WO2008129248A1 - Appareil de combat interactif - Google Patents

Appareil de combat interactif Download PDF

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Publication number
WO2008129248A1
WO2008129248A1 PCT/GB2008/001340 GB2008001340W WO2008129248A1 WO 2008129248 A1 WO2008129248 A1 WO 2008129248A1 GB 2008001340 W GB2008001340 W GB 2008001340W WO 2008129248 A1 WO2008129248 A1 WO 2008129248A1
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WO
WIPO (PCT)
Prior art keywords
dummy
user
blow
force
sensor
Prior art date
Application number
PCT/GB2008/001340
Other languages
English (en)
Inventor
Barry Piorkowski
Original Assignee
Liverpool John Moores University
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 Liverpool John Moores University filed Critical Liverpool John Moores University
Publication of WO2008129248A1 publication Critical patent/WO2008129248A1/fr

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Classifications

    • 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
    • A63B69/20Punching balls, e.g. for boxing; Other devices for striking used during training of combat sports, e.g. bags
    • A63B69/32Punching balls, e.g. for boxing; Other devices for striking used during training of combat sports, e.g. bags with indicating devices
    • A63B69/322Punching balls, e.g. for boxing; Other devices for striking used during training of combat sports, e.g. bags with indicating devices to instruct user where to strike
    • 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
    • A63B69/0053Apparatus generating random stimulus signals for reaction-time training involving a substantial physical effort
    • 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
    • A63B69/20Punching balls, e.g. for boxing; Other devices for striking used during training of combat sports, e.g. bags
    • A63B69/215Anthropomorphic devices
    • 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
    • A63B69/34Tackling, blocking or grappling dummies, e.g. boxing or wrestling or American- football dummies
    • 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
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0003Analysing the course of a movement or motion sequences during an exercise or trainings sequence, e.g. swing for golf or tennis
    • A63B24/0006Computerised comparison for qualitative assessment of motion sequences or the course of a movement
    • A63B2024/0012Comparing movements or motion sequences with a registered reference
    • 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
    • A63B71/02Games or sports accessories not covered in groups A63B1/00 - A63B69/00 for large-room or outdoor sporting games
    • A63B71/023Supports, e.g. poles
    • A63B2071/026Supports, e.g. poles stabilised by weight
    • 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
    • A63B2220/40Acceleration
    • 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
    • A63B2220/53Force of an impact, e.g. blow or punch
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/09Adjustable dimensions
    • A63B2225/093Height
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/20Miscellaneous features of sport apparatus, devices or equipment with means for remote communication, e.g. internet or the like
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2230/00Measuring physiological parameters of the user
    • A63B2230/62Measuring physiological parameters of the user posture
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2244/00Sports without balls
    • A63B2244/10Combat sports
    • 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
    • A63F2300/1068Features 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 detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • 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
    • A63F2300/8029Fighting without shooting

Definitions

  • the present invention relates to an interactive fighting apparatus, and to associated methods of manufacture and operation of said apparatus.
  • Particular embodiments of the invention are particularly suitable for, but not limited to, use in fitness applications such as martial arts and combat sports training, as well as in games machines.
  • Martial Arts and combat sports such as boxing are popular leisure activities, allowing participants to both keep-fit and learn self-defence skills in a stimulating and entertaining environment.
  • Many such activities include competitive sparring sessions, in which two participants fight each other with opponents typically being of approximately equal weight and experience. Training must be performed on a regular basis to effectively develop the skills to defend oneself in potentially life-threatening situations, or to perform optimally in organised sparring competitions.
  • a variety of training apparatus is available to enable practitioners to develop the precision and speed of their techniques, as well as enhance their physical fitness and condition their bodies.
  • Punching bags, kicking pads and large stuffed, punching dummies exist that are used by practitioners as targets to improve the delivery of their strikes.
  • the strikes may be performed by any portion of the human body e.g. hand, arm, elbow, legs, feet, knees, fingertip and knuckle.
  • dummies such as the "Slam ManTM” exist.
  • Such dummies consist of a human torso made from a material such as high-density plastic, and mounted on a solid base filled with sand.
  • a number of target lights are located at different positions on the dummy, and are arranged to flash (either at random or in predetermined patterns). The user then punches the relevant areas as the lights flash, potentially resulting in an improvement of the hand-eye coordination and the reaction speed of the user.
  • a dummy popular in Chinese martial arts training is the "wooden man post" (Muk Yan Jong).
  • the dummy can be made of wood, steel or plastic.
  • the dummy typically includes a central post, to which are affixed various protrusions representing arms and legs of an opponent.
  • the Wing Chun version of the dummy has three protrusions representing arms, and one protrusion representing a leg. Martial artists can practice a variety of hand and foot techniques on such a dummy, including not only strikes but also blocks. However, such a dummy does not provide any feedback regarding the efficacy of the techniques performed on it.
  • breaking in which an object is struck, is a common action used to both develop and demonstrate the power of strikes.
  • the practitioner may break wooden boards.
  • the force needed to break a board of wood can vary, depending upon the type, grain pattern, age and humidity of the wood.
  • breaking boards have been developed that consist of two pieces of material such as plastic. The two pieces of material are arranged to be coupled together (e.g.
  • a range of breaking boards are produced, each being arranged to "break" under a different, pre-determined load.
  • the present invention provides an interactive fighting apparatus comprising: a dummy comprising at least one sensor arranged to measure the force of a blow incident to the dummy and to provide a sensor signal indicative of the measured force of said incident blow; a display device arranged to display information to a user for indicating when a user might strike the dummy; and an output device arrange to receive said sensor signal, and to output information to a user indicative of the measured force of said incident blow, wherein said at least one sensor is arranged to measure at least two separate vector components of the force of said blow.
  • Such information can be used in training, to allow a user to understand precisely how much force has been generated by the blow, and in what directions relative to the intended main direction of the blow. Equally, such information can be used to enhance the realism in fighting games, by using the information to, for instance, calculate the likely damage to an opponent or calculate the likely effect on an opponent. For example, if the blow includes a rotational component, then the likely effect might be that an opponent is spun around by the blow. Said at least one sensor may be arranged to measure both translational and rotational components of the force of said blow.
  • Said dummy may comprise a head portion and a torso portion, each portion comprising at least one respective sensor.
  • Said head portion may be coupled to said torso portion by a flexible neck portion.
  • Said head portion may be rotatable relative to said torso portion.
  • the dummy may further comprise a jaw portion pivotally mounted to the head portion.
  • Said dummy may comprise a torso portion and at least one arm portion extending longitudinally from the torso portion.
  • Said arm portion may be rotatably mounted relative to said torso portion.
  • Said dummy may comprise a torso portion and at least one leg portion extending longitudinally downwards from the torso portion, said leg portion comprising at least a first section and a second section, the second section extending at an angle from said first section.
  • At least one of said portions may be coupled to another of said portions by a resiliently biased joint.
  • At least one of said portions of the dummy may comprise at least one area of relatively resilient material positioned to correspond to a vulnerable area of the human body, surrounded by an area of less resilient material. At least one of said portions of the dummy may comprise a contact sensor positioned to determine if contact is made with a predetermined area on the dummy.
  • Said dummy may comprise a plurality of said sensors, each located at a respective different position.
  • the apparatus may further comprise a stand arranged to hold said dummy in a substantially upright configuration.
  • Said stand may be resiliently biased to hold said dummy in said substantially upright configuration.
  • Said stand may be arranged to hold said dummy in said substantially upright position with the torso of the dummy leaning forwards at an angle between 10° and 45° relative to the vertical.
  • Said stand may be arranged to hold said dummy at a height corresponding to that of a standing person.
  • the height of said stand may be adjustable.
  • the weight of said stand may be adjustable.
  • the present invention provides a method of manufacturing an interactive fighting apparatus, comprising: providing a dummy comprising at least one sensor arranged to measure the force of a blow incident to the dummy and to provide a sensor signal indicative of said measured force; providing a display device arranged to display information to a user for indicating when a user might strike the dummy; and providing an output device arrange to receive said sensor signal, and to output information to a user indicative of the force of said incident blow, wherein said at least one sensor is arranged to measure at least two separate vector components of the force of said blow.
  • the present invention provides a method of operation of an interactive fighting apparatus comprising a dummy, the method comprising: displaying information to a user for indicating when a user might strike the dummy; measuring the force of a blow incident to the dummy; and outputting information to a user indicative of the force of said incident blow, wherein said measuring step comprises measuring at least two separate vector components of the force.
  • Said measuring step may comprise measuring both translational and rotational components of the force of said blow.
  • the method may further comprise measuring the position of the incident blow on the dummy.
  • Said displaying step may comprise displaying instructions to a user indicative of at least one of: the type of strike that should be performed by the user, a sequence of strikes that should be performed by the user, and the position or positions on the dummy that the user should strike.
  • Said displaying step may comprise displaying an image of a moving opponent.
  • Said displaying step may comprise determining the motions of a second user, and displaying an image representing the determined motions.
  • the method may further comprise analysing the measurements as a function of time to determine the type of blow.
  • the method may further comprise analysing the measurements and determining the likely effect of the blow on an opponent, said outputting step comprising outputting information indicative of the determined likely effect of the blow. Said information may be output as an image of an opponent, with damage of the opponent illustrated on the image.
  • the method may further comprise calculating, and outputting information indicative of, at least one of the rate of blows provided by the user, and the calories expended by the user in providing said blows to the dummy, from said measurements.
  • the present invention provides a device for controlling an interactive fighting apparatus, the device comprising: a program memory containing processor readable instructions; and a processor configured to read and execute instructions stored in said program memory, wherein said processor readable instructions comprise instructions configured to control said apparatus to carry out a method described above.
  • the present invention provides a carrier medium carrying computer readable code configured to cause a computer to carry out a method described above.
  • Figure 1 is a schematic diagram of an interactive fighting apparatus in accordance with a first embodiment of the present invention
  • Figure 2 is a schematic diagram of an alternative embodiment of an interactive fighting apparatus
  • Figure 3 is a schematic diagram of an embodiment of a head for use in an interactive fighting apparatus in accordance with an embodiment of the present invention
  • Figure 4 is a schematic diagram of a further embodiment of a head; and Figure 5 is a three dimensional perspective view of an embodiment of a dummy for use in an interactive fighting apparatus in accordance with an embodiment of the present invention.
  • Figure 1 illustrates an interactive fighting apparatus 10 in accordance with an embodiment of the present invention.
  • the apparatus 10 includes a dummy 20 for receiving blows from a user.
  • the dummy 20 is formed in the general shape of a human.
  • the dummy 20 includes a head portion 30 mounted on a torso portion 40.
  • the head portion 30 is rotatable relative to the torso portion 40.
  • Arm portions 42a, 42b and 42c extend from the torso portion 40.
  • the arm portions 42a-c extend from the torso portion 40, and are configured to simulate the positions of human arms.
  • the arms are positioned to simulate a fighting posture or stance.
  • the arms may be raised, preferably with a bend in the arms corresponding to an elbow joint, e.g. to simulate a guard position or block.
  • the different body portions are coupled together so as to simulate the biomechanical range of motion and isometric muscle tension of a human being.
  • the isometric muscle tension can be simulated using resilient couplings (e.g. rubber or spring systems) so that a user wanting to move portions of the dummy relative to other portions (e.g. either by striking, pushing, pulling or twisting the dummy) has to work to create that movement.
  • the dummy 20 comprises three arm portions, in the same configuration as used in the arms used in the "wooden man post".
  • two arm portions may be utilised, each consisting of two sections to simulate the human arm.
  • Each arm portion 42a-b is rotatably mounted to the torso portion 40.
  • all three arm portions 42a-42c are coupled to a common section (as indicated by the dotted lines) that is coupled to, and rotatable relative to, the torso portion 40.
  • This rotatable mounting allows a user to more realistically interact with the arms when performing techniques such as "sticking hands".
  • At least one leg portion 50 extends from the base of the torso portion 40.
  • the dummy 20 comprises two leg portions 50.
  • Each leg portion 50 consists of two sections 52, 54 for simulating respectively the upper and lower sections of a human leg.
  • the second, lower section 54 extends at an angle from an end of the first section 52, so as to simulate the position of the knee.
  • the dummy is held in an upright position by a stand 60.
  • the stand 60 comprises a base section 62 which, in use, sits on the ground or floor.
  • a member 64 extends from the base section 62 to the dummy 20, so as to hold the dummy 20 in an upright, or at least a substantially upright, position.
  • the member 64 is coupled to the dummy 20 by a resilient coupling e.g. by a joint made of, or comprising, rubber.
  • the torso of the dummy is configured to move so as to extend nearly horizontal (e.g. at an angle of 70° to the vertical or more), as well as to bend to either side (i.e. laterally, relative to the posture of the dummy) to at least some extent (e.g. by at least about 10°).
  • This resilient biasing of the dummy can be performed either by a coupling of the stand to the dummy 20, and/or by a portion of the dummy being formed of resilient material, such as rubber, to allow the dummy portion to have the predetermined range of movement.
  • the lower portion of the dummy torso 40 may be formed so as to act as a hip, either due to the hip portion being formed of resilient material, or due to the hip portion being coupled to the remainder of the torso by appropriately biased resilient couplings.
  • Allowing the torso of the dummy to move to such a degree allows the dummy to simulate grappling. For example, a user could pull the upper section of the dummy downwards, and/or to either side e.g. to perform a knee strike to the head 30 of the dummy 20.
  • the resilient biasing of the dummy allows the dampening out of some of the impact forces that may arise from strikes to the dummy.
  • Such resilient biasing e.g. by spring systems or rubber
  • the stand is arranged to hold the dummy 20 in a position corresponding to that of a standing person.
  • the dummy and stand are arranged to simulate a fighting stance. For example, this could occur with the torso of the dummy leaning forwards, at an angle of about 30° (e.g. between 10° and 45°) to the vertical.
  • the head 30 of the dummy (along with any associated portion of the dummy corresponding to a neck) is configured so as to be positioned at an angle relative to the torso.
  • a portion of the head corresponding to the chin could be position "tucked into” the chest e.g. with the chin either adjacent to (within
  • the stand is typically arranged to hold the dummy at a height corresponding to that of an average, standing human.
  • the length of the member 64 can be varied, so as to adjust the height of the dummy.
  • the dummy can be lowered for smaller users, or raised in height for taller users (or to simulate taller opponents).
  • the dummy is struck by user, which can result in movement of both the dummy 20 and the stand 60.
  • the weight of the stand is adjustable. In this particular embodiment, this is achieved by loading different weights 68 onto a weight holder 66 (shown as a pole) coupled to the base 62 of the stand 60.
  • At least one portion of the dummy comprises a sensor arranged to measure the force of a blow incident to the dummy, in at least two different directions.
  • the vector components could be orthogonal vector components i.e. along directions perpendicular to each other.
  • one vector component could be a linear or translational component (i.e. the force along one particular direction), while the other vector component could be a rotational component of the force of the strike.
  • Any number of such sensors could be included within the dummy.
  • a separate sensor could be incorporated within each portion or section of the dummy 20.
  • the dummy 20 includes two force sensors. One sensor is located in the head portion 30, and the other sensor is located in the torso portion 40.
  • the force sensors are arranged to measure the force of a blow in three orthogonal linear directions (e.g. along a nominal x-axis, y-axis and z-axis), as well as the corresponding rotational components relative to each axis.
  • accelerometer packages are available that are capable of determining such forces.
  • sensors are formed of an array of accelerometers.
  • a nine-accelerometer package arranged in a Padgoankar 3-2-2-2 pattern has been proven to be one of the most reliable arrangements.
  • the article by Newman J.A., et al. “Verification of biomechanical methods employed in a comprehensive survey of mild traumatic brain injury and the effectiveness of American football helmets", Journal of Biomechanics 38 (2005), describes such an arrangement
  • the sensor consists of a set of triaxial accelerometers positioned amid three sets of tangentially positioned bi-axial accelerometer pairs
  • the dummy 20 further comprises at least one contact sensor, arranged to determine if contact is made with (e.g. a blow is landed on) a pre-determined area of the surface of the dummy 20.
  • a single sensor arranged to determine a contact position, could be used to monitor the position of any blows to the dummy 20.
  • a series of discrete contact sensors could be positioned, each arranged to simply determine if contact is made with a particular predetermined region or area of the dummy.
  • the dummy 20 comprises a plurality of contact sensors. Each contact sensor is located at a respective different position, and is arranged to determine when contact is made with that sensor.
  • the contact sensors are positioned at locations on the dummy 20 that correspond to vulnerable areas of the human body e.g. a separate contact sensor is provided for the head 30, ribs 44, solar plexus 46, groin 48 and knee 56.
  • these vulnerable areas are covered by an area of relatively resilient or soft material (indicated in the Figure by a hatched pattern).
  • the bulk of the dummy 20 could be made of a material that is compressible such as wood or plastic.
  • the areas of the dummy surface corresponding to more vulnerable areas would then be covered by a more resilient and/or a softer material such as rubber.
  • the more vulnerable areas are also coloured or patterned differently, so as to allow a user to readily identify the vulnerable areas on the body.
  • the apparatus 10 further includes a computational device 70.
  • the device 70 includes a programme memory containing processor readable instructions, and a processor configured to read and execute instructions stored in the programme memory.
  • the device 70 which in the figure is illustrated as a personal computer, is arranged to control the operation of the interactive fighting apparatus.
  • the device 70 is coupled to each of the sensors of the dummy, and is arranged to process the output signals from the sensors.
  • the device 70 is coupled to the accelerometers used to measure the force of blows that strikes the dummy.
  • the device 70 is arranged to calculate the different translational (i.e. linear) and rotational components of the force of blows, from the signals output by the accelerometers, as well as the total force of such blows.
  • the apparatus also includes a display device arranged to display information for indicating when a user might strike the dummy, and an output device arranged to output information to a user indicative of the measured force of a blow (and preferably also the relative components of the force of the blow) incident to the dummy 20.
  • the display device is arranged to display information to a user for indicating when the user should strike the dummy.
  • information could simply be an output that the apparatus is ready to use.
  • the display device could comprise a series of lights arranged at different locations around or on the dummy 20, with each light arranged to light up in a random sequence or pattern, to indicate that a user should strike that portion of the dummy.
  • the display device could be arranged to provide instructions to facilitate the training of a user e.g. instructions to perform a pre-determined sequence of moves (i.e. strikes to the dummy at pre-determined areas, using pre-determined techniques).
  • Such instructions could be provided diagrammatically by showing the representation of a fighter conducting the relevant move on an image of the dummy, or as text.
  • the computational device 70 is also coupled to contact sensors, and arranged to determine when contact is made with a contact sensor, and with which contact sensor i.e. arranged to determine the position of the blow.
  • the computational device is arranged to correlate the contact/position information with the force information e.g. so as to determine how strong a blow was landed by the user, and on what portion of the body. For example, this could then be utilised by the computational device to calculate (either using a predetermined algorithm, or based upon a look-up table) the likely effect of the blow e.g. to determine whether the blow would disable, hinder the function of, or brake a particular limb, or body portion of a real human (or at least a predetermined computer model of an opponent).
  • the calculated likely effect of the blow can then be displayed (e.g. on the output device). For example this information could be output as a written message on the output device, or could be shown as a graphical representation on the output device e.g. by illustrating damage to an image of the body of an opponent.
  • an audio signal could be provided (e.g. from a speaker coupled to the computational device 70) representative of the likely effect of the blow e.g. a voice could provide a commentary, or make groaning sounds corresponding to the likely effect of the blow.
  • both the display device and the output device are combined in a single display are combined in a single display 80, which is coupled to the computational device 70.
  • the computational device 70 controls the information displayed by the display 80.
  • the display device could display an image of an opponent performing a series of combat techniques e.g. strikes and/or blocks.
  • the user could then react to such strikes and/or blocks e.g. if the image shows the opponent as performing a punch, then the user might only be allowed to "score", or have their strike/blow registered as a good or valid hit, if they perform a pre-determined action e.g. a blow to the dummy that the device 70 is arranged to recognise as an appropriate block to the strike performed by the image of the opponent.
  • the interactive fighting apparatus can be implemented as a game, with the dummy acting as an input device, allowing the user to fight with an imaginary opponent.
  • Martial arts fighting games are well known, and typically include two or more combatants, with each combatant having a representative amount of energy.
  • the aim is for a user (e.g. games player) to minimise the energy extended or taken from his combatant whilst decreasing the energy of the opponent combatant(s) to be zero.
  • a game could be implemented using the present apparatus.
  • the computational device 70 is arranged to determine the cumulative effects of various blows, and to display the relevant results.
  • the computational device could model a combatant of the user and model of a combatant of the opponent, with each model having an energy associated therewith.
  • the energy of the opponent could be depleted by an amount dependent upon the total force, and /or particular force components, and/or location, of each blow.
  • the output device e.g. display 80 or corresponding audio output
  • the user is described as undergoing a training routine, conducting strikes (either at random or following a set of instructions) to the dummy, or having a simulated fight (using the dummy as an input device) with a computer controlled image of an opponent.
  • the user conducts a simulated fight (using strikes on the dummy to control the blows and/or conduct blocks) against one or more human controlled opponents.
  • the actions of the human controlled opponent can be displayed to the user by a display device displaying a computer-generated image of the opponent.
  • the other user controlling the human controlled opponent could perform the control operations using a normal game controller e.g. a controller for an X-boxTM or PlaystationTM.
  • each user uses an interactive fighting apparatus 10 as a control device.
  • the opponent image provided to the user by the display device could be a real image of the other human, e.g. captured by one or more image capture devices such as cameras.
  • Figure 2 illustrates a further interactive fighting apparatus 10', suitable for (but not restricted to) use in human vs. human simulated combat.
  • identical reference numerals represent similar features.
  • the apparatus 10' can thus be seen to, share many of the features of the apparatus 10 shown in Figure 1.
  • the apparatus includes two image capture devices 92, positioned to capture the image of a first user striking the dummy 20. The captured images could be transmitted to a further user operating a similar apparatus, and displayed to that further user on a display device. Thus, the further user could see, and respond to, the movements of the first user.
  • the apparatus 10' also includes an additional input device in the form of a contact mat 94.
  • the mat 94 is positioned on a surface adjacent (e.g. on the floor in front of) the dummy 20.
  • the mat includes a plurality (e.g. an array) of sensor portions 96, each arranged to output a signal when a user stands on that portion.
  • the computational device 70 is arranged to receive signals from the mat 94 indicative of the relevant portion(s) of the mat on which the user is standing. Preferably, the signals are also indicative of the weight placed by the user on each portion. Such signals can be processed by the device 70 to provide further information regarding the techniques being performed by the user e.g.
  • Such information can be provided as feedback to a user, or used to more accurately monitor and model the actions performed by the user, including more accurately determining the likely effect of the actions/ blows of the user on an opponent.
  • the apparatus 10' also has a torso 40' from which only two arm portions 42a, 42b, extend.
  • the arm portions are removably mounted to the torso 40', so as to allow the torso 40, 40' to be swapped between different configurations of arms (e.g. between the three arm configuration shown in Figure 1 and the two arm configuration shown in Figure 2), or to have completely different types of arm portion attached to the dummy.
  • Figure 3 shows an alternative head portion 130.
  • the head portion 130 comprises an image capture device 192.
  • the image capture device 192 is a camera, and is mounted in the forehead of the head portion 130.
  • the image capture device 192 can be used in conjunction with, or as an alternative to, the image capture devices 92 illustrated in Figure 2.
  • the head portion 30 illustrated in Figures 1 & 2 can be regarded as comprising a single, vulnerable area, having a single contact sensor arranged to determine when the head portion is contacted by a blow.
  • the head portion 130 is divided up into a number of different areas, with specific vulnerable areas being indicated as comprising the jaw 138, nose 136, eyes 132, and temples 136.
  • Each can have a corresponding contact sensor, arranged to determine when that area is contacted by a blow (e.g. and to pass such information on to the device 70)
  • the head portion 130 is coupled to a neck portion 123, which is suitable for being rotatably mounted on a torso portion. Further, for increased realism, the neck portion is formed of a number of discrete sections 125a, 125b, 125c. Each section 125a-c is shaped as a ring. Each section 125a-c is resiliently coupled to the adjoining section, thus allowing the neck portion 123 to flex e.g. when the head is struck by a blow.
  • the head is coupled to the neck in such a manner that the neck has freedom to both flex backwards and forwards (relative to the posture of the dummyX bend laterally, rotate, and extend or protract.
  • Such a range of movements allows the head/neck combination to respond realistically to strikes from all angles.
  • the neck portion 123 also comprises a vulnerable area (corresponding to the adams apple 127), with a corresponding contact sensor.
  • FIG 4 shows an alternative embodiment of a head portion 230, the features of which can be combined with the features of the embodiments of any of the previous head portions.
  • this head portion 230 comprises a movable jaw portion 238.
  • the movable jaw portion 238 is pivotally mounted 239 to the remainder of the head portion.
  • the jaw portion 239 is resiliently biased to return to a predetermined position relative to the remainder of the head portion 230, after it has been struck.
  • a flexible neck portion 223 is coupled to the head 230, and comprises a plurality of segments 225a, 225b, 225c.
  • a spring 228 extends from a first mount 226a connected to the head 230, to a second mount 226b (which would be connected to a torso portion).
  • FIG. 5 shows a dummy 320 in accordance with an embodiment of the present invention.
  • the dummy 320 comprises a head portion 330 and a body portion 340.
  • Arm portions 342a, 342b, 342c extend from the torso portion 340.
  • a stand portion 360 (which also functions as a lower body portion) extends from the base of the torso portion.
  • a stand member 363 extends centrally from the base of the body portion, to the floor.
  • a plurality of (here, three) equally sized and shaped legs portions 361 extend from the stand/ lower body portion 360. Preferably the leg portions are positioned equidistantly around the lower body portion.
  • the stand member 363 is of sufficient length that, in normal use, the leg portions 361 are positioned a predetermined distance from the ground or floor. As previously, the leg portions can be struck by a user, and the force / position of strikes thereon may be measured. Further, in this embodiment, the leg portions also act as auxiliary supports, limiting the angle from which the dummy can be displaced from the normal equilibrium position when struck (as the leg portion(s) will contact the floor/ ground, and prevent further movement of the dummy).

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  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Toys (AREA)

Abstract

L'invention concerne un appareil de combat interactif et des procédés associés de fabrication et de fonctionnement de l'appareil. L'appareil comprend un mannequin ayant au moins un détecteur agencé pour mesurer la force d'un coup incident sur le mannequin et fournir un signal de détecteur indicatif de la force mesurée du coup incident. Un dispositif d'affichage est agencé pour afficher des informations à un utilisateur pour indiquer lorsqu'un utilisateur peut frapper le mannequin. Un dispositif de sortie est agencé pour recevoir le signal de détection et pour émettre des informations à un utilisateur, les informations étant indicatives de la force du coup incident. Le détecteur est agencé pour mesurer au moins deux composantes de vecteur séparées de la force dudit coup.
PCT/GB2008/001340 2007-04-24 2008-04-17 Appareil de combat interactif WO2008129248A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GBGB0707852.0A GB0707852D0 (en) 2007-04-24 2007-04-24 Interactive fighting apparatus
GB0707852.0 2007-04-24

Publications (1)

Publication Number Publication Date
WO2008129248A1 true WO2008129248A1 (fr) 2008-10-30

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PCT/GB2008/001340 WO2008129248A1 (fr) 2007-04-24 2008-04-17 Appareil de combat interactif

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GB (1) GB0707852D0 (fr)
WO (1) WO2008129248A1 (fr)

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US9021857B1 (en) * 2011-04-05 2015-05-05 Matts, LLC Covers with a multiplicity of sensors for training mannequins, punching bags or kicking bags
EP2969074A4 (fr) * 2013-03-15 2016-09-07 David Daniels Systèmes et procédés destinés à des dispositifs d'entraînement aux arts martiaux présentant une force, une pression et autre réponse précises au niveau anatomique
GR1008948B (el) * 2015-10-22 2017-02-13 Βασιλειος Παναγιωτη Τασιοπουλος Ψηφιακο-ηλεκτρονικο συστημα προπονησης
RU2618198C1 (ru) * 2016-06-10 2017-05-02 Виталий Игоревич Баранюк Тренажёр для ударных и бросковых приёмов в армейском рукопашном бою
RU2657975C1 (ru) * 2017-06-22 2018-06-18 Виталий Игоревич Баранюк Тренажёр для выполнения комбинированных технико-тактических действий бойцов армейского рукопашного боя
RU2796700C1 (ru) * 2023-01-09 2023-05-29 Вячеслав Владимирович Суворов Универсальное устройство для тренировки приёмов армейского рукопашного боя

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CN113144566B (zh) * 2021-04-20 2022-11-08 河北佳威科技发展有限公司 一种擒敌训练装置

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Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9021857B1 (en) * 2011-04-05 2015-05-05 Matts, LLC Covers with a multiplicity of sensors for training mannequins, punching bags or kicking bags
EP2969074A4 (fr) * 2013-03-15 2016-09-07 David Daniels Systèmes et procédés destinés à des dispositifs d'entraînement aux arts martiaux présentant une force, une pression et autre réponse précises au niveau anatomique
US9968838B2 (en) 2013-03-15 2018-05-15 David Daniels Systems and methods for martial arts training devices with anatomically accurate force, pressure and other response
US10786720B2 (en) 2013-03-15 2020-09-29 David Daniels Systems and methods for martial arts training devices with anatomically accurate force, pressure and other response
GR1008948B (el) * 2015-10-22 2017-02-13 Βασιλειος Παναγιωτη Τασιοπουλος Ψηφιακο-ηλεκτρονικο συστημα προπονησης
RU2618198C1 (ru) * 2016-06-10 2017-05-02 Виталий Игоревич Баранюк Тренажёр для ударных и бросковых приёмов в армейском рукопашном бою
RU2657975C1 (ru) * 2017-06-22 2018-06-18 Виталий Игоревич Баранюк Тренажёр для выполнения комбинированных технико-тактических действий бойцов армейского рукопашного боя
RU2796700C1 (ru) * 2023-01-09 2023-05-29 Вячеслав Владимирович Суворов Универсальное устройство для тренировки приёмов армейского рукопашного боя

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