WO2014126509A1 - Imitation d'un jeu de football destiné à l'entraînement de jeu des footballeurs - Google Patents

Imitation d'un jeu de football destiné à l'entraînement de jeu des footballeurs Download PDF

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Publication number
WO2014126509A1
WO2014126509A1 PCT/RU2014/000091 RU2014000091W WO2014126509A1 WO 2014126509 A1 WO2014126509 A1 WO 2014126509A1 RU 2014000091 W RU2014000091 W RU 2014000091W WO 2014126509 A1 WO2014126509 A1 WO 2014126509A1
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WIPO (PCT)
Prior art keywords
ball
virtual
player
football
game
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PCT/RU2014/000091
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English (en)
Russian (ru)
Inventor
Александр Михайлович ПЕРМЯКОВ
Николай Павлович КУЗНЕЦОВ
Original Assignee
Permyakov Aleksandr Mihailovich
Kuznetsov Nikolai Pavlovich
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Application filed by Permyakov Aleksandr Mihailovich, Kuznetsov Nikolai Pavlovich filed Critical Permyakov Aleksandr Mihailovich
Publication of WO2014126509A1 publication Critical patent/WO2014126509A1/fr

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/003Repetitive work cycles; Sequence of movements
    • G09B19/0038Sports
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B9/00Simulators for teaching or training purposes
    • 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
    • A63B24/0087Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
    • A63B2024/0096Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load using performance related parameters for controlling electronic or video games or avatars
    • 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
    • A63B22/00Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
    • A63B22/02Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with movable endless bands, e.g. treadmills
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/0101Head-up displays characterised by optical features
    • G02B2027/014Head-up displays characterised by optical features comprising information/image processing systems
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/0179Display position adjusting means not related to the information to be displayed
    • G02B2027/0187Display position adjusting means not related to the information to be displayed slaved to motion of at least a part of the body of the user, e.g. head, eye

Definitions

  • the invention relates to sports equipment and can be used both for training individual football players and for simulating game moments on a football field, including in the “football karaoke” mode, up to simulating a full-fledged football match, but without using a football field as such .
  • the aim of the invention [8] is to increase the efficiency of playing football by increasing accuracy and teamwork in attacking actions: students will be able to practice on-site kicks and passes with one touch on a moving ball, including those with obtuse and close to right angles. The inventor believes that the interaction of athletes serving a pass and performing a strike will also be practiced.
  • a treadmill simulator can be used, as is the case with US patent J4 ° 2012/0083368 A1 [10].
  • the device according to the Russian patent for the invention -N ° 2343 947 [1 1] can be used.
  • the essence of the invention according to patent N ° 2 139 1 18 [12] lies in the fact that it contains a sensor unit that responds to the impact of the ball and the computer, moreover, the sensor unit is located in the area of the football goal and is connected to the computer.
  • the device may also contain a ball-feeding unit connected to a computer, obstacle shields with sensors, a signaling unit of a football player passing a predetermined place on a football field, a video camera and a VCR.
  • the main positive quality of the device, according to its authors, is that it is possible to automatically record the duration of the exercise, the accuracy and strength of the shot on goal, as well as automatically and objectively compare the results of the exercise by different players or the same player at different time periods .
  • the device according to the patent of the Russian Federation for the invention N ° 2 139 118 [12] allows you to obtain objective data to determine the form in which the player is, and to compare the characteristics of the players among themselves.
  • the aforementioned invention does not allow real multi-pass (multi-hazard) game combinations to be realized during training, and for its implementation, like many of the analogues mentioned above, it requires special sports grounds. It does not allow the device to simulate a football match. And the need to create an imitation of football matches has existed for a long time, an example of which can be called an application for the invention of the Russian Federation JSTa 2009 136 578 [13] on the principle system of playing mini-football, allowing create conditions on the plane of the gaming table that match the real conditions of football sports matches as much as possible.
  • such an invention is absolutely useless for the physical preparation of an athlete-footballer and does not allow to realize (imitate) a real duel involving sportsmen of football players.
  • a method for simulating a real sports soccer match or a method for simulating individual training processes and football combinations, as well as a device for its implementation, is proposed.
  • the essence of the method lies in the fact that the game of football (training) is carried out on a virtual soccer field with a virtual soccer ball, the movements of which are modeled by computers in virtual space.
  • the ball movement is simulated taking into account the basic laws of mechanics.
  • the positioning of players on the football field is also carried out by a computer in 3D space, based on the readings of sensors recording the movement of the player at his gaming workplace, which includes a treadmill with a ball feed system for the player at the right time in the game.
  • the computer adapts (combines) the position of the virtual ball with the position of the real ball, which the ball feed system delivers to the player interacting with the ball (hit the ball or catch the ball for the goalkeeper).
  • the main element is the player’s workplace, where he implements (imitates) his movements on the playing field, for which a treadmill is used, and the player’s ball delivery system.
  • the ball delivery system for the “player in the field” and for the “player in the goal” will differ structurally due to the functional features of the players in the field and the goalkeeper.
  • the system for supplying the ball to the “player in the field” must supply the ball to the player for impact, and the ball system for the goalkeeper ejects the ball to one point or another of the goal plane into which the virtual ball flies.
  • the virtual helmet according to the patent of the Russian Federation for the invention ”2 391 436 is intended to create a three-dimensional stereoscopic image combined with the real environment in training systems, in games, in remote influences using communication and the Internet. That is, the possibility of using a virtual helmet for playing football allows you to simulate a game of real football for players located in different parts of not only the city, but the entire globe.
  • the picking of teams can be done by analogy with the picking of players when playing poker in the "Rockeg star” system.
  • each separate game is controlled by its own separate central processor (server). Access to this server of potential soccer players allows you to form teams in one or another quantitative composition.
  • the corresponding server software will allow to visualize the position of all players and their positioning on the football field on the video screens of the virtual helmet, as well as visualize the referees of the game and even spectators in the stands.
  • the player When playing soccer, the player carries out not only kicks on the ball, but also moves around the football field.
  • Moving on a virtual football field is carried out using a treadmill, which has the ability to rotate about an axis perpendicular to the working plane of the treadmill.
  • the treadmill is equipped with sensors that record the speed of the athlete, his path and the angle of rotation (azimuth) of the track, which allows you to programmatically determine the position of each player on the virtual football field.
  • the azimuth of the treadmill can be controlled by turning the head due to the signals of the sensors that respond to its rotation.
  • the server (central processor) software provides virtual positioning on the playing field of all players, taking into account the laws of optics and stereometry.
  • the real ball is delivered to the player by the ball feeder, which is fundamentally different for the player in the field and for the goalkeeper.
  • the ball feeder should not only bring the real ball to hit the player, but also allow to evaluate the strength and direction of the hit on the real ball so that the processor can simulate the movement of the virtual ball after hitting the real ball.
  • the goalkeeper must catch a freely flying ball, therefore, to feed the ball to the goalkeeper, while protecting the football goal, any device can be used to feed the ball to the desired height, in a certain direction and with the required initial speed, an example of which is the device according to the Russian patent for the invention of JSTe 2166976 [17].
  • the goalkeeper must in many cases enter the ball into the game, so the goalkeeper's workplace must be equipped with a system for determining the path of the ball after it is put into play.
  • video-television equipment and other telemetry systems can be used to determine the trajectory of the ball after the ball has come off the goalkeeper's hands.
  • the player in the field also often puts the ball into the field with his hands because of the sideline, so his workplace, like the workplace of the goalkeeper, should include a ball rolling unit under the player’s feet so that he can pick it up.
  • the workplace should have a system for determining the trajectory of the ball, after introducing it into the game, similar to the system at the goalkeeper's workplace.
  • a method for simulating a game of football is proposed by creating a virtual soccer field, virtual players and a virtual ball in 3D using a computer and combining game episodes of a virtual game with the actions of real players participating in the game.
  • Players imitate their actions in the game process at their workplaces, each of which can be located both outdoors and indoors, up to the room in the apartment.
  • the game process is controlled by a server (central processor) with appropriate software that allows you to simulate a virtual game and adapt (combine) its episodes related to the interaction of players with the ball, or with collisions of players with each other according to the readings of the sensor system that each workstation is equipped with player.
  • each player’s workplace has its own working processor, commutatively connected to the server.
  • the method not only allows you to play football competitions between teams, but also conduct training for football players with full physical activity to develop individual sports skills or collective action skills, for which it is necessary to have the appropriate software.
  • the method allows to simulate in the environment of ZD multi-way combinations of real football matches including with the participation of football stars, and any person can act as a participant in such a combination, having the appropriate equipment for playing virtual football.
  • the virtual football player becomes a kind of “football karaoke” player.
  • the effectiveness of the implementation of the method of playing soccer or training a football player, or a participant in football karaoke depends on the structure of the device that implements the method.
  • a device that implements the proposed method of playing soccer or integrated training of a football player consists of 20 workplaces of football players' athletes - players in the field, and two jobs for goalkeepers, as well as jobs for referees of the match.
  • Each of the player’s workplaces contains a node for supplying soccer balls and a treadmill, as well as a processor for controlling the node for supplying balls and parameters of the treadmill, and each of the processors of the workplaces is commutatively connected to a central processor (server) simulating a virtual soccer game in 3D .
  • server central processor
  • each virtual helmet has not only video screens - glasses for visualizing the game situation on the field, but also a head (neck) rotation sensor for each of the players, on whose head this helmet is worn, which allows you to control not only the work of the treadmill, but also carry out the positioning procedure of each player on the virtual playing field. For playing “football karaoke” fewer jobs are allowed for players than for a full virtual football match.
  • the processor of the workplace of each player must be wired a virtual version of a real football combination or a system that converts the video image of a football match (combination) into an animated view.
  • a player’s workplace can be equipped with a ball feed unit and a node for simulating a player’s collision with other virtual football players.
  • Fig. 1 shows a diagram of a device for playing virtual football.
  • Fig. 1 positions indicate: 1 - server (central processor), 2 ... 11 - jobs of players in the field of one team, 12 ... 21 - jobs of players in the field of another team, 22 - workplace of the goalkeeper of the first team, 23 - workplace goalkeeper of the second team.
  • the structure of his workplace is indicated, which consists of the following nodes: 27 - treadmill, 28 - soccer ball feed unit, 29 - soccer player workstation processor, 30 - soccer player collision simulation node with others by players during a football match, 31 - virtual helmet, 32 - ball positioning system after it is thrown in from the side line, 33 - knot of the ball being thrown at the player in order to hit the ball with his head or roll the ball into the throw-in due to the side line.
  • the processor of each player’s workstation is connected through the server with the other players during the football match.
  • the processor of each player’s workstation is connected to the main nodes of the workplace and the central processor - the server.
  • the player’s workstation processor processes the signals from the status sensors of the main nodes of the workplace and the information received from the server about the player’s positioning on the virtual football field and generates signals to the control engines of the workplace nodes, and also forms a video image of the situation on the soccer field from the position a specific player of a given workplace on his virtual helmet goggle screens.
  • the workplaces of the field player and the goalkeeper are distinguished by the performance of the main components that make up the workplace of the football player. These differences are determined by the player’s main movements on the football field and the nature of the player’s interaction with the soccer ball: the goalkeeper catches the ball, and the player moves on the field to intercept the ball and pass the ball or hit the goal. At the same time, during the game, players may collide with each other, which must be imitated to increase the reality of the game.
  • the goalkeeper's workplace (position 23) consists of the following components: 34 - treadmill, 35 - soccer ball feed unit, 36 - soccer player workstation processor, 37 - soccer player collision simulation node with other players during a football match, 38 - virtual helmet, 39 - ball positioning system after it is thrown into the game from the goalkeeper’s hands or the goalkeeper’s foot.
  • a device for simulating a football game also contains workstations for the referees indicated in Fig. 1 positions 24 and 25.
  • the judge’s workplace (position 24) consists of a treadmill - 40, a processor 41 and a virtual helmet 42.
  • the structural layout of the workplace of a field player is shown in Fig. 2.
  • the main component of the field player’s workplace is the treadmill indicated on Fig. 2 by position 1.
  • the treadmill is hung on the power frame 2, which, in turn, is mounted on the axis 3, perpendicular to the plane of the treadmill with power drive 13 to rotate the treadmill to the required azimuth angle ⁇ .
  • the workplace of the field player has an annular guide 5, and to simulate the interaction of the field player with a soccer ball, guide 6 is made equidistant to guide 5.
  • a node with simulator 7 moves along guide 5 (dummy) of a player with whom a collision may occur, and along the guide 6, the ball feed unit 8 moves to the field player.
  • the treadmill 1 is located inside the annular guides, the planes of which are parallel to the plane of the treadmill 1.
  • the collision simulation node. players is equipped with appropriate power drives to move the dummy 7 in height and angle W, relative to the longitudinal axis of the treadmill.
  • the dummy 7 itself is mounted on a slide with a power drive to move along the radial groove 9 with the possibility of realizing collision parameters corresponding to the game situation.
  • dummy 7 has the ability to be rotated about its vertical axis by an angle, which is also carried out by a power drive, not shown in Fig. 2.
  • the node simulating the collision of a player with another player moves along the guide 5 using the slider a.
  • the supply of a soccer ball to a player at the footballer's workplace is carried out by moving the support 10 along a vertical guide, which is not indicated by the position in Fig. 1.
  • This guide is mounted on a slide 17, which can be moved in a radial direction perpendicular to the direction of movement of the support 10 due to the power drive 15.
  • this radial guide is attached to the support node b, which is able, due to the power drive 16, to move along guide 6.
  • Moving the support 10 in the vertical direction is carried out by the power drive 14. Moving the support b along the guide 6 allows you to simulate the required azimuthal angle of the ball on the foot of the player.
  • the ball 8 itself is mounted on an elastic console 11 mounted on a support 10. Since, to build a virtual football game, it is necessary to calculate the trajectory of the ball after hitting it with a foot, the calculation is based on the movement of the fixing point of soccer ball 8 on console 1 1.
  • the magnitude of the deformations of the console is determined by the readings of the load cells mounted on the body of the console 11 and which are not shown in Fig. 2.
  • the movement of the dummy 7 and the support 10 is controlled by the processor of the workplace 12, which controls the operation of the power drives 14,15,16, based on the game situation on the virtual football field and the intentions of the player 4.
  • the intentions of player 4 are realized due to his movement on the treadmill 1, by positioning it on the plane of the treadmill and changing the positioning of the track itself in the angle ⁇ .
  • kinematic sensors are installed on the treadmill. player’s characteristics, relative to the treadmill, azimuth ⁇ plane angle sensors, and treadmill position angle control ⁇ can be performed not only by turning the player’s head on which a virtual helmet 18 with angle sensors of the player’s head is fixed, which are not shown in Fig.
  • load cells 22 are installed on the axes of the side rollers of the treadmill, which record changes in the forces acting on them from the player’s legs, and can be additionally used by the processor 12 to adjust the azimuthal angle ⁇ P.
  • the processor 12 depending on the gaming situation, controls the movement of the dummy 7 in the workplace of the player.
  • the ball roll-out unit is not shown to the player if it is necessary to throw the ball in because of the side line and the ball-feed unit for receiving the player’s head by the ball is not shown, which are indicated by one position in Fig. 1.
  • limiting the flight of the ball when introducing it into the game or when the ball is reflected by the head, it is necessary to limit the flight of the ball at the player’s workplace.
  • the field player’s workstation has an annular catching net indicated on Fig. 2 by position 20.
  • each element of the catching grid 20 has strain gauges (strain gauges) embedded in the threads of a single cell, not shown in Fig. 2.
  • strain gauges strain gauges
  • the efforts perceived by the tensile elements when catching the ball allow you to calculate the kinematic characteristics of the ball, and taking into account the coordinates of the field player, you can calculate the trajectory of the virtual ball.
  • the player’s workstation has a video recording system consisting of video cameras 19 and two normalized coordinate grids 23 and 21, which are installed on video cameras.
  • the axis of the lenses of the video cameras 19 are perpendicular to the planes of the coordinate grids.
  • Fig. 3 The goalkeeper's workplace layout is shown in Fig. 3.
  • the main node of the goalkeeper's workplace is treadmill 1, which, as in Fig. 2, is hung out on the power frame 2, and the frame 2 itself is fixed on the axis 3, which is perpendicular to the plane of the treadmill.
  • a gear 4 is fixed on the axis 3, which is meshed with the gear 5 fixed on the axis of the stepper motor 6, which acts as a power drive for turning the treadmill to an azimuth angle ⁇ .
  • Goalkeeper 7 moves along treadmill 1, on whose head a virtual helmet is fixed 8.
  • the goalkeeper's workplace should allow the goalkeeper to move along the goal, exit the gate towards the attacking players, catch or hit the ball thrown in the direction of the goal and put the ball into the game.
  • the goalkeeper may collide with players on the field.
  • the goalkeeper’s workplace like the player’s workplace in the field, has a semi-ring, rather than an annular guide 9, along which the support unit 1 1 moves on which the player 13 is mounted, having the ability to move behind account of power drives, both in height and in the radial direction.
  • the dummy 13 moves along the guide 12.
  • power drives for moving the dummy in the radial direction and in height in Fig. 3 are not shown.
  • the player’s dummy is possible due to the power drive, not shown in Fig. 3, rotate around its axis at an angle ⁇ .
  • the center of the semicircular guide 9 is the point of intersection of the center of the axis 3 with the working surface of the treadmill 1.
  • the goalkeeper’s workstation has two linear guides 14, 15 along which simulators of the rods 16 can move. 17 football goals due to power drives not shown in Fig. 3.
  • the goalkeeper's workstation has a semi-circular guide 18, an equidistant guide 9, along which the ball feed unit 19 is moved due to the power drive, in quality. which can be used with a stepper motor.
  • the ball feed unit feeds the ball with the speed and angular characteristics of the trajectory of the virtual ball flying towards the goalkeeper.
  • the goalkeeper’s workplace also has an annular catching net 20.
  • each element of the catching net 20 has strain gauges (strain gauges) embedded in the threads of a single cell, not shown in Fig. 3.
  • strain gauges strain gauges
  • the efforts perceived by the tensile elements when catching the ball make it possible to calculate the kinematic characteristics of the ball, and taking into account the coordinates of the goalkeeper throwing the ball, the trajectory of the virtual ball can also be calculated.
  • the goalkeeper’s workstation Since after a throw-in the ball, the goalkeeper, after the ball has torn away from his hands (hands), often continues to move, in order to clarify the trajectory of the ball, the goalkeeper’s workstation has a video registration system consisting of video cameras 21 and two normalized coordinate grids 22 and 23 with video cameras installed .
  • the axes of the lenses of the video cameras 21 are perpendicular to the planes of the coordinate grids 22 and 23.
  • a groove 24 is installed, which is inclined to the axis of the goalkeeper’s workstation on both sides of the axis, and has a ball receiver 25 in the center of this groove. 25 from the ball receiver supplying the ball to the feeder of the ball feeding unit 19, not shown in Fig. 3, the meatball 26 serves.
  • Goalkeeper workstation is controlled by a processor 27, which is commutatively connected with position sensors of the ball feed assembly 19, treadmill 1, dummy 11 and its support assembly 11, rods 16, 17 and virtual helmet 8 of player 7, as well as with power step drives of the main movable Goalie workstation nodes.
  • the processor 27 is also connected to the digital video cameras 21.
  • the goalkeeper can control the parameters of the treadmill, for example, its angular position (azimuthal angle) by turning the head due to sensors built into virtual helmet 8 and not shown in Fig. . 3.
  • the design features of the player’s and goalkeeper’s workplaces described above make it possible to simulate the weather conditions of a game, such as rain and wind, when playing virtual football.
  • workstations can be equipped with fans, installations simulating wind, and deluge devices simulating rain.
  • the wind force will be set by the characteristics (fan rotation speed) of the fan drive, and the rain parameters can be varied by the pressure of water displacement from the tank and the size (height) of the nozzle heads of the deluge system above the heads of players moving on treadmills at their workplaces.
  • Weather characteristics that are constant for all jobs of football players are set by the server and supported by it.
  • the server central processor
  • devices physically simulating weather conditions in Fig. 2 and Fig. 3 are not shown.
  • each workplace of a football player whose structural diagrams are shown in Fig. 2 and Fig. 3 provide an opportunity for football players to develop reflex memory through training at high and maximum speeds, significantly improve accuracy and impact force, safe play techniques, and increase tactical literacy.
  • our proposed method of simulating a soccer game and a device for its implementation can be used not only for holding a virtual soccer match between real football players, but also for conducting various forms of the training process, both for field players and goalkeepers.
  • the device for simulating a football match may (should) include the work of the referees of the match. Since the work of the referees of the match in their composition have a significantly smaller number of nodes and devices than the workplaces of the participants of the match, the scheme of the work of the judge of the match separately does not have its own graphic representation.
  • the referee’s workplace may include such key components as a treadmill, virtual helmet, weather simulation systems and, if necessary, devices for simulating a judge’s collision with players. It is possible to introduce into the workplace of the referee a device to simulate the physical interaction of the referee with the ball, in the event of a direct hit of the ball by the referee.
  • a team of players Before playing virtual football, a team of players is formed. To do this, players who have at their disposal the workplace of a football player, of which two players must have goalkeeper jobs, communicate via the Internet with a server (central processor), which, after receiving an application for the game, forms teams. Having formed teams, players, either by agreement, or due to a random selection by the server, they set the weather conditions for the match, as well as agree on the start time of the match or this time is assigned by the server. By the time the match starts, the players take their jobs and each player puts on a virtual helmet on their heads, as well as start the processors of their workplaces. The referees of the match are similarly appointed (selected), who occupy their jobs before the start of the match and also put their virtual helmets on their heads.
  • the server polls the processors of the workplaces of the players and the judges about their readiness for the game, randomly chooses for each team half of the virtual football field. Further, the server performs the formation of a virtual football field and the initial positioning of players and referees on the field. The player who starts the game is selected and warned. After performing these operations, the device is ready for operation.
  • the device operates as follows:
  • Server 1 (Fig. 1) from the beginning of a football match forms a virtual football match on a virtual football field.
  • the beginning of such formation is the first hit on the ball, made by the player introducing the ball into the game.
  • server 1 forms on the video screen-glasses of the virtual helmet of this player, indicated by position 31, an image of a ball towards which a player starts to move along treadmill 27.
  • the server displays the corresponding trajectories of the player’s movement and the movement of the virtual ball on the virtual helmet’s glasses screen.
  • the server When the virtual player approaches the virtual ball, the server combines the image of the virtual ball with the movement of the real ball, the position of which with the help of the ball feed unit 28 is positioned and combined at one point in both real and virtual spaces, which allows the player in the workplace 2 to hit on the ball.
  • the sensor system with which the ball feed unit 28 is equipped (Fig. 1), and which are not shown in Fig. 1, it is possible to determine the parameters of the beginning of the ball’s flight trajectory after hitting the player’s foot at the workplace 2.
  • Such parameters are the boundary conditions for the processor to calculate the workplace 29 and server 1 of the virtual ball’s trajectory, which is achieved by solving a system of known differential equations of mechanics.
  • the mathematical model of the virtual ball movement includes equations that describe the weather conditions for a virtual match.
  • the processors of the jobs of the players transmit to the server 1 sensor readings from the workplaces of the game participants, processing which server 1 forms a picture of the game on the entire football field.
  • server 1 central processor
  • server 1 using processors of workplaces of players in the field, which have switching connections with the main nodes of workplaces and the corresponding virtual helmets of players at these workplaces, completely form the game of field players on the virtual playing field.
  • the server according to the readings of the sensors of the goalkeeper’s workstation and the signals from the goalkeeper’s workstation processor, commutatively connected with the goalkeeper’s workstation nodes and the goalkeeper’s virtual helmet, forms a virtual process of participation of a physical goalkeeper in a virtual match.
  • the server controls the work through the processor of the goalkeeper's workplace with the work of all the main nodes of the goalkeeper's workplace.
  • a virtual football match can be realized.
  • a virtual soccer field player being at the field player's workplace, the diagram of which is shown in Fig. 2, participating in the game, with the help of the main nodes of the player’s workplace, performs the main actions inherent in the actions of a real football player, which are adequately reflected in the picture of a virtual football match.
  • the virtual football player determines his actions based on the virtual picture of the football match, which is transmitted to the video screen of the virtual helmet 18 of player 4. If it is necessary to move player 4 along the virtual working field, player 4 runs on a treadmill 1 in one direction or another (one way or the other along the track), and to change direction of movement in azimuth, player 4 can rotate the power frame 2 by the required angle Y.
  • the rotation is carried out due to the power drive 13 of the angular rotation of the treadmill, the operation of which is controlled by the action of player 4 on the treadmill belt 1, which moves on roller guides mounted on the axes on which the load cells indicated on Fig. 2 by positions 22.
  • the position of the treadmill 1 is controlled by turning the head of player 4, since the virtual helmet 18 has corresponding sensors not shown in Fig. 2, fixing the rotation of the head.
  • the signals generated by the sensor systems for controlling the treadmill, both on the track itself and on the virtual helmet are synchronized in the processor 12, which provides the necessary signal to the power drive 13 to rotate the treadmill at an angle U.
  • the workplace of a football player allows you to simulate a physical collision of a player 4 moving along the treadmill 1 of a workplace with another player on a virtual football field.
  • the possibility of a collision of one player with another player is determined by the central processor 1 in Fig. 1. Once the possibility of a collision of a specific player 4 with another player has been determined, relevant information is received on the processors of their workplaces 12 (Fig. 2).
  • each of these processors generates the corresponding signals to the power drives for moving the dummy (dummy) 7 along the guides 5 and 9, according to the angle of the players ’meeting, which simulates the rotation of the dummy’s body (dummy) of the player by the angle ⁇ , as well as the height of the meeting ( collision height) if the collision occurs when a player (players) jumps.
  • submission of the ball 8 for kicking a footballer 4 at the player’s workplace a diagram of which is shown in Fig. 2, is carried out by combining the position of the virtual ball with the actual ball 8, for which power drives 16, 15, 14 of the ball feed assembly are used.
  • the ball feed unit 8 moves along the guide 6 due to the power drive 16.
  • the console 11 is moved in the vertical direction by the power drive 14, and the console 11, with the ball 8 is radially moved by the power drive 15.
  • the operation of the power drives is carried out by the workstation processor 12, work which is synchronized with the server 1 (Fig. 1) to combine the position of the virtual ball with the real ball 8, so that the player can make a real hit on the ball.
  • the player sees the ball only on the video screen-glasses of virtual helmet 18 (Fig. 2) and for this player the ball at the moment of impact on it will be not a virtual, but a real ball.
  • the cantilever 1 will deform elastically. 1.
  • the cantilever strain tensor (angular and linear deformations) will be determined by the geometric and elastic parameters of the cantilever 1 1, and will also depend on the direction and force of the hitting the ball 8, which rigidly fixed to the console 11.
  • the strain gauges of the console glued to the surface of the body of the console 11 and which are not shown in Fig. 2, and the console itself can be made in the form of a conical spring, which makes it possible to determine the components of the strain tensor.
  • the deformations of the console 1 1 allow you to determine the initial direction of movement of the ball 8 after hitting it with the foot of a football player.
  • the console deformations make it possible to determine the initial conditions of movement of not only the real ball, but also the virtual ball, since at the moment of hitting the ball both the real ball and the virtual ball are combined.
  • the movement of a virtual ball is constructed as a solution to the corresponding differential equations whose integration constants (initial conditions) are determined by the deformations of the console 1 1.
  • the ball’s movement after a throw-in due to a sideline or when hitting a real ball in the event of a penalty kick is determined using digital video cameras 19 and coordinate grids 21 and 24, as well as with the help of a retention grid 20 in which elements are added strain gages not shown in Fig . 2.
  • the player’s goalkeeper workplace diagram is shown in Fig. 3.
  • the main difficulty is due to the fact that the movement of the goalkeeper 7 along track 1 must be correlated with the position of the goal, in particular the rods.
  • the soccer goalkeeper 7 moves along the treadmill 1 and turns its power frame 2 to the required angle relative to axis 3 due to the power drive, which is controlled by player 7 itself by influencing the edges of the treadmill 1, by analogy with the player in the field, and by turning heads with a virtual helmet 8 on it, in which the sensors for turning the player’s head are installed 7.
  • the movements of player 7 along the treadmill 1 are determined by the game situation, which for simplicity can be divided into three main types.
  • the goalkeeper When repelling the attack of football players on the goal, the goalkeeper must catch the ball, for this purpose he moves along the treadmill and at the same time he may collide with the player (s).
  • a physical simulation of the collision of the goalkeeper 7 with the dummy of the player 13 is carried out (controlled) by the central processor 1 (Fig. 1) and the processor 27 (Fig. 3) of the goalkeeper's workplace.
  • the combination of the virtual player that the goalkeeper must face is carried out by power drives, not shown in Fig. 3.
  • a power drive 10 To move the dummy 13 mounted on the support 11 along the guide 9, a power drive 10 is used. Drives to move the dummy 13 along the guide 12, to move the dummy 13 vertically and to rotate the dummy 13 by an angle ⁇ in Fig. 3 are not shown.
  • a goalkeeper attack with a soccer ball is simulated using the ball feed unit 19, which moves along the guide 18 using a power drive, not shown in Fig. 3.
  • the movement of the node 19 along the guide 18 is made to combine the virtual azimuth angle with the physical azimuthal angle of the ball.
  • the point of delivery point of departure of the ball
  • using power drives moves vertically.
  • the ball feed channel can also be rotated to the required angles, depending on the flight path of the virtual ball.
  • the speed of departure of the ball from the node 19, corresponding to the speed of the virtual ball at this point, is determined by the parameters of the ball: gas (air) pressure if the ball is pushed out by compressed gas, the lever rotation speed if the ball 19 is similar to the node according to the patent [17] and t .d.
  • the goalkeeper catches or does not catch the ball that has flown out of the feed unit 19, and he can also move on a real football field at the football goal range, as a result of which he may collide with goal posts.
  • the goalkeeper's workplace is equipped with linear grooves 14 and 15 lying in the same plane with the axis 3 of the treadmill 1. At the grooves 14 and 15 due to power drives not shown in Fig.
  • the gate rods 16 and 17 are moved, and the operation of these power drives for moving the rods is controlled by the central processor 1 (Fig. 1) and the processor of the goalkeeper's workplace 27, depending on the game situation on the virtual playing field.
  • a ball thrown from knot 19 can be a goalkeeper both caught and missed; in this case, the ball is caught by net 20 and rolls down it, where due to a special slope, not shown in Fig. 3 rolls onto treadmill 1, where the goalkeeper can pick it up and enter it into the game.
  • the goalkeeper can enter the ball into the game either by kicking the ball or throwing in his hands.
  • the goalkeeper in the virtual game needs to conduct the central processor (server) and the processor of the goalkeeper's workplace, not only combining the position of the real and virtual balls at the time of the throw-in, but also determine the kinematic characteristics of the ball being thrown in - the initial flight speed, azimuth angle, zenith angle, etc.
  • the goalkeeper’s workstation is equipped with digital video cameras 21 opposite from the symmetry axis of the workplace and offset relative to each other, as well as coordinate grids 22 and 23, which is necessary for determining by the projection of the ball onto the coordinate grids 22 and 23 fixed by video cameras 21, laws of motion, parameters of the trajectory of the ball. And accounting for mutual the location of the cameras 21 and their positions relative to the coordinate grids 22 and 23 allows, in accordance with the software “recorded” in the central processor (server) and the processor of the goalkeeper's workplace 27, to determine the trajectory of movement not only of the real ball thrown by the goalkeeper 7, but also, respectively virtual ball.
  • the ball thrown by the goalkeeper 7 into the game is caught by a catching radially mounted vertical ring net 20.
  • strain gauges not shown in Fig. 2 are mounted in the threads of the net forming each cell. 3.
  • the coordinates of each cell of the catching grid 20 are set both in the processor of the workplace of the goalkeeper 27 (Fig. 3) and in the central processor server 1 (Fig. 1).
  • the ball caught by the catching radially mounted ring net 20 falls down to the base of the net and along the guide the groove 24, having an angle to the plane of symmetry of the goalkeeper’s workplace, rolls down to the ball receiver 25, from where the ball is fed through the meat path 26 to the ball feed device 19 to the goalkeeper 7.
  • the equipment of the workplace of the player - the goalkeeper allows you to physically simulate real game situations that arise on a real football field.
  • the equipment of the workplace of a soccer player in the field allows you to physically simulate the main real game situations that occur on a real physical field.
  • the workplace of football referees can be developed, the main equipment of which will be a treadmill with the corresponding power drives and sensors for its position, similar to how it takes place for the workplaces of players in the field and players - goalkeepers, and a virtual helmet.
  • the method of playing virtual football allows you to simulate (simulate) real game situations that arise in real football matches involving football stars, and the simulation is carried out in the environment of ZD by animation processing video recordings of real football matches, which can be made both by the processor of a separate workplace of a football player and outside the processor, and the finished virtual model of a football combination is “sewn” (recorded) into the processor’s memory.
  • This allows you to use the workplace of football players according to the invention as a kind of “football karaoke,” when any athlete standing on the treadmill of a football player’s workplace can play for individual players of a football combination implemented in virtual space or with them.
  • the workplace of football players can be equipped with additional equipment and components that physically simulate more complex game situations, for example, tripping players, the procedure for circling the player, collision with multiple players, etc.
  • each of the jobs of football players allows you to organize an independent training process for an individual player, using only the technical capabilities of his individual workplace and the processor capabilities of his workplace.
  • software must be “sewn” into the processor’s memory of a player’s individual workstation, allowing them to virtually simulate certain situations of the training process, including game situations of the training process, with the possibility of their physical adaptation for a particular player conducting the training.
  • Jobs football players can simulate in a virtual space those or other situations occurring in real football matches, including with the participation of football stars, in which any player who is at his or her workplace as a football player can take physical part, i.e. Become a member of a kind of football karaoke.
  • RF patent for the invention ⁇ "21391 18. Device for training a football player / Yu.T. Pechatnikov, A.B. Entin, V.F. Kuzichkin / IPC 6 A 63 V 69/00; 69/34; 24/00. Publ. 10/10/1999 (prototype).

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Abstract

L'invention concerne le domaine des sports. Les postes de travail des joueurs (2)-(23) comprennent un équipement destiné à l'imitation physique de la participation du joueur au match, par exemple, un tapis roulant doté d'un entraînement et d'un angle d'inclinaison, des capteurs pour fixer les actions du joueur, et des caméra vidéo. Les casques virtuels dotés d'un écran vidéo pour suivre le jeu virtuel sont reliés par commutation au processeur de poste de travail (29) et au serveur (1). Le dispositif pour imiter les conditions atmosphériques sous la forme des précipitations et de la température ambiante est relié aux organes de commande. Le tableau virtuel de la situation du match de foot est modelé par le traitement au moyen du processeur des actions du joueur sur le poste de travail et des matériaux vidéo enregistrés sur un disque vidéo en utilisant des graphiques d'animations pour assurer une continuation de la participation physique du joueur réel dans la réalisation de la combinaison de football. Le but de l'invention est le suivant : développer la pratique du jeu de football grâce à la superposition des actions réelles des joueurs et d'une situation de jeu virtuelle.
PCT/RU2014/000091 2013-02-12 2014-02-11 Imitation d'un jeu de football destiné à l'entraînement de jeu des footballeurs WO2014126509A1 (fr)

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RU2013105987/12A RU2013105987A (ru) 2013-02-12 2013-02-12 Способ имитации игры в футбол для игровой тренировки футболистов, для игры в футбольное караоке и непосредственного проведения виртуальных футбольных матчей и устройство для его реализации

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DE102017100227A1 (de) 2016-01-20 2017-07-20 Gilbert Duong Aktivitätensimulator
CN112734884A (zh) * 2021-01-13 2021-04-30 大连理工大学 一种基于3d动画与虚拟现实结合的仿真枪场景设计方法
US11896882B2 (en) 2020-11-04 2024-02-13 Xreps, Llc Extended reality system for training and evaluation

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RU176658U1 (ru) * 2016-08-17 2018-01-24 Роман Евгеньевич Доронин Спортивный манекен
CN108525268B (zh) * 2018-06-04 2023-10-31 四川大学 一种能够自由控制乒乓球旋转状态的发球机

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RU2366481C2 (ru) * 2007-12-05 2009-09-10 Сергей Юрьевич Подлесный Комплекс для проведения подвижной игры и способ моделирования работы со спортивным снарядом
RU87094U1 (ru) * 2009-07-02 2009-09-27 Александр Александрович Севастьянов Интерактивный тренажер и система интерактивных тренажеров
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US20090091583A1 (en) * 2007-10-06 2009-04-09 Mccoy Anthony Apparatus and method for on-field virtual reality simulation of US football and other sports
RU2366481C2 (ru) * 2007-12-05 2009-09-10 Сергей Юрьевич Подлесный Комплекс для проведения подвижной игры и способ моделирования работы со спортивным снарядом
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RU87094U1 (ru) * 2009-07-02 2009-09-27 Александр Александрович Севастьянов Интерактивный тренажер и система интерактивных тренажеров

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DE102017100227A1 (de) 2016-01-20 2017-07-20 Gilbert Duong Aktivitätensimulator
US11896882B2 (en) 2020-11-04 2024-02-13 Xreps, Llc Extended reality system for training and evaluation
CN112734884A (zh) * 2021-01-13 2021-04-30 大连理工大学 一种基于3d动画与虚拟现实结合的仿真枪场景设计方法

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