CN112370757A - VR technology-based bow and arrow exercise or competition simulation device and method - Google Patents

VR technology-based bow and arrow exercise or competition simulation device and method Download PDF

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Publication number
CN112370757A
CN112370757A CN202011267339.XA CN202011267339A CN112370757A CN 112370757 A CN112370757 A CN 112370757A CN 202011267339 A CN202011267339 A CN 202011267339A CN 112370757 A CN112370757 A CN 112370757A
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China
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bow
simulation
arrow
module
sensor
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荀维
张松林
周红阳
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Sichuan College of Architectural Technology
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Sichuan College of Architectural Technology
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Priority to CN202011267339.XA priority Critical patent/CN112370757A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0638Displaying moving images of recorded environment, e.g. virtual environment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/50Force related parameters
    • A63B2220/51Force
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2244/00Sports without balls
    • A63B2244/04Bow shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention provides a simulator for bow and arrow exercise or competition based on VR technology, which comprises a hardware part and a software part butted with the hardware part, wherein the hardware part comprises a simulation bow, a first sensor, a hand guard provided with a second sensor and a VR terminal; the simulation bow is provided with a buffer mechanism for buffering and accommodating the simulation bow; the software part comprises a client and a server, the first sensor, the second sensor and the VR terminal of the hardware part are connected with the client, and the client is connected with the server through a network. The method can switch various scenes, enriches the substitution feeling and experience feeling of archery, enhances the interest of virtual archery, and more comprehensively tests the ability of a player; meanwhile, the whole process of archery is completely and really simulated, the hand feeling and the archery result are real, and the virtual reality simulation system can also be used as VR software for various stages of archery competitions.

Description

VR technology-based bow and arrow exercise or competition simulation device and method
Technical Field
The invention relates to the technical field of virtual reality, in particular to a simulator and a method for bow and arrow exercise or competition based on VR technology.
Background
Archery is not only a sports event, but also a recreational sport that is popular. In recent years, with the increasing maturity of VR technology, virtual reality archery simulation devices based on VR technology are gradually coming into the field of view of the public.
Most archery simulation devices based on the virtual reality technology in the prior art are archery simulation games, are rough in simulation effect, essentially different from real archery practice experience, and cannot meet the requirements of professional-grade archery practice or competition. Therefore, it is very meaningful to develop a simulation device that can restore the experience of practice and competition of the actual archery as much as possible.
Disclosure of Invention
Aiming at the defects in the prior art, the invention aims to provide a simulator and a method for bow and arrow training or competition based on VR technology, which furthest restore the experience of professional bow and arrow training and competition, can be used as a tool for professional bow and arrow training and even competition, is not limited by a field, and brings great convenience to bow and arrow training or competition.
The invention is realized by the following technical means:
a simulator for bow and arrow practice or competition based on VR technology comprises a hardware part and a software part butted with the hardware part, wherein the hardware part comprises a simulation bow, a first sensor and a VR terminal, and the simulation bow comprises a bow body, elastic strings and string stop baffles;
the simulation bow is provided with a simulation arrow, and is also provided with a buffer mechanism for buffering and accommodating the simulation arrow;
the first sensor comprises a tension sensor and a digital transmission AD module, and the tension sensor is connected with the elastic string;
the hand guard is provided with a second sensor, and the second sensor is used for acquiring input information of the simulation arrow;
the software part comprises a client and a server;
the first sensor, the second sensor and the VR terminal are connected to a client; the client is connected with the server through a network; the VR terminal is used for acquiring the current posture and position information of the simulation bow and refreshing and presenting the multimedia content generated by the software part;
the client comprises the following functional modules:
the engine module is used for constructing various virtual scenes of the software requirement;
the camera control module is used for constructing the visual angles of the first person scale and the third person scale and realizing the sight tracking function in real time;
the physical system simulation module is used for simulating the influence of a physical system on an object in reality and simultaneously simulating a series of processes of physical collision;
the scene simulation module is used for simulating the influence on the arrow flight process under different natural environments;
the shooter moving module is used for reflecting the movement and the position of the user in the scene;
the role UI interaction module and the scene UI interaction module provide a UI interaction function for users;
the judging module is used for recording the specific data of each arrow ejected by the user, carrying out statistical analysis to determine the final score and judging the success or failure;
the big data analysis and data mining module is used for storing match data and analyzing and mining the match data;
the entity mapping module is used for transmitting data information of the simulation bow in real time and mapping the data information to the model bow in the scene;
and the data transmission module is used for acquiring the real-time input information of the arrow on the string.
In the scheme, the simulation bow of the hardware part adopts a real bow shape, the bow sheet is rigid and cannot deform, the bow holding and arrow placing feelings are basically consistent with the real bow shooting feeling, the pound value of the bow can be correspondingly adjusted by replacing the thick elastic strings and the thin elastic strings or increasing and decreasing the number of the elastic strings, and the real experience feeling in shooting the arrow is increased.
The arrangement of the stop string baffle can avoid the possible injury to the user when the elastic string of the simulation bow is released.
The simulation bow is loaded with the simulation arrow, and is further provided with a buffer mechanism which is used for buffering and accommodating the simulation arrow. Different from the existing virtual archery device which basically adopts a bow free mode, the device is matched with a simulation arrow when in use, is more close to reality, and is beneficial to the application of some archery skills by matching with the arrow when the archery carries out virtual archery. The ejected arrow generally has larger kinetic energy, and the kinetic energy can be slowly released in a certain time period due to the arrangement of the buffer mechanism, so that the injury to a user is avoided, and the arrow can be prevented from being ejected really at the same time. After the primary archery is finished, the simulated arrow can be pulled back from the buffer mechanism, the secondary archery is continued, and the use is also convenient.
Still cooperate the hand protector when using, be provided with the second sensor on the hand protector, the second sensor is used for acquireing the input information of emulation arrow. According to the technical action characteristics of archery, the second sensor is preferably arranged at the thumb of the hand guard, and the acquired input information such as arrow tail point coordinates is closer to the actual situation.
The first sensor comprises a tension sensor and a digital transmission AD module, the tension sensor is connected with the elastic string, and when the string is stretched, the string transmits tension to the tension sensor, so that the current tension can be reflected in real time; when the tension data obtained by the sensor is larger than a certain value (different from non-shooting conditions such as shaking) and the tension data becomes larger along with the change of time, the bow is judged to be pulled away; and when the tensile force is larger than a certain value, the tensile force is reduced rapidly in a very short time period, and the shooting release is judged.
The first sensor, the second sensor and the VR terminal are connected to the client; the method comprises the steps that a first sensor inputs tension information on an elastic string to a client, a second sensor inputs various information of an arrow on the string to the client, a VR terminal inputs the acquired current posture and position information of the simulation bow to the client, the client performs a software processing process, and finally multimedia generated by software processing is refreshed and presented on the VR terminal.
In the scheme, the engine module of the software part can rapidly construct various virtual scenes of the software requirement through the functions and corresponding plug-ins provided by the existing game engine, and the functions comprise 3D model import and effect optimization, texture quality optimization, sound effect optimization, high-resolution video optimization, light effect, animation effect creation, 2D UI interface creation and the like
The camera control module can construct the visual angles of the first person and the third person according to the identities of referees, audiences, participants and the like, and the sight tracking function is realized in real time.
The physical system simulation module can accurately simulate physical systems in reality, such as the influence of air resistance, elasticity, gravity, wind power and the like on objects, and accurately simulate a series of processes of physical collision.
The scene simulation module can simulate the influence of natural weather conditions such as rain, snow, strong wind, fog and the like on the shooter, and more comprehensively tests the ability of a player.
The shooter movement module can truly reflect the movement and position of the user in the scene.
The role UI interaction module and the scene UI interaction module can be used for carrying out UI interaction between users, for example, referees organize a match through a UI, and shooters can meet various requirements through the UI interaction.
The judging module can collect specific data of each arrow on the arrow target or other targets, carry out statistical analysis to determine the final result, judge the results of all players during multi-player competition, and calculate and determine the win and loss.
The big data analysis and data mining module can store certain match data, help judges or individual to carry out visual description through means such as statistical analysis or data mining, can help the practitioner to improve own technique, and the level of understanding oneself is in depth.
The entity mapping module can transmit data such as specific coordinates, angles and deformation of the whole prop bow to the model bow in the scene in real time within 20 ms.
The data transmission module can receive data of a plurality of sensors on the bow in real time within 20ms and accurately apply various forces and effects to the model bow in the scene, such as coordinates of arrow vectors, arrow tail arrows and the like, such as deformation and corresponding force of elastic strings.
The further technical scheme is as follows:
the VR terminal comprises a VR handle and a VR helmet, and the VR handle is arranged on the bow body of the simulation bow; the VR handle is used for acquiring current posture and position information of the simulation bow, and the VR helmet is used for refreshing and presenting multimedia contents generated by the software part.
The buffer mechanism is tubular, and the simulation arrow penetrates through the tubular buffer mechanism; a first piston plate and a second piston plate are arranged in the buffer mechanism, and the simulation arrow is fixedly connected with the first piston plate through a fixing screw; a damping spring is arranged between the first piston plate and the second piston plate, and damping sponge is filled between the second piston plate and the tubular shell. The damping spring and the damping sponge can play a role in double damping, so that the buffer mechanism has a good buffer effect.
The server side comprises the following functional modules: the basic network function module is used for connecting each VR client to realize communication connection and data operation of each client; and the concurrent match service module is used for providing support for synchronous initiation of a match among a plurality of clients.
Furthermore, the server also comprises a registration and user data management module, a logic server function module, a script module, a log module and a database module.
The basic network function module and the concurrent match service module in the server end are arranged, so that the device can also be used for organizing professional-grade bow and arrow training or match, and the principle is as follows: the server side synchronously initiates a game, each client side respectively performs software processing of the client side, records archery data and final scores of each player and uploads the archery data and the final scores to the server, and the server receives data scores of all the players, calculates ranking and finally issues game scores.
The registration and user data management module and the logic service function module provide basic user management functions for the server; the script module provides script compiling, can expand the software function through the script compiling and can carry out debugging and maintenance; the log module can store the running conditions of software and hardware at any time, so that the examination is convenient; the database module is used for storing and operating data, local data are stored in a client local database, and important match data and the like are stored in a server database.
The invention also provides a VR technology-based bow and arrow exercise or game simulation method, and a client software processing flow of the VR technology-based bow and arrow exercise or game simulation device comprises:
creating a plurality of scenes of software through a 3D engine module, and loading corresponding plug-ins;
acquiring input information of a bow body and an elastic string in real time through an intelligent terminal, wherein the input information comprises but is not limited to 3D coordinates and rotation angles of a plurality of points, and the input information is used for determining the specific position of a model bow in a 3D engine;
acquiring real-time input information of the on-string arrow model in real time through an intelligent terminal, wherein the real-time input information comprises but is not limited to 3D coordinates of arrow tail points and direction vectors from arrow tails to arrow heads;
performing simulation calculation on the wind power level and direction, and the rain and snow resistance direction and magnitude to obtain one or more directional vectors;
simulating the motion trail and the final collision point of an arrow model in a scene under the action of different vectors according to the input information;
according to the simulation result, synchronizing the motion condition of the arrow model observed by a person in the scene with the first person visual angle;
and calculating the score according to the position of the final collision point and the competition rule.
Compared with the prior art, the invention has the following advantages and beneficial effects:
1. the simulator for the bow and arrow exercise or competition based on the VR technology adopts a low-cost equipment solution, has high safety in equipment use and simple equipment maintenance, and is suitable for being used by professional groups and household popularization.
2. The simulator for bow and arrow training or competition based on VR technology provided by the invention can completely and truly simulate the whole process of shooting arrows, the real hand feeling and shooting results are almost not different from the shooting of real bow and real arrow, and all-weather and all-time can be used as VR software or personal training improvement software for various stages of shooting arrow competition.
3. The simulator for bow and arrow exercises or games based on VR technology provided by the invention can accommodate individuals or multiple persons for exercise, or multiple persons or even multiple groups of persons for shooting arrow games, and provides big data analysis and mining functions, so that a coach or an individual exerciser can conveniently know the real level of the coach or the individual exerciser, and some personalized exercise modes are correspondingly formulated to improve the training quality and efficiency.
4. The simulator for the bow and arrow exercise or competition based on the VR technology provided by the invention enables the archery to be free from the constraint of the field, can switch various scenes, greatly enriches the substitution feeling and experience feeling of archery, enhances the interest of virtual archery, and more comprehensively tests the ability of a player.
Drawings
The following drawings are included to provide a further understanding of embodiments of the invention, and are incorporated in and constitute a part of this application. In the drawings:
FIG. 1 is a schematic diagram of a hardware part of a simulator for bow and arrow practice or competition based on VR technology according to an embodiment of the present invention;
FIG. 2 is a schematic view of a specific structure of the buffering device shown in FIG. 1;
FIG. 3 is a schematic diagram illustrating a software processing flow of a client of a simulation apparatus for bow and arrow practice or competition based on VR technology according to an embodiment of the present invention;
the labels in the figure are respectively: 1. the novel damper comprises a bow body, 2 elastic strings, 3 string stop baffles, 4 simulation arrows, 5 first sensors, 6 buffer mechanisms, 61 first piston plates, 62 second piston plates, 63 fixing screws, 64 damping springs, 65 damping sponges and 7 VR handles.
Detailed Description
The present invention is further described in detail below with reference to examples, which are provided to assist those skilled in the art in further understanding the present invention, but are not intended to limit the present invention in any way. It should be noted that various changes and modifications can be made by those skilled in the art without departing from the spirit of the invention, and these changes and modifications are all within the scope of the invention.
Example 1:
as shown in figure 1, the simulator for bow and arrow practice or competition based on VR technology comprises a hardware part and a software part which is connected with the hardware part in an abutting mode, wherein the hardware part comprises a simulation bow, a first sensor 5 and a VR terminal, and the simulation bow comprises a bow body 1, elastic strings 2 and a string stop baffle 3.
The simulation bow is provided with a simulation arrow 4, the simulation bow is also provided with a buffer mechanism 6, and the buffer mechanism 6 is used for buffering and accommodating the simulation arrow 4;
the buffer mechanism 6 is tubular, and the simulation arrow 4 penetrates through the tubular buffer mechanism 6; a first piston plate 61 and a second piston plate 62 are arranged in the buffer mechanism 6, and the simulation arrow 4 is fixedly connected with the first piston plate 61 through a fixing screw 63; a damping spring 64 is arranged between the first piston plate 61 and the second piston plate 62, and a damping sponge 65 is filled between the second piston plate 62 and the tubular shell; the damping spring 64 and the damping sponge 65 can play a double damping role, so that the damping mechanism has a good damping effect.
The first sensor 5 comprises a tension sensor and a digital transmission AD module, and the tension sensor is connected with the elastic string 2;
still include the hand protector, be provided with the second sensor on the hand protector, the second sensor is used for acquireing the input information of emulation arrow 4.
The software part comprises a client and a server;
the first sensor, the second sensor and the VR terminal are connected to a client; the client is connected with the server through a network; the VR terminal comprises a VR handle 7 and a VR helmet, and the VR handle 7 is arranged on the bow body 1 of the simulation bow; the VR handle 7 is used for acquiring the current posture and position information of the simulation bow, and the VR helmet is used for refreshing and presenting multimedia contents generated by a software part;
the client comprises the following functional modules:
the engine module is used for constructing various virtual scenes of the software requirement;
the camera control module is used for constructing the visual angles of the first person scale and the third person scale and realizing the sight tracking function in real time;
the physical system simulation module is used for simulating the influence of a physical system on an object in reality and simultaneously simulating a series of processes of physical collision;
the scene simulation module is used for simulating the influence on the arrow flight process under different natural environments;
the shooter moving module is used for reflecting the movement and the position of the user in the scene;
the role UI interaction module and the scene UI interaction module provide a UI interaction function for users;
the judging module is used for recording the specific data of each arrow ejected by the user, carrying out statistical analysis to determine the final score and judging the success or failure;
the big data analysis and data mining module is used for storing match data and analyzing and mining the match data;
the entity mapping module is used for transmitting data information of the simulation bow in real time and mapping the data information to the model bow in the scene;
and the data transmission module is used for acquiring the real-time input information of the arrow on the string.
Further, the server side comprises the following functional modules:
the basic network function module is used for connecting each VR client to realize communication connection and data operation of each client;
and the concurrent match service module is used for providing support for synchronous initiation of a match among a plurality of clients.
Furthermore, the server also comprises a registration and user data management module, a logic server function module, a script module, a log module and a database module.
The basic working mode of the invention is as follows: the first sensor 5 inputs tension information on the elastic string 2 to the client, the second sensor inputs various information of the on-string simulation arrow 4 to the client, the VR handle 7 inputs the acquired current posture and position information of the simulation bow to the client, the client performs a software processing process, and finally multimedia generated by software processing is refreshed in the VR helmet.
The client software processing flow comprises the following steps:
creating a plurality of scenes of software through a 3D engine module, and loading corresponding plug-ins;
acquiring input information of a bow body and an elastic string in real time through an intelligent terminal, wherein the input information comprises but is not limited to 3D coordinates and rotation angles of a plurality of points, and the input information is used for determining the specific position of a model bow in a 3D engine;
acquiring real-time input information of the on-string arrow model in real time through an intelligent terminal, wherein the real-time input information comprises but is not limited to 3D coordinates of arrow tail points and direction vectors from arrow tails to arrow heads;
performing simulation calculation on the wind power level and direction, and the rain and snow resistance direction and magnitude to obtain one or more directional vectors;
simulating the motion trail and the final collision point of an arrow model in a scene under the action of different vectors according to the input information;
according to the simulation result, synchronizing the motion condition of the arrow model observed by a person in the scene with the first person visual angle;
and calculating the score according to the position of the final collision point and the competition rule.
The invention can also be used for the organization of a bow and arrow competition by: the server side synchronously initiates a game, each client side respectively performs software processing of the client side, records archery data and final scores of each player and uploads the archery data and the final scores to the server, and the server receives data scores of all the players, calculates ranking and finally issues game scores.
The foregoing description of specific embodiments of the present invention has been presented. It is to be understood that the present invention is not limited to the specific embodiments described above, and that various changes or modifications may be made by one skilled in the art within the scope of the appended claims without departing from the spirit of the invention. The embodiments and features of the embodiments of the present application may be combined with each other arbitrarily without conflict.

Claims (6)

1. A simulator for bow and arrow practice or competition based on VR technology comprises a hardware part and a software part which is butted with the hardware part, wherein the hardware part comprises a simulation bow, a first sensor (5) and a VR terminal,
the simulation bow comprises a bow body (1), elastic strings (2) and a string stop baffle (3);
the simulation bow is provided with a simulation arrow (4), the simulation bow is also provided with a buffer mechanism (6), and the buffer mechanism (6) is used for buffering and accommodating the simulation arrow (4);
the first sensor (5) comprises a tension sensor and a digital transmission AD module, and the tension sensor is connected with the elastic string (2);
the hand guard is provided with a second sensor, and the second sensor is used for acquiring input information of the simulation arrow (4);
the software part comprises a client and a server;
the first sensor, the second sensor and the VR terminal are connected to a client; the client is connected with the server through a network; the VR terminal is used for acquiring the current posture and position information of the simulation bow and refreshing and presenting the multimedia content generated by the software part;
the client comprises the following functional modules:
the engine module is used for constructing various virtual scenes of the software requirement;
the camera control module is used for constructing the visual angles of the first person scale and the third person scale and realizing the sight tracking function in real time;
the physical system simulation module is used for simulating the influence of a physical system on an object in reality and simultaneously simulating a series of processes of physical collision;
the scene simulation module is used for simulating the influence on the arrow flight process under different natural environments;
the shooter moving module is used for reflecting the movement and the position of the user in the scene;
the role UI interaction module and the scene UI interaction module provide a UI interaction function for users;
the judging module is used for recording the specific data of each arrow ejected by the user, carrying out statistical analysis to determine the final score and judging the success or failure;
the big data analysis and data mining module is used for storing match data and analyzing and mining the match data;
the entity mapping module is used for transmitting data information of the simulation bow in real time and mapping the data information to the model bow in the scene;
and the data transmission module is used for acquiring the real-time input information of the arrow on the string.
2. The VR technology-based bow and arrow exercise or competition simulation device as claimed in claim 1, wherein the server side comprises the following functional modules:
the basic network function module is used for connecting each VR client to realize communication connection and data operation of each client;
and the concurrent match service module is used for providing support for synchronous initiation of a match among a plurality of clients.
3. The VR technology-based bow exercise or game simulation device as claimed in claim 2, wherein the server further comprises a registration and user data management module, a logic server function module, a script module, a log module, and a database module.
4. A simulation method of bow practice or competition based on VR technology as claimed in claim 1, wherein the VR terminal includes a VR handle (7) and a VR helmet, the VR handle (7) is arranged on the bow body (1) of the simulation bow; the VR handle (7) is used for acquiring current posture and position information of the simulation bow, and the VR helmet is used for refreshing and presenting multimedia contents generated by the software part.
5. A VR technology based bow exercise or game simulation device according to claim 1, wherein the buffer mechanism (6) is tubular, and the simulation arrow (4) passes through the tubular buffer mechanism (6); a first piston plate (61) and a second piston plate (62) are arranged in the buffer mechanism (6), and the simulation arrow (4) is fixedly connected with the first piston plate (61) through a fixing screw (63); a damping spring (64) is arranged between the first piston plate (61) and the second piston plate (62), and a damping sponge (65) is filled between the second piston plate (62) and the tubular shell.
6. A simulation method for VR-technology-based bow and arrow practice or game, which is characterized in that a simulation device for VR-technology-based bow and arrow practice or game is applied, and the client software processing flow comprises the following steps:
creating a plurality of scenes of software through a 3D engine module, and loading corresponding plug-ins;
acquiring input information of a bow body and an elastic string in real time through a terminal, wherein the input information comprises 3D coordinates and rotation angles of a plurality of points and is used for determining the specific position of a model bow in a 3D engine;
acquiring real-time input information of the on-string arrow model in real time through a terminal, wherein the real-time input information comprises 3D coordinates of arrow tail points and direction vectors from arrow tails to arrows;
performing simulation calculation on the wind power level and direction, and the rain and snow resistance direction and magnitude to obtain one or more directional vectors;
simulating the motion trail and the final collision point of an arrow model in a scene under the action of different vectors according to the input information;
according to the simulation result, synchronizing the motion condition of the arrow model observed by a person in the scene with the first person visual angle;
and calculating the score according to the position of the final collision point and the competition rule.
CN202011267339.XA 2020-11-13 2020-11-13 VR technology-based bow and arrow exercise or competition simulation device and method Pending CN112370757A (en)

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