EP1819408A1 - Verfahren zur steuerung eines auditiven spiels und vorrichtung hierzu - Google Patents
Verfahren zur steuerung eines auditiven spiels und vorrichtung hierzuInfo
- Publication number
- EP1819408A1 EP1819408A1 EP05796210A EP05796210A EP1819408A1 EP 1819408 A1 EP1819408 A1 EP 1819408A1 EP 05796210 A EP05796210 A EP 05796210A EP 05796210 A EP05796210 A EP 05796210A EP 1819408 A1 EP1819408 A1 EP 1819408A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- motion
- state
- user
- game
- module
- 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.)
- Withdrawn
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1012—Features 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 involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1037—Features 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 for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8011—Ball
Definitions
- the invention relates to a method for controlling an auditory game, wherein the movements of a game object are given in real time and reproduced in sound.
- the invention relates to a device for carrying out the above method and a computer program product.
- SUBSTITUTE SHEET It is a visual computer game, as the movement of the table tennis racket by the user is essentially by visual stimuli.
- virtual movement games such as, for example, the "virtual table tennis", in which a player holds a table tennis racket provided with a marking point in his hand.
- the current position of the table tennis racket and transmitted visually in a monitor so that a table tennis game displayed on the monitor is made possible with a computer or a further user, see http://www.vtt.fi/multimedia/camball.html
- Game contains a classic movement component because the user must move around the room with the table tennis racket, but this game is not suitable for visually impaired or blind people.
- auditory computer games have become known which are suitable for visually impaired and blind persons.
- the game "Super Tennis” http://www.2hku.nl/ ⁇ audiogam/ag/index.php) allows a user to operate a bat by means of a joystick or a keyboard of a computer
- the user hears a different sound than positioning it in the center or the right end of the field
- the ball generated by the computer along a given path of movement as a game object is made clear to the user by a separate sound, but this computer game is limited to the fact that the user is in a fixed location and operates the keys or the joystick. ne sporty movement component does not contain this game.
- the object of the present invention is to provide a method for controlling an auditory game as well as a device for carrying out the method and a computer program product that ensure a game based on sonification, which enables a sports-related movement of the user and through acoustic feedback about the game own action promotes social interaction.
- the method according to the invention in connection with the preamble of claim 1 is characterized in that after the beginning of a movement event always a movement state of the play object in a three-dimensional space on the one hand and always a Be ⁇ wegungsSchs a human user object in dre ⁇ dimensional space on the other hand, it is determined that always the state of motion of the game object and theorientszu- state of the user object is compared and depending on the result of comparison, an acoustic state of motion signal is output to the user, wherein the Nut ⁇ zer by the sound pattern of the acoustic movement - Status signal the current position of the game object is mediated.
- the invention makes possible an acoustic motion control via an interactive sonification, which can be used in the field of disability sports, sports games, exercise therapy, data navigation and the like.
- the invention provides for the virtual movement of a game object in three-dimensional space.
- it provides for the determination of the state of motion of a human user object, whereby, depending on the relative position of the user object to the user Game object, if necessary, a new motion event is initiated.
- the initiation of the furtherenser ⁇ event preferably by fulfilling a predetermined condition by the user object is signaled by the delivery of an acoustic motion state signal, so that an acoustic feedback is given to the user.
- the invention takes place in real-time operation, so that, for example, auditory sports games with a movement component of the user, such as, for example, badminton with a virtual ball and a virtual club, are made possible.
- a movement component of the user such as, for example, badminton with a virtual ball and a virtual club
- the invention makes possible a movement-therapeutic training, in which the user is instructed to reproduce given movement events, which are communicated to him by sonification. For example, given body movements supporting the mobility of the spine can be actively trained.
- the invention makes possible in the data analysis the use for interaction and navigation. For example, search task Optima ei ⁇ ner cost function can be supported by audible cues.
- Vorrich ⁇ inventive device is characterized by a sensor module for detecting the three-dimensional state of motion of the human user object, a control module for creating a Re ⁇ chenmodells in which the three-dimensional state of motion of the game object with the three-dimensionalthszu ⁇ stand of the user object and / or calculated in real time and the movement states of the user object and the Spielob ⁇ jects is compared with each other, a Sontechnischesmodul for sound representation of the generated in the control module th movement state signal in dependence on the aktu ⁇ ellen position of the game object.
- the device according to the invention enables a motivating sports game, in particular for the visually impaired.
- the game experience can be increased by clear feedback, whereby a fluent action sequence and a Auf ⁇ merksamkeitszentritation is guaranteed.
- essential modules of the device according to the invention are integrated in a mobile telephone, so that, on the one hand, the hardware resources required for the invention can be accessed and, on the other hand, the device can be used at any desired location.
- This also provides an auditive movement game for non-sighted persons, which can be used, for example, during breaks at the office workstation.
- a communication module is provided, so that a distance bridging motion coordination is made possible by several users.
- the movement status data can be transmitted via a data network, such as a UMTS network.
- FIG. 1 shows a block diagram of a device according to the invention
- FIG. 2 shows a schematic flow chart of a sports game applied to the device according to the invention
- FIG. 3 shows a block diagram of a device integrated in mobile telephones.
- the device according to the invention can be used as an auditive sports game / movement game in connection with personal computers, mobile telephones or other devices which have a microprocessor as well as interfaces for the input-output or display of data. Furthermore, the device according to the invention can be used for movement-therapeutic training as well as for navigation / exploration of data.
- the device according to the invention consists essentially of a control module 1, a sensor module 2 and a so-called n embarksmodul 3, as can be seen from Figure 1.
- the control module 1 is used to create a world model (calculation model) in which the three-dimensional state of motion of a game object and the three-dimensional motion state of a user object are calculated in real time and compared with each other. Further, the control module 1 models a predetermined motion event of the game object.
- the game object is a virtual ball whose trajectory is modeled by the control module and calculated in real time.
- the user object corresponds to a virtual bat, for example by a mobile phone as will be described later.
- the world model which is represented by a multi-dimensional computing model, describes the current state of the virtual ball (game object) and the virtual bat (user object).
- the three-dimensional movement status data 4 of the user object is generated by the sensor module 2 and made available to the control module 1.
- a movement status signal 5 is transmitted from the control module 1 to the sonification module 3, by converting it into an acoustic movement status signal 6, which is output to a user 7.
- the acoustic motion state signal 6 allows a continuous acoustic feedback on the current position of the virtual ball. Furthermore, the zoning of the playing field can be acoustically reproduced via acoustic playing field markings, with discreet acoustic feedback informing the user 7 that he should orientate himself again within the playing field with his bat with regard to the achievement of a playing field boundary in the room.
- the acoustic motion state signal 6 mediates by means of a contact sound to the user 7 the information that the virtual ball has been hit by the virtual bat and thus a setback has taken place.
- the acoustic movement status signal 6 can contain sound patterns which give the user 7 information about the distance of the ball from the virtual bat, the direction of flight of the virtual ball and the actual distance of the virtual bat to the virtual ball.
- the distance of the virtual bat for example, to the ball by acoustic Signals occur whose pulse rates are dependent on the distance of the virtual ball from the virtual Schlä ⁇ ger.
- an acoustic state of motion signal 6 can be generated, which includes real inaudible attributes, such as the curvature of the ball track or relative location information of the virtual ball.
- the acoustic motion state signal 6 may also include a vowel of the velocity of the virtual ball.
- the user 7 may move his virtual bat to approach the predetermined trajectory of the virtual ball and hit it virtually at the right time. So that the user 7 always also has an acoustic information about the relative position of the virtual ball to the virtual club, the current position of the virtual club or the location data 8 is determined by suitable sensors (force and acceleration sensors).
- the control module 1 generates at the beginning of the game a predetermined trajectory of the virtual Bal ⁇ les, step (10).
- the current movement state of the virtual bat (11) and the current state of movement of the virtual ball (12) are determined in real time.
- the current state of motion of the virtual club can be carried out in the sensor module 2 or in the control module 1.
- the determination of the current state of motion of the virtual ball (12) takes place in the control module 1.
- the sonification module 3 produces a continuous acoustic signal.
- a sound mark representing a setback is generated in the sonification module 3 after activation by the control module 1 and as a new movement event
- the virtual ball is acted on by a new predetermined flight path (14), which may be dependent on the state data of the virtual stick.
- the trajectory initiated by virtual kickback results depending on parameters such as the speed of the racquet, the size of the virtual racquet and the impact technique, such as, for example, the mediation of an angular momentum of the virtual ball.
- the new motion event the current movement state data of the virtual ball (12) and the virtual club of another user are now calculated, and - as described above - a comparison (13) is carried out.
- the device can be integrated in a mobile telephone 20.
- the control module 1 can be designed, for example, as a software product which can be detected by means of a data carrier card or directly via a data interface within the mobile telephone 20 by means of a microprocessor 21 contained therein. can run.
- the software program can also be fed directly into a memory of the mobile telephone 20 via a data network.
- the sensor module 2 essentially has a sensor control unit 22, a force sensor 23 and an acceleration sensor 24.
- the movement status signals of the virtual club are determined so that an estimate of the relative position of the virtual club in the control module 1 can be made.
- a sonification module 3 is integrated in the mobile telephone 20.
- the mobile telephone 20 has a vibration unit 25 which can be used to generate a haptic signal to the user 7 in addition to the sound mark for the purpose of conveying a completed setback.
- the telephony integrated vibration unit 25 of the mobile phone 20 were ⁇ the used.
- the mobile telephone 20 forms a virtual racket whose location can be determined, for example, by a webcam or other means.
- the mobile telephone 20 is in the hands of a first user who carries out the virtual badminton game with a racket of another user representing a second mobile telephone 30.
- the second mobile telephone 30 has the same structure as the mobile telephone 20, contains in particular the control module 1, the sensor module 2 and the sonification module 3 for outputting the acoustic sound marks.
- the sonification module 3 is designed as a headset (headset) which is connected to the mobile telephone 20, 30 by a line or wirelessly.
- the mobile phones 20, 30 are coupled together via a communication module 31.
- the communication module 31 may, for example, a Bluetooth interface represent when the users face each other in sight.
- the communication module 31 can also represent a data network, for example a GSM network or a UMTS network, so that a sports game is made possible by users remote from one another.
- more than two players can perform the movement play with each other. It is not limited to badminton, but may also relate, according to a therapy, to the synchronization of a movement of a first person with the movement of a second person.
- the sensor module 2 can also be fastened to a user's back in addition to a hand sensor, so that a therapeutic application with a predetermined movement pattern for the user is made possible.
- the sensor module can also be integrated in a clothing, so that predetermined movements, in particular during choreography training in the theater or the like, are made possible.
Abstract
Description
Claims
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
DE102004048583A DE102004048583A1 (de) | 2004-10-04 | 2004-10-04 | Verfahren zur Steuerung eines auditiven Spiels und Vorrichtung hierzu |
PCT/DE2005/001736 WO2006037292A1 (de) | 2004-10-04 | 2005-09-29 | Verfahren zur steuerung eines auditiven spiels und vorrichtung hierzu |
Publications (1)
Publication Number | Publication Date |
---|---|
EP1819408A1 true EP1819408A1 (de) | 2007-08-22 |
Family
ID=35519784
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP05796210A Withdrawn EP1819408A1 (de) | 2004-10-04 | 2005-09-29 | Verfahren zur steuerung eines auditiven spiels und vorrichtung hierzu |
Country Status (3)
Country | Link |
---|---|
EP (1) | EP1819408A1 (de) |
DE (1) | DE102004048583A1 (de) |
WO (1) | WO2006037292A1 (de) |
Family Cites Families (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5031909A (en) * | 1990-05-07 | 1991-07-16 | Pecker Edwin A | Electronic athletic equipment |
WO1995011730A1 (de) * | 1993-10-27 | 1995-05-04 | Gerhard Roth | Verfahren und einrichtung zur sensorischen bewegungskontrolle |
US5913727A (en) * | 1995-06-02 | 1999-06-22 | Ahdoot; Ned | Interactive movement and contact simulation game |
US5864333A (en) * | 1996-02-26 | 1999-01-26 | O'heir; Brian S. | Foot force actuated computer input apparatus and method |
JPH09325081A (ja) * | 1996-06-05 | 1997-12-16 | Casio Comput Co Ltd | 運動測定装置及び運動測定装置を備えた電子式ゲーム装置 |
JP3179769B2 (ja) * | 1999-09-07 | 2001-06-25 | コナミ株式会社 | 信号発生装置 |
US6287200B1 (en) * | 1999-12-15 | 2001-09-11 | Nokia Corporation | Relative positioning and virtual objects for mobile devices |
JP2002052243A (ja) * | 2000-08-11 | 2002-02-19 | Konami Co Ltd | 対戦式ビデオゲーム装置 |
US7335105B2 (en) * | 2001-08-20 | 2008-02-26 | Ssd Company Limited | Soccer game apparatus |
DE10256140B3 (de) * | 2002-11-29 | 2004-03-11 | Deutsches Zentrum für Luft- und Raumfahrt e.V. | Gerätesystem zur Realisierung von Spielen und/oder Diensten für Besucher von Massenveranstaltungen |
-
2004
- 2004-10-04 DE DE102004048583A patent/DE102004048583A1/de not_active Ceased
-
2005
- 2005-09-29 WO PCT/DE2005/001736 patent/WO2006037292A1/de active Application Filing
- 2005-09-29 EP EP05796210A patent/EP1819408A1/de not_active Withdrawn
Non-Patent Citations (1)
Title |
---|
See references of WO2006037292A1 * |
Also Published As
Publication number | Publication date |
---|---|
WO2006037292A1 (de) | 2006-04-13 |
DE102004048583A1 (de) | 2006-04-20 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
PUAI | Public reference made under article 153(3) epc to a published international application that has entered the european phase |
Free format text: ORIGINAL CODE: 0009012 |
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