayed on each competitor's mobile device 254 based on the map overlay. The competitor may then attempt to approach the simulation target 276 by moving its physical location toward the simulation target 276, which in turn moves its virtual location toward the simulation target 276. Once within the shot, the competitor may try and participate in the simulation target 276. The archery application 256 tracks the simulated targets 276 participated in by the competitor and their associated scores. Once the race is over, the archery application 256 determines which competitor is the winner by comparing the total number of scores for the competitor to each other. Such augmented reality games attempt to approach real-life hunting games where the competitor is required to track and participate in the simulated target 276.
In an alternative embodiment, the mobile device 254 in the virtual reality archery training system 248 can be moved from a position located on the bow 10 to a position located within the virtual reality headset. In this embodiment, the sensor is connected to the bow 10 via a mounting port 250. The sensors include at least a wireless module (e.g., bluetooth) and a motion sensor (e.g., gyroscope or magnetometer). Here, the motion sensor will detect the position of the bow 10 and this information will be wirelessly transmitted to the mobile device 254 via the wireless module. The mobile device 254 will be positioned within a virtual reality headset such as google cardford, Merge vrgongles, carl zeiss VR One Plus, millet Play2, and the like. This embodiment may use the same mechanism as described above for how the graph is updated, determining whether to fire the simulated arrow 282, and the flight path of the arrow 282. The main difference is that in this embodiment, a set of external sensors and modules are used instead of the sensors and modules contained within the user's mobile device 254.
In another embodiment, the mobile device 254 in the virtual reality archery training system 248 is completely replaced by a combination of sensors and wireless modules coupled to the bow 10 and the external processing unit. The external processing unit may be an electronic game machine (e.g., PlayStation or Xbox) or a computer. In this embodiment, the sensor is connected to the bow 10 via a mounting port 250. The sensors include at least a wireless module (e.g., bluetooth) and a motion sensor (e.g., gyroscope or magnetometer). Other modules may be included within the sensor (e.g., optical light sources). Here, the motion sensor will detect the position of the bow 10 and this information will be wirelessly transmitted to an external processing unit via a wireless module. The external processing unit will communicate, preferably wirelessly, with the headset. Such a headphone comprises: sony PlayStation VR headphones, HTC Vive, and oculisrift. This embodiment may use the same mechanism as described above for how the graph is updated, determining whether to fire the simulated arrow 282, and the flight path of the arrow 282. The main difference is that in this embodiment, the external processing unit processes all the information and uses a set of external sensors and modules instead of the sensors and modules contained within the user's mobile device 254.
While the foregoing has described what are considered to be the best mode and/or other examples, it is understood that various modifications may be made therein and that the subject matter disclosed herein may be implemented in various forms and examples, and that these teachings may be applied in numerous applications, only some of which have been described herein. It is intended by the following claims to claim any and all applications, modifications and variations that fall within the true scope of the present teachings. Other embodiments are also contemplated.

Claims (9)

1. A virtual reality archery training system, comprising:
an archery training bow, wherein said archery training bow comprises:
a body having a handle;
a resistance member attached to an adjustable tension mechanism that allows a user to vary the tension of the resistance member;
a mobile device mount disposed between the handle and the first end of the body; and
a mobile device releasably coupled to the mobile device mount and concurrently having a display and an archery application installed thereon, wherein the archery application is configured to present graphics on the display that simulate a real-life archery scene.
2. The virtual reality archery training system of claim 1, wherein the mobile device includes a magnetometer, a MEMS gyroscope, and a display;
the magnetometer is configured to provide an initial reference point for the archery application;
the MEMS gyroscope is configured to notify the archery application how far the mobile device has moved from the initial reference point; and is
Wherein the graphics presented on the display change based on movement of the mobile device from the initial reference point.
3. The virtual reality archery training system of claim 1 wherein the archery training bow further comprises a vibration damper coupled to the body and having an end; and is
Wherein the mobile phone includes a microphone that records sound generated by contact between the resistance member and the end of the vibration damper.
4. The virtual reality archery training system of claim 3 wherein a simulated arrow is launched in the archery application if the sound produced by contact between the resistance member and the end of the vibration damper is greater than a predetermined value.
5. The virtual reality archery training system of claim 4 wherein the flight path of the simulated arrow is displayed on the display.
6. The virtual reality archery training system of claim 5 wherein the flight path of the simulated arrow is affected by simulated gravity.
7. The virtual reality archery training system of claim 6 wherein different score values are determined based on whether the simulated arrow hits a simulation target.
8. The virtual reality archery training system of claim 1 wherein the simulated real life archery scene is one of: (i) hunting; (ii) shooting an Olympic target; (iii) strength training; (iv) an augmented reality archery training scenario; (v) (ii) a virtual reality archery challenge, or (vi) an augmented reality archery challenge.
9. The virtual reality archery training system of claim 1 wherein the archery application allows a user to input personal specifications including one of: height, arrow speed, or number of aiming pins.
CN201880058920.5A 2017-09-11 2018-01-26 Virtual reality archery training system Pending CN111226087A (en)

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