WO2019177363A1 - Tennis artificial intelligence implementation method for virtual tennis simulation, virtual tennis simulation system and method using same, and computing device-readable recording medium for recording same - Google Patents
Tennis artificial intelligence implementation method for virtual tennis simulation, virtual tennis simulation system and method using same, and computing device-readable recording medium for recording same Download PDFInfo
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- WO2019177363A1 WO2019177363A1 PCT/KR2019/002894 KR2019002894W WO2019177363A1 WO 2019177363 A1 WO2019177363 A1 WO 2019177363A1 KR 2019002894 W KR2019002894 W KR 2019002894W WO 2019177363 A1 WO2019177363 A1 WO 2019177363A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0087—Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/38—Training appliances or apparatus for special sports for tennis
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/40—Stationarily-arranged devices for projecting balls or other bodies
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0622—Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
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- E—FIXED CONSTRUCTIONS
- E04—BUILDING
- E04H—BUILDINGS OR LIKE STRUCTURES FOR PARTICULAR PURPOSES; SWIMMING OR SPLASH BATHS OR POOLS; MASTS; FENCING; TENTS OR CANOPIES, IN GENERAL
- E04H3/00—Buildings or groups of buildings for public or similar purposes; Institutions, e.g. infirmaries or prisons
- E04H3/10—Buildings or groups of buildings for public or similar purposes; Institutions, e.g. infirmaries or prisons for meetings, entertainments, or sports
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/80—Special sensors, transducers or devices therefor
- A63B2220/806—Video cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/80—Special sensors, transducers or devices therefor
- A63B2220/83—Special sensors, transducers or devices therefor characterised by the position of the sensor
- A63B2220/833—Sensors arranged on the exercise apparatus or sports implement
Definitions
- a screen for implementing a tennis play image by a virtual opponent in a predetermined indoor space is installed, and a tennis ball or a tennis game can be played in such a manner that a user hits a tennis ball fired from a ball machine with a racket through the screen.
- a virtual tennis simulation system is provided.
- tennis is a sport in which the user does not hit the ball continuously in one place but rather rallys the player with the racquet and moves the ball with the other player continuously.
- users who use screen tennis can hit the ball from various positions and make continuous rally with the opponent in the video realizing the reality of tennis sports, but it is difficult to grasp easily in the actual tennis sports.
- the key is to provide a variety of analysis information.
- Patent Application No. 10-2015-0010077 Patent Application No. 10-2015-0138876, US Patent No. 6,776,732, US Patent No. 3,989,246 The issue is disclosed.
- the conventional screen tennis system has a low level of artificial intelligence that implements virtual opponents on the video
- the virtual tennis play provides only monotonous and uninteresting video contents, thereby fully realizing the reality of tennis sports as described above.
- the present invention implements the artificial intelligence of a high level virtual opponent, which is difficult to implement by the conventional screen tennis system as described above, and therefrom, a realistic rally due to the fact that the player can proceed to tennis practice or tennis game in various situations.
- the present invention is to provide a tennis artificial intelligence implementation method for virtual tennis simulation, a virtual tennis simulation system and method using the same.
- Tennis AI implementation method for a virtual tennis simulation for the virtual tennis simulation of the virtual tennis simulation system that allows the player to play tennis on the court floor based on the virtual tennis simulation image
- a method for implementing tennis artificial intelligence wherein a virtual ball starting position is a position at which the virtual opponent player serves or receives a virtual ball on a virtual court played by a virtual opponent player on an image as an opposite court corresponding to the court floor. Determining; Determining a target position on the court bottom portion at which the bat of the virtual opponent player arrives; And determining information about a ball motion condition for causing the virtual ball to reach the target position from the virtual ball start position and storing information about the virtual ball start position, the target position and the ball motion condition in a database. Learning about ball motion conditions according to any virtual ball start position and target position.
- the present invention also includes a recording medium readable by a computing device recording a program according to the artificial intelligence implementation method as described above.
- the virtual tennis simulation method using the tennis artificial intelligence is implemented in the virtual tennis simulation system that allows the player to play tennis on the court floor based on the virtual tennis simulation image
- a virtual tennis simulation method using intelligence comprising: sensing a motion of a ball hit by a player to generate sensing data on a ball motion; Implementing a simulation image of a trajectory of a virtual ball moving to a virtual court played by a virtual counterpart player on the image as an opposite court corresponding to the court bottom in the image based on the calculated sensing data; Determining a virtual ball starting position, which is a position at which the virtual opponent player receives the virtual ball from the trajectory of the virtual ball moving to the virtual court; Determining, by the tennis artificial intelligence, a target position on the court bottom portion at which the batted ball received by the virtual opponent player arrives; And extracting, from the database of the tennis artificial intelligence, information about a ball motion condition that causes the virtual ball to reach a target position on the court bottom from the
- the virtual tennis simulation system is a virtual tennis simulation system that allows a player to play tennis with a virtual counterpart player by tennis artificial intelligence based on a virtual tennis simulation image.
- a ball machine provided at the rear of the screen to provide a ball to the player;
- Sensing device for sensing the movement of the ball hit by the player to calculate the sensing data for the ball movement;
- a control device for generating and processing a simulation image of the trajectory of the virtual ball according to the batted opponent's player, wherein the control device comprises the virtual device from the trajectory of the virtual ball moving to the virtual court.
- Determine a virtual ball starting position which is a position at which the opponent player receives a virtual ball, and determine a target position on the court bottom portion at which the virtual opponent receives the received ball, from the virtual ball starting position
- a ball movement jaw to allow the virtual ball to reach the target position Determine the information regarding the virtual ball starting position, the target position and the database for storing information about the ball movement conditions, the virtual ball according to the play between the player and the virtual opponent player It is characterized in that it is configured to have tennis artificial intelligence learning about the ball motion conditions according to the starting position and the target position.
- the virtual tennis simulation system the virtual opponent player who is the opponent of the player, and the opposite court corresponding to the court floor portion that the player plays tennis is played by the virtual opponent player A screen on which a virtual tennis simulation image including a virtual court and a virtual ball moved to or by the virtual opponent player is projected; A ball machine provided at the rear of the screen to provide a ball to the player; Sensing device for sensing the movement of the ball hit by the player to calculate the sensing data for the ball movement; And a tennis artificial intelligence that generates and processes a virtual tennis simulation image projected on the screen, and learns the play of the virtual counterpart player according to the play between the player and the virtual counterpart player, wherein the player is hit.
- a virtual ball moves to the virtual counterpart player based on the sensing data of the sensing device for one ball, and the virtual counterpart player receives the virtual ball by the tennis artificial intelligence.
- Virtual and hit the virtual opponent player The virtual opponent on the image with the player in a manner such that the ball machine provides the ball in the direction and speed of the set ball on an extension to the trajectory of the ball, causing the player to hit the ball fired from the ball machine. It includes a control that allows the player to implement a tennis rally.
- Tennis AI implementation method, virtual tennis simulation system and method using the same in accordance with the present invention is a high level of the artificial opponent's artificial intelligence that was difficult to implement by the conventional screen tennis system and from there players in various situations
- By practicing a tennis practice or a tennis match, realistic rally and the like can be realized, so that players who enjoy virtual tennis play can enhance interest and play higher levels of play.
- FIG. 1 shows an example in which a screen tennis system is implemented as a virtual tennis simulation system according to an embodiment of the present invention.
- FIG. 2 is a diagram showing the configuration of the screen and the surroundings of the virtual tennis simulation system shown in FIG. 1.
- FIG. 3 is a diagram illustrating an example of image content provided by the virtual tennis simulation system shown in FIG. 1.
- FIG. 4 is a block diagram showing the configuration of the virtual tennis simulation system shown in FIG.
- FIG. 5 is a flowchart illustrating an example of a method for implementing tennis artificial intelligence according to an embodiment of the present invention.
- 6 to 8 are diagrams for explaining a tennis artificial intelligence implementation method for a virtual tennis simulation according to an embodiment of the present invention.
- FIG. 9 is a flowchart for explaining an example in which the artificial intelligence according to the tennis artificial intelligence implementation method according to an embodiment of the present invention is applied and used in a virtual tennis simulation system.
- FIG. 10 is a diagram for describing a play between a player P and a virtual counterpart player VP on an image and driving of a ball machine according to an embodiment of the present invention.
- FIG. 1 is a view showing an example of a screen tennis system implemented as a virtual tennis simulation system according to an embodiment of the present invention
- FIG. 4 is a block diagram illustrating a configuration of the virtual tennis simulation system illustrated in FIG. 1.
- the virtual tennis simulation system provides a screen 20 in front of the player floor with the court floor 30 and the net 32 in a predetermined space. It is provided with a ball machine 100 is provided on the back of the screen 20 to provide a ball for the player (P) to hit the player (P) holding a racket and play tennis, on one side of the space Sensing device for collecting the sensing data for the image output unit 420 for projecting the image on the screen 20, the ball hit by the player (P) and the movement of the player (P), the racket used by the player (P) 200 may be installed and configured.
- Devices such as the ball machine 100, the sensing device 200, and the image output unit 420 are connected to the control device 300, and the control device 300 transmits sensing data of the sensing device 200. It receives and processes and generates the image content for the user's virtual tennis practice and game to deliver to the image output unit 420, the image output unit 420 projects the received image content on the screen 20, The ball firing of the ball machine 100 and the control of the ball firing parameters, such as the direction, the speed of the ball to be fired.
- the ball machine 100 is installed at the rear of the screen 20 to shoot the ball 1 to a pre-computed position on the court bottom 30 through the ball firing hole 22 formed in the screen 20. As shown in FIG. 1, the ball machine 100 is configured to enable firing angle control and firing speed control so as to launch balls 1 of various speeds at various positions.
- FIG. 2 shows a photograph taken of the configuration around the screen 20 by actually implementing a virtual tennis simulation system according to an embodiment of the present invention.
- the ball firing hole 22 may be provided at an approximately intermediate position on the screen 20.
- it can be installed at any position on the screen 20, but in the implementation of receiving (relative player's) to the ball of various trajectories, an approximately intermediate position is preferable as shown in FIG.
- the front of the screen 20 is inclined with the net 32 so that the ball hit by the user towards the screen 20 can be recovered back toward the ball machine 100 without hitting the screen 20 and then rolling back to the user.
- the bottom net 32a, etc. which are installed as a structure, may be installed, and safety nets 33 and 34 may be installed on both sides thereof so that balls do not protrude to the outside.
- the balls 2 gathered by the net 32 and the bottom net 32a may be configured to be collected toward the recovery port 40 at the bottom of the screen 20 and then transferred back to the ball machine.
- FIG. 3 illustrates an example of image content provided by a virtual tennis simulation system according to an embodiment of the present invention.
- the entire image IM includes a main image 500 and a minimap image 600.
- the main image 500 may implement a virtual environment for the opposite side of the court floor that the user plays, and may include a content image of the virtual opponent player VP, the referee, and the like.
- the virtual opponent player VP receives (hits) the virtual ball VB according to a predetermined artificial intelligence, and as shown in FIG. Similarly, the trajectory Tb of the virtual ball VB hit by the virtual opponent player VP may or may not be displayed. Regardless of whether or not the trajectory is displayed, the trajectory of the virtual ball VB should be calculated, and the control of the image content and the ball firing parameter in the ball machine may be calculated and implemented according to the trajectory. Detailed description thereof will be described later.
- the mini-map image 600 is a part that is displayed by reducing the size of the court floor and the opposite part of the virtual environment that the user plays as one entire tennis court to a predetermined size as a plan view from above.
- the minimap image 600 may display various information such as the current location of the user, a set area based on the user, the location and trajectory of the virtual player, and the location of the ball.
- a virtual tennis simulation system includes a ball machine 100, a sensing device 200, a control device 300, and an image output unit 420.
- a database 520 and a server computing unit for storing databaseized data for implementing the tennis artificial intelligence may be connected and configured to communicate with the control device 300.
- the control device 300 may include a data storage 320, an image processor 330, a controller 310, and the image output unit 420 is processed by the image processor 330.
- the image may be implemented by a projection device or the like for projecting the image on the screen 20.
- the data storage unit 320 is a part for storing data for processing a background image of a tennis practice or a game, a video for a virtual player, a simulation video for a hit ball, and the like, which are performed in a virtual tennis simulation system.
- the data storage unit 320 may be configured to serve as a storage for temporarily storing data received from the server 500.
- the image processor 330 may include a background image of a virtual tennis court, a background image of a player, a referee, an audience, and the like, an image of a virtual counterpart player hitting the ball, a simulation image of the trajectory of the ball hit by the player, and the like. Generates various simulation related images.
- the controller 310 performs various operations for realizing a simulation image of a virtual ball based on the sensing data collected by the sensing device 200, and the ball machine 100 controls the ball to match the simulation result of the virtual ball. It also performs a function to control the launching of a vehicle.
- controller 310 performs a control to implement tennis artificial intelligence for allowing a virtual counterpart player on the image to play by tennis artificial intelligence.
- databaseized data is required.
- the data is stored in the database 520 of the server 500, and when the controller 310 requests the necessary data, the server operator 510 makes a database 520. ) Extracts and transmits necessary data, and the controller 310 may implement tennis artificial intelligence using the received data.
- the data for the implementation of tennis artificial intelligence may be stored in the data storage unit 320 of the control device 300 without the server 500, and if the virtual tennis simulation system is driven, the server 500 may provide data for implementing the artificial intelligence. It is also possible to transmit to the data magnetic field unit 320 of the control device 300 to temporarily store the artificial intelligence by using the data stored in the data storage unit 320 while the controller 310. .
- the sensing device 200 continuously photographs an image of the player hitting the racket and analyzes the captured images, as well as the motion information of the hitting ball, and the hitting ball reaches a part of the screen. It can be configured as a device of the camera sensing method that senses correctly.
- the sensing device 300 may include a camera unit 210, a sensing processing unit 220, and a camera controller 230, and the camera unit 210 may be in a predetermined shooting range including a preset area. Image is continuously obtained, and the sensing processing unit 220 receives the image from the camera unit 210 and performs an image analysis according to a preset matter, which is required for tennis practice or tennis match according to the virtual tennis simulation. Calculate the information.
- the camera unit 210 of the sensing device 200 photographs the same photographing range at different locations, respectively, to calculate three-dimensional position information of the object on the photographed image.
- the sensing processing unit 220 By configuring the stereoscopic method including the camera 212, the sensing processing unit 220 to obtain the three-dimensional coordinate data for the ball through the analysis of the image taken by the camera unit 210 This is preferable.
- the camera unit 210 of the sensing device 200 provided in the system according to the present invention may be configured to be capable of tilting back, forth, left, and right, respectively, based on the center of the angle of view, and the first camera.
- the 211 and the second camera 212 may be configured to automatically zoom in-zoom out, respectively.
- the camera controller 230 may tilt the front, rear, left, and right sides of the first camera 211 and the second camera 212 in advance according to the processing result of the image or the position where the player is detected in the captured image. It can be configured to control according to the set program.
- the first camera 211 and the second camera 212 may be configured to tilt in one direction in the front-rear direction or the left-right direction, respectively.
- a data table having pan and zoom values of the camera for each specific area in a three-dimensional space is produced and stored in advance. Is detected, it is possible for the camera controller 230 to control each camera to target the corresponding position.
- the sensing processing unit 220 receives and collects images captured from each of the first camera 211 and the second camera 212 of the camera unit 210 and analyzes each of the collected images to find a ball.
- the 3D coordinate data of the ball is extracted and the extracted 3D coordinate data is used to determine the motion model of the ball with respect to the ball being hit and moved (by the racket of the player). Using the virtual tennis simulation to calculate the various information necessary for the tennis practice and tennis game.
- the motion model of the ball means that it is represented by the equation of motion relating to the trajectory on the three-dimensional space of the ball to be hit and move, as shown in FIG.
- the motion model of the ball can be determined according to the defined coordinate system.
- the motion model of the ball may be defined as a motion equation in the x-axis direction, a motion equation in the y-axis direction, and a motion equation in the z-axis direction.
- the calculation of the motion model of the ball as described above is completely different from that in the conventional screen golf system or the like that the sensor senses the motion of the ball hit by the golf club to calculate the sensing data.
- the sensing device calculates initial motion conditions such as starting speed, starting direction angle, and height angle when the ball is hit, and thus, virtual space, that is, virtual In the golf course, the ball trajectories simulated by the physics engine when the ball starts according to the calculated initial motion conditions were calculated.
- the motion model of the ball calculated by the sensing device of the virtual tennis simulation system does not calculate the initial motion condition when the ball is hit, but the angle in the space where the actual player plays, that is, the actual three-dimensional space. It is to find a model in which a ball actually moves as a motion model of a ball calculated based on a motion equation in the coordinate axis direction.
- the present invention not only calculates the movement of the ball hit by the player as a ball movement model as described above, but also calculates the position of the player by sensing the movement of the player to continuously calculate the position of the player.
- the player can enjoy dynamic tennis play according to various situations and play styles.
- the control device is a ball calculated by the sensing device and the position of the player detected by the sensing device according to the artificial intelligence of the virtual counterpart player implemented with information and at least one of the player's skill level, difficulty, and play style. It is possible to determine the direction and speed of the ball to be provided to the player according to the virtual ball hit by the virtual opponent player in response to the motion model of and allow the ball machine to provide the ball accordingly.
- a virtual play that allows the ball machine to hit the ball in a difficult receive situation by specifying a location far from the player's position detected by the sensing device to provide the ball to the location. Can be implemented.
- the present invention calculates the movement of the ball hit by the player as described above as a ball movement model, and also calculates the position of the player by sensing the movement of the player, as well as even the racket held by the player By detecting, the player can play the virtual tennis based on the ball movement hit by the player, the movement of the player, and posture information of the player's play through the racket detection. Let's enjoy playing.
- the control device is a player's position detected by the sensing device according to the artificial intelligence of the virtual counterpart player, which is realized as information and at least one of the player's skill level, difficulty, and play style, and the ball calculated by the sensing device.
- the ball machine will provide the ball to the location by specifying the location far from the player's location detected by the sensing device, and determine in advance whether the player is right-handed or left-handed. By providing the ball in a position that will lead to the player, he can implement virtual play that forces the player to hit the ball in a difficult receive situation.
- the ball machine 100 controls the speed, pitch, and the like of the ball under the set hit condition according to the hit condition determined by the tennis artificial intelligence and the trajectory of the hit ball to the virtual opponent player on the image. Can be lost.
- Virtual tennis simulation system having the configuration and features as described above can hit the ball provided from the ball machine with a racket while the player moves on the court floor, the hit ball is an image
- the virtual ball is moved to the virtual space of the prize (e.g., the virtual ball moves on the image from the position after the actual moving ball reaches the screen) and the virtual opponent player's virtual ball on the virtual ball on the virtual court.
- the image of moving the received virtual ball is received (hit) and the received virtual ball is implemented accordingly.
- FIG. 5 an example of a method for implementing such tennis artificial intelligence is described as a flowchart.
- the flowchart shown in FIG. 5 relates to a process of storing a result of pre-simulating the database so that the ball can be sent to the intended location of the tennis artificial intelligence.
- a coat grid Gr having a plurality of grid surfaces is set for the coat bottom portion 31 (S110), and a virtual coat grid VGr having a plurality of three-dimensional grids is set for the virtual coat VW. (S120).
- the tennis artificial intelligence may recognize the virtual ball starting position and the target position by each grid plane of each court grid and each virtual court grid, and the specific ball starting position and the target position within each grid plane, respectively. It can also be recognized as.
- the virtual ball start position refers to a position at which the virtual opponent player serves or receives a virtual ball on a virtual court played by the virtual opponent player on the image (Ap shown in FIG. 6), and the target position is On the image 31 of the court floor portion, the tennis artificial intelligence refers to the position where the ball is intended to be sent.
- the virtual ball starting position may be one solid grid of the virtual coat grid or may be set as a specific position inside the solid grid surface
- the target position may be one grid surface of the coat grid or set as a specific position inside the grid surface. It may be.
- the size and number of grid and three-dimensional grids of the court grid and the virtual court grid can be arbitrarily set. The smaller the size of the grid surface and three-dimensional grid, the larger the number, the more virtual by tennis artificial intelligence. The direction of the opponent's player can be refined.
- the tennis artificial intelligence is set as the court grid and the virtual court grid as described above, and then any position of the virtual court grid VGr (any three-dimensional grid or Any position in the solid grid) or a predetermined position is determined as the virtual ball starting position (S130).
- the tennis artificial intelligence determines the arbitrary position (any grid surface or any position within the grid surface) or the preset position of the court grid Gr as the target position (S140).
- the tennis artificial intelligence determines an arbitrary ball motion condition for simulating the virtual ball from the virtual ball starting position (S150).
- the virtual ball trajectory is then simulated based on the determined ball motion condition from the virtual ball starting position (S160).
- the simulation of the virtual ball trajectory is performed. If the simulation result does not determine whether the virtual ball reaches the predetermined range of the target position, the simulation is performed by modifying the ball motion condition again.
- the ball motion condition information which leads to the arrival is stored in the database.
- the virtual ball start position information and the target position information are also stored in the database (S174).
- the three-dimensional grid corresponding to the position where the virtual ball is bound to the virtual court VW and the bound position is determined (thus shown in Fig. 6).
- the virtual coat grid VGr set on the virtual court VW is not a grid on a plane but a three-dimensional grid.
- the opponent court corresponding to the effective target position Tp that is, the player
- the direction which allows a ball to be sent to the coat grid Gr on the coat bottom part 31 of the side is calculated
- the tennis artificial intelligence sets the ball passing area PR as an area through which the trajectory of the virtual ball moving from the virtual ball starting position Ap passes, and is determined to reach a target position or a predetermined range of the target position.
- the simulation of the ball motion condition may be repeated by modifying the ball motion condition such that the trajectory of the simulated virtual ball passes through the ball passing area PR according to the motion condition.
- the ball motion condition may be defined as a direction vector, a velocity vector, or the like on the trajectory of the virtual ball.
- the ball does not reach the target grid (the grid where Tp is present), it will reduce the strength of the ball (the size of the vector, or velocity) and reduce its direction down (one component of the coordinates of the vector's three-dimensional space). . If the ball falls short of the target grid, increase the ball's strength (the size of the vector) and move it up.
- each attempt is made to adjust the direction and intensity little by little so that the ball approaches the target position, i.e., the target grid, as described above.
- the initial direction greatly deviates from the grid of the target point Tp, but as the simulation proceeds, the probability of the ball reaching the target position increases.
- FIG. 8 (a) shows the trajectory Trn according to the nth trial, wherein as the simulation is continued, the ball may reach the grid plane which is the target position Tp, and FIG. 8 (b). In this way, the ball reaches the grid plane at the target position Tp (the trajectory at this time is represented by Tb).
- the direction and the movement conditions are stored.
- the motion condition information may be stored in the form of a direction vector, a velocity vector, or the like, or may be stored as a parameter such as the speed, direction, height angle of the ball as described above.
- the simulation is performed by adjusting the speed of the ball little by little so as to resemble a swing that threatens the opponent in a real tennis game. At this time, if the ball passes over the ball passing area PR, the direction is corrected downward. If the ball passes under the ball passing area PR, the direction is raised upward and the next simulation is performed.
- the direction vectors are averaged and stored in a file.
- the stored direction is a direction in which the AI launches the virtual ball from the virtual ball starting position AP to the target position Tp.
- the virtual ball starting position and the target position are determined for all three-dimensional grids of the virtual coat grid and all grid surfaces of the coat grid, and the simulation is repeated to find the ball motion conditions while repeating the simulation.
- the derived data is stored in a database.
- FIG. 9 a flowchart of FIG. 9 will be described with reference to an example in which tennis artificial intelligence that finds and learns appropriate data while repeating simulations in the same manner as described above is applied to a virtual tennis simulation system.
- the sensing device calculates the sensing data for the ball movement according to the hit of the player (S210).
- the sensing device may calculate a ball movement model as the sensing data, but may also calculate position information of the player and information about the direction and posture of the racket held by the player.
- the tennis artificial intelligence determines the target position on the court floor where the batting received by the virtual opponent player reaches (S240).
- Tennis AI is based on the ball movement model of the ball hit by the player, the player's position, whether the player's swing is forehand or backhand, and the player's pre-stored information (e.g. right handed or left handed) Skill level, difficulty, play style, etc.) to determine the target position.
- the player's pre-stored information e.g. right handed or left handed Skill level, difficulty, play style, etc.
- the tricky position can be determined as the target position. If the player's ability is low, the easy position can be determined as the target position.
- the information regarding the ball motion condition for the virtual ball to reach the target position on the court bottom portion is determined (S250).
- the information regarding the ball motion condition is data about a direction vector to a target position determined from a corresponding virtual ball starting position stored in a data storage unit of a database or a control device of the server, and the artificial intelligence directly extracts data extracted from the database or data storage unit.
- the virtual ball may be received by using the same method.
- the extracted direction vector may be modified based on the player information, the ball motion model, and the player location information.
- the virtual opponent player on the image receives (hits) the ball, and accordingly, simulation of the virtual ball trajectory is performed under the determined ball motion condition (S260).
- the 'target position' as described above may be regarded as a target of the coat bottom on the image when the actual coat bottom is implemented as an image rather than an actual coat bottom. That is, even if the simulation proceeds while the virtual opponent player starts by receiving the virtual ball toward the target position, the virtual ball cannot reach the actual court floor.
- the virtual tennis simulation system enables the ball machine to provide the ball on an extension line of the virtual ball trajectory on the image as described above, wherein the ball providing direction and the ball providing speed of the ball machine are described. It is determined to correspond with the simulation of the virtual ball trajectory (S310) and accordingly the ball machine provides the ball (S320) so that the actual ball finishes the remaining section of the trajectory of the virtual ball following the trajectory of the virtual ball. By achieving the same effect, the player can feel the reality of playing tennis while playing virtual tennis.
- FIG. 10 shows the virtual area provided as the image content as if it is a physical area.
- the controller of the controller calculates the trajectory Tb and calculates the trajectory Tb.
- the trajectory Tb is connected to the screen 20 with the ball launching unit 22, and the ball 1 from the ball launching unit 22 corresponds to the trajectory Tb and the moving condition. (It can be fired with the same trajectory and motion conditions, or it can be fired a bit weaker to take into account the real space by applying appropriate weights.)
- the controller stores information about the skill level, difficulty level, and play style of the player P in advance, and controls the virtual opponent player VP on the virtual tennis simulation image by artificial intelligence.
- the controller controls the player's position (and swing of the player according to the racket detection) detected by the sensing device according to the player P's ability level, difficulty level, play style, and the like, and the artificial intelligence of the virtual opponent player VP.
- Ball firing parameters such as a direction and a speed of a ball to be provided to the player P (the ball to be fired by the ball machine as a real ball) according to the virtual ball hit by the virtual opponent player VP in correspondence with a posture).
- Determine the image processing unit process a simulation image of the trajectory of the virtual ball hit by the virtual opponent player VP according to the determined direction of the ball (actual ball), and recognize the ball firing direction of the ball machine 100.
- the ball machine 100 raises the ball 1 on an extension line to the trajectory of the virtual ball hit by the virtual opponent player VP. In such a manner as to control so as to provide a direction of view determined can be carried out, the virtual play tennis.
- step S260 when the simulation of the virtual ball trajectory is performed under the ball motion condition in step S260, the player's position proceeds to the rally by receiving the ball machine again firing the ball following the simulation.
- the trajectory of the simulated virtual ball continues as described above, it is checked whether it reaches a predetermined range of the target position on the court floor (S270).
- the virtual tennis simulation system has a tennis artificial intelligence that learns the play of the virtual counterpart player according to the play between the player and the virtual counterpart player, and the player easily uses the same. It provides the ball with an unpredictable ball direction and pitch (which may be a predictable ball direction and pitch depending on the difficulty of course), and in response to the player's play, the virtual opponent on the video also learns to play the game. This allows for more dynamic and real rally like tennis rally.
- the virtual ball moves to the virtual opponent, and the virtual opponent plays the virtual ball by the virtual player.
- Determine information about a virtual ball starting position which is a position to receive a ball, and a moving condition of a virtual ball starting from the virtual ball starting position, wherein the ball machine provides the player with a ball according to the determined moving condition of the virtual ball. Setting the direction and speed, and causing the ball machine to provide the ball in the direction and speed of the set ball on an extension line of the trajectory of the virtual ball hit by the virtual opponent player to allow the player to It's a way of hitting you, going between reality and virtual reality, You can make it possible to implement a rally.
- the tennis artificial intelligence of the virtual tennis simulation system is implemented as a higher level of artificial intelligence by constantly progressing learning such as modifying existing stored data as the player continues to play.
- the advantage is that it can be possible.
- Tennis artificial intelligence implementation method for virtual tennis simulation according to the present invention, a virtual tennis simulation system and method using the same, and a recording medium readable by the computing device recording the same, the ball provided by the ball machine in a room space of a predetermined size
- a user hits a tennis racket and senses the sensing device and implements a simulation image through a front screen, thereby enabling industrial use in a technical field that enables a user to practice tennis or a virtual tennis game.
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Abstract
Description
Claims (15)
- 가상 테니스 시뮬레이션 영상을 기반으로 플레이어가 코트바닥부 상에서 테니스 플레이를 할 수 있도록 하는 가상 테니스 시뮬레이션 시스템의 가상 테니스 시뮬레이션을 위한 테니스 인공지능 구현 방법으로서,As a tennis AI implementation method for the virtual tennis simulation of the virtual tennis simulation system that allows the player to play tennis on the court floor based on the virtual tennis simulation image,상기 코트바닥부에 대응되는 반대편 코트로서 영상 상의 가상의 상대방 플레이어가 플레이하는 가상의 코트 상에서 상기 가상의 상대방 플레이어가 가상의 볼을 서브 또는 리시브하는 위치인 가상 볼출발 위치를 결정하는 단계;Determining a virtual ball starting position which is a position at which the virtual opponent player serves or receives a virtual ball on a virtual court played by a virtual opponent player on an image as an opposite court corresponding to the court bottom;상기 가상의 상대방 플레이어의 타구가 도달하는 상기 코트바닥부 상의 목표 위치를 결정하는 단계; 및Determining a target position on the court bottom portion at which the bat of the virtual opponent player arrives; And상기 가상 볼출발 위치로부터 상기 가상의 볼이 상기 목표 위치에 도달하도록 하는 볼 운동 조건에 관한 정보를 결정하여 상기 가상 볼출발 위치, 상기 목표 위치 및 상기 볼 운동 조건에 관한 정보를 데이터베이스에 저장함으로써 임의의 가상 볼출발 위치 및 목표 위치에 따른 볼 운동 조건에 대해 학습하는 단계;From the virtual ball starting position, the information regarding the ball motion condition for causing the virtual ball to reach the target position is determined and the information about the virtual ball starting position, the target position and the ball motion condition is stored in a database. Learning about ball movement conditions according to the virtual ball starting position and the target position of the ball;를 포함하는 가상 테니스 시뮬레이션을 위한 테니스 인공지능 구현 방법.Tennis AI implementation method for a virtual tennis simulation comprising a.
- 제1항에 있어서, 상기 목표 위치를 결정하는 단계는,The method of claim 1, wherein the determining of the target position comprises:상기 코트바닥부에 대해 다수의 미리 설정된 크기의 그리드면을 갖는 코트그리드를 설정하는 단계와,Setting a coat grid having a plurality of grid surfaces of a predetermined size for the coat bottom;상기 코트그리드의 임의의 그리드면 상의 미리 설정된 지점 또는 임의의 지점을 상기 목표 위치로서 결정하는 단계를 포함하는 것을 특징으로 하는 가상 테니스 시뮬레이션을 위한 테니스 인공지능 구현 방법.Determining a predetermined point or any point on any grid surface of the court grid as the target position.
- 제1항에 있어서, 상기 가상 볼출발 위치를 결정하는 단계는,The method of claim 1, wherein the determining of the virtual ball start position comprises:상기 가상의 코트에 대해 다수의 미리 설정된 크기의 입체그리드를 갖는 가상코트그리드를 설정하는 단계와,Setting up a virtual coat grid having a plurality of predetermined sizes of three-dimensional grids for the virtual coat;상기 가상코트그리드의 임의의 입체그리드 또는 미리 설정된 입체그리드 내의 미리 설정된 위치 또는 임의의 위치를 상기 가상 볼출발 위치로서 결정하는 단계를 포함하는 것을 특징으로 하는 가상 테니스 시뮬레이션을 위한 테니스 인공지능 구현 방법.And determining a predetermined position or a predetermined position within the three-dimensional grid or the predetermined three-dimensional grid of the virtual court grid as the virtual ball starting position.
- 제1항에 있어서, 상기 볼 운동 조건에 대해 학습하는 단계는,The method of claim 1, wherein the learning about the ball exercise condition comprises:상기 가상 볼출발 위치로부터 임의의 볼 운동 조건에 따른 상기 가상의 볼의 궤적을 시뮬레이션하는 단계와,Simulating a trajectory of the virtual ball according to an arbitrary ball motion condition from the virtual ball starting position;상기 시뮬레이션된 가상의 볼의 궤적이 상기 목표 위치 또는 상기 목표 위치 내의 소정 범위 내에 도달하도록 상기 볼 운동 조건을 수정하여 시뮬레이션하는 것을 반복하는 단계와, Repeating the simulation by modifying the ball motion condition such that the trajectory of the simulated virtual ball reaches the target position or a predetermined range within the target position;상기 시뮬레이션된 가상의 볼의 궤적이 상기 목표 위치 또는 상기 목표 위치 내의 소정 범위 내에 도달할 때의 볼 운동 조건에 대한 정보를 상기 데이터베이스에 저장하는 단계를 포함하는 것을 특징으로 하는 가상 테니스 시뮬레이션을 위한 테니스 인공지능 구현 방법.And storing information about a ball motion condition when the trajectory of the simulated virtual ball reaches the target position or a predetermined range within the target position in the database. How to implement AI.
- 제4항에 있어서, 상기 볼 운동 조건을 수정하여 시뮬레이션하는 것을 반복하는 단계는,The method of claim 4, wherein the step of repeating the simulation by modifying the ball motion conditions,상기 가상 볼출발 위치로부터 운동하는 상기 가상의 볼의 궤적이 통과하는 영역으로서 볼패싱 영역을 미리 설정하며, 상기 목표 위치 또는 상기 목표 위치 내의 소정 범위 내에 도달하도록 결정된 볼 운동 조건에 따라 시뮬레이션된 가상의 볼의 궤적이 상기 볼패싱 영역을 통과하도록 상기 볼 운동 조건을 수정하여 시뮬레이션하는 것을 반복하는 것을 특징으로 하는 가상 테니스 시뮬레이션을 위한 테니스 인공지능 구현 방법.A virtual ballasting area is set in advance as an area through which the trajectory of the virtual ball moving from the virtual ball starting position passes, and simulated according to a ball motion condition determined to reach a predetermined range within the target position or the target position. Tennis simulation method for a virtual tennis simulation, characterized in that for repeating the simulation by modifying the ball motion conditions so that the trajectory of the ball passes through the ball passing area.
- 제1항에 있어서, The method of claim 1,상기 목표 위치를 결정하는 단계는,Determining the target position,상기 코트바닥부에 대해 다수의 미리 설정된 크기의 그리드면을 갖는 코트그리드를 설정하는 단계와,Setting a coat grid having a plurality of grid surfaces of a predetermined size for the coat bottom;상기 코트그리드의 임의의 그리드면 또는 미리 설정된 그리드면인 목표 그리드면을 상기 목표 위치로서 결정하는 단계를 포함하며,Determining a target grid surface, which is any grid surface or a predetermined grid surface of the court grid, as the target position,상기 볼 운동 조건에 대해 학습하는 단계는,Learning about the ball exercise conditions,상기 가상 볼출발 위치로부터 상기 가상의 볼이 상기 목표 그리드면 상에 도달하도록 하는 미리 설정된 개수의 방향벡터를 찾아 상기 볼 운동 조건으로서 상기 데이터베이스에 저장하는 단계를 포함하는 것을 특징으로 하는 가상 테니스 시뮬레이션을 위한 테니스 인공지능 구현 방법.And finding a preset number of direction vectors for the virtual ball to reach the target grid surface from the virtual ball starting position and storing the virtual tennis simulation in the database as the ball motion condition. Tennis AI implementation method.
- 제1항 내지 제6항 중 어느 한 항에 따른 방법을 기록한 컴퓨팅장치에 의해 판독 가능한 기록매체.A record carrier readable by a computing device recording a method according to any one of claims 1 to 6.
- 가상 테니스 시뮬레이션 영상을 기반으로 플레이어가 코트바닥부 상에서 테니스 플레이를 할 수 있도록 하는 가상 테니스 시뮬레이션 시스템에서 구현되는 테니스 인공지능을 이용한 가상 테니스 시뮬레이션 방법으로서,As a virtual tennis simulation method using tennis artificial intelligence implemented in a virtual tennis simulation system that allows a player to play tennis on the court floor based on a virtual tennis simulation image,상기 플레이어가 타격한 볼의 운동에 대해 센싱장치가 센싱하여 볼 운동에 대한 센싱 데이터를 산출하는 단계;Comprising a sensing device for the motion of the ball hit by the player to calculate the sensing data for the ball movement;상기 산출된 센싱 데이터에 기초하여 상기 영상에서 상기 코트바닥부에 대응되는 반대편 코트로서 영상 상의 가상의 상대방 플레이어가 플레이하는 가상의 코트로 이동하는 가상의 볼의 궤적에 대한 시뮬레이션 영상을 구현하는 단계;Implementing a simulation image of a trajectory of a virtual ball moving to a virtual court played by a virtual counterpart player on the image as an opposite court corresponding to the court bottom in the image based on the calculated sensing data;상기 가상의 코트로 이동하는 가상의 볼의 궤적으로부터 상기 가상의 상대방 플레이어가 가상의 볼을 리시브하는 위치인 가상 볼출발 위치를 결정하는 단계;Determining a virtual ball starting position, which is a position at which the virtual opponent player receives the virtual ball from the trajectory of the virtual ball moving to the virtual court;상기 테니스 인공지능에 의해 상기 가상의 상대방 플레이어가 리시브한 타구가 도달하는 상기 코트바닥부 상의 목표 위치를 결정하는 단계; 및Determining, by the tennis artificial intelligence, a target position on the court bottom portion at which the batted ball received by the virtual opponent player arrives; And상기 가상 볼출발 위치로부터 상기 가상의 볼이 상기 코트바닥부 상의 목표 위치에 도달하도록 하는 볼 운동 조건에 관한 정보를 서버의 데이터베이스로부터 전송받거나 데이터저장부로부터 추출하거나 상기 전송 또는 추출한 정보를 이용하여 상기 볼 운동 조건에 관한 정보를 산출하여 상기 가상의 상대방 플레이어가 리시브한 타구가 상기 볼 운동 조건에 따라 시뮬레이션 되도록 하는 단계;From the virtual ball starting position, the information about the ball motion condition for allowing the virtual ball to reach the target position on the court bottom is received from the database of the server or extracted from the data storage unit, or by using the transmitted or extracted information. Calculating information regarding a ball motion condition to simulate a hit received by the virtual opponent player according to the ball motion condition;를 포함하는 테니스 인공지능을 이용한 가상 테니스 시뮬레이션 방법.Virtual tennis simulation method using a tennis artificial intelligence comprising a.
- 제8항에 있어서, The method of claim 8,상기 가상 테니스 시뮬레이션 시스템은, 상기 코트바닥부의 전방에 구비되어 상기 가상 테니스 시뮬레이션 영상이 투영되는 스크린의 후면에 구비되어 상기 플레이어에게 볼을 제공하는 볼 머신을 구비하도록 구성되며,The virtual tennis simulation system is provided in front of the court floor portion is provided on the back of the screen on which the virtual tennis simulation image is projected is provided with a ball machine for providing a ball to the player,상기 결정된 코트바닥부 상의 목표 위치에 대응하여 상기 볼 머신의 볼 제공 방향을 제어하는 단계와,Controlling the ball providing direction of the ball machine in correspondence with the determined target position on the court bottom;상기 추출된 볼 운동 조건에 따라 시뮬레이션 되도록 하는 단계에서 상기 가상의 상대방 플레이어가 리시브한 타구에 따른 가상의 볼의 운동에 대응하도록 상기 볼 머신이 제공하는 볼의 속도를 결정하여, 상기 볼 제공 방향 및 볼의 속도에 따라 상기 볼 머신이 상기 코트바닥부 상으로 볼을 제공하는 단계를 더 포함하는 것을 특징으로 하는 테니스 인공지능을 이용한 가상 테니스 시뮬레이션 방법.In the step of simulating according to the extracted ball movement conditions, the speed of the ball provided by the ball machine is determined to correspond to the movement of the virtual ball according to the hit received by the virtual opponent player. Virtual ball simulation method using the tennis artificial intelligence, characterized in that further comprising the step of providing the ball on the court floor by the ball machine according to the speed of the ball.
- 제8항에 있어서, The method of claim 8,상기 가상 테니스 시뮬레이션 시스템은, 상기 코트바닥부의 전방에 구비되어 상기 가상 테니스 시뮬레이션 영상이 투영되는 스크린의 후면에 구비되어 상기 플레이어에게 볼을 제공하는 볼 머신을 구비하도록 구성되며,The virtual tennis simulation system is provided in front of the court floor portion is provided on the back of the screen on which the virtual tennis simulation image is projected is provided with a ball machine for providing a ball to the player,상기 추출된 볼 운동 조건에 따라 시뮬레이션 되도록 하는 단계에서 상기 가상의 상대방 플레이어가 리시브한 타구에 따른 가상의 볼의 궤적의 연장선상에서 상기 볼 머신이 볼을 제공하도록 상기 볼 머신의 볼 제공 방향 및 볼 제공 속도를 결정하여, 상기 결정된 볼 제공 방향 및 볼 제공 속도에 따라 상기 볼 머신이 상기 코트바닥부 상으로 볼을 제공하는 단계를 더 포함하는 것을 특징으로 하는 테니스 인공지능을 이용한 가상 테니스 시뮬레이션 방법.The ball providing direction and the ball providing direction of the ball machine such that the ball machine provides the ball on the extension line of the trajectory of the virtual ball according to the hit received by the virtual opponent player in the step of being simulated according to the extracted ball motion condition. And determining the speed, and providing the ball onto the court bottom by the ball machine according to the determined ball providing direction and the ball providing speed.
- 제8항에 있어서, 상기 추출된 또는 산출된 볼 운동 조건에 따라 시뮬레이션 되도록 하는 단계는,The method of claim 8, wherein the simulating according to the extracted or calculated ball motion condition comprises:상기 가상 볼출발 위치로부터 상기 가상의 볼이 상기 코트바닥부 상의 목표 위치에 도달하도록 하는 상기 테니스 인공지능의 데이터베이스로부터 추출한 볼 운동 조건에 관한 정보를 플레이어의 실력등급, 플레이의 난이도, 환경설정 중 적어도 하나에 따라 변경하여 상기 가상의 상대방 플레이어의 타구에 적용하는 단계를 포함하는 것을 특징으로 하는 테니스 인공지능을 이용한 가상 테니스 시뮬레이션 방법.At least one of a player's ability level, difficulty of playing, and environment setting information about the ball motion condition extracted from the database of the tennis artificial intelligence that allows the virtual ball to reach a target position on the court floor from the virtual ball starting position. Virtual tennis simulation method using a tennis artificial intelligence, characterized in that for changing according to one and applying to the batting of the virtual opponent player.
- 제8항에 있어서,The method of claim 8,상기 추출된 또는 산출된 볼 운동 조건에 따라 시뮬레이션 되도록 하는 단계 따른 시뮬레이션의 결과 상기 가상의 볼이 상기 목표 위치에 도달하는지 확인하는 단계와,Checking whether the virtual ball reaches the target position as a result of the simulation according to the step of simulating according to the extracted or calculated ball motion condition;상기 가상의 볼이 상기 목표 위치에 도달하지 않은 경우 상기 시뮬레이션에 적용된 볼 운동 조건에 대한 정보를 변경하여 상기 데이터베이스에 저장함으로써 상기 가상 볼출발 위치 및 목표 위치에 따른 볼 운동 조건에 대해 학습하는 단계를 더 포함하는 것을 특징으로 하는 테니스 인공지능을 이용한 가상 테니스 시뮬레이션 방법.Learning the ball motion condition according to the virtual ball starting position and the target position by changing information on the ball motion condition applied to the simulation and storing it in the database when the virtual ball does not reach the target position. Virtual tennis simulation method using the tennis artificial intelligence, characterized in that it further comprises.
- 가상 테니스 시뮬레이션 영상을 기반으로 플레이어가 테니스 인공지능에 의한 가상의 상대방 플레이어와 테니스 플레이를 할 수 있도록 하는 가상 테니스 시뮬레이션 시스템으로서,As a virtual tennis simulation system that allows a player to play tennis with a virtual opponent based on a virtual tennis simulation video,상기 가상 테니스 시뮬레이션 영상이 투영되는 스크린;A screen on which the virtual tennis simulation image is projected;상기 스크린의 후면에 구비되어 상기 플레이어에게 볼을 제공하는 볼 머신;A ball machine provided at the rear of the screen to provide a ball to the player;상기 플레이어가 타격한 볼의 운동에 대해 센싱하여 볼 운동에 대한 센싱 데이터를 산출하는 센싱장치; 및Sensing device for sensing the movement of the ball hit by the player to calculate the sensing data for the ball movement; And상기 산출된 센싱 데이터에 기초하여 상기 영상에서 상기 코트바닥부에 대응되는 반대편 코트로서 영상 상의 가상의 상대방 플레이어가 플레이하는 가상의 코트로 이동하는 가상의 볼의 궤적에 대한 시뮬레이션 영상 및 상기 상기 가상의 상대방 플레이어가 리시브한 타구에 따른 가상의 볼의 궤적에 대한 시뮬레이션 영상을 생성 및 처리하는 제어장치를 포함하며,Based on the calculated sensing data, a simulation image of the trajectory of a virtual ball moving to a virtual court played by a virtual counterpart player on the image as an opposite court corresponding to the court bottom part in the image and the virtual It includes a control device for generating and processing a simulation image of the trajectory of the virtual ball according to the batting received by the opponent player,상기 제어장치는,The control device,상기 가상의 코트로 이동하는 가상의 볼의 궤적으로부터 상기 가상의 상대방 플레이어가 가상의 볼을 리시브하는 위치인 가상 볼출발 위치를 결정하고, 상기 가상의 상대방 플레이어가 리시브한 타구가 도달하는 상기 코트바닥부 상의 목표 위치를 결정하도록 구성되고,From the trajectory of the virtual ball moving to the virtual court, the virtual ball starting position, which is the position where the virtual opponent player receives the virtual ball, is determined, and the court floor where the batting received by the virtual opponent player arrives. Configured to determine a target position of the injury,상기 가상 볼출발 위치로부터 상기 가상의 볼이 상기 목표 위치에 도달하도록 하는 볼 운동 조건에 관한 정보를 결정하여 상기 가상 볼출발 위치, 상기 목표 위치 및 상기 볼 운동 조건에 관한 정보를 저장하는 데이터베이스에 접근 가능하도록 구성되며,Accessing a database storing information on the virtual ball starting position, the target position and the ball movement condition by determining information on the ball motion condition that causes the virtual ball to reach the target position from the virtual ball starting position. Is configured to be상기 플레이어와 상기 가상의 상대방 플레이어 사이의 플레이에 따라 상기 가상 볼출발 위치 및 목표 위치에 따른 볼 운동 조건에 대해 학습하는 테니스 인공지능을 구비하도록 구성되는 것을 특징으로 하는 가상 테니스 시뮬레이션 시스템.And a tennis artificial intelligence that learns about a ball motion condition according to the virtual ball starting position and a target position according to the play between the player and the virtual counterpart player.
- 제13항에 있어서, The method of claim 13,상기 제어장치는,The control device,상기 데이터베이스로부터 상기 가상 볼출발 위치로부터 상기 가상의 볼이 상기 코트바닥부 상의 목표 위치에 도달하도록 하는 볼 운동 조건에 관한 정보를 추출 또는 산출하여 상기 가상의 상대방 플레이어가 리시브한 타구가 상기 추출된 또는 산출된 볼 운동 조건에 따라 시뮬레이션 되도록 하며, 상기 가상의 상대방 플레이어가 리시브한 타구에 따른 가상의 볼의 궤적의 연장선상에서 상기 볼 머신이 볼을 제공하도록 상기 볼 머신의 볼 제공 방향 및 볼 제공 속도를 결정하여 상기 볼 머신으로 전송하도록 구성되며,From the database, from the virtual ball starting position, the batting received by the virtual opponent player is extracted or calculated by extracting or calculating information on a ball motion condition that causes the virtual ball to reach a target position on the court bottom. The ball providing direction and the ball providing speed of the ball machine are simulated according to the calculated ball motion conditions, and the ball machine provides the ball on the extension line of the trajectory of the virtual ball according to the batted player's batting. Determine and transmit to the ball machine,상기 볼 머신은 상기 제어장치로부터 전송받은 볼 제공 방향 및 볼 제공 속도에 따라 상기 코트바닥부 상으로 볼을 제공하도록 구성되는 것을 특징으로 하는 가상 테니스 시뮬레이션 시스템.The ball machine is configured to provide a ball on the court floor according to the ball providing direction and the ball providing speed received from the control device, the virtual tennis simulation system.
- 플레이어의 상대방인 가상의 상대방 플레이어와, 상기 플레이어가 테니스 플레이하는 코트바닥부에 대응되는 반대편 코트로서 상기 가상의 상대방 플레이어가 플레이하는 가상의 코트와, 상기 가상의 상대방 플레이어로 또는 상기 가상의 상대방 플레이어에 의해 이동하는 가상의 볼을 포함하는 가상 테니스 시뮬레이션 영상이 투영되는 스크린;A virtual counterpart player that is the other party of the player, a virtual court played by the virtual counterpart player as an opposite court corresponding to the court bottom portion on which the player plays tennis, the virtual counterpart player, or the virtual counterpart player A screen on which a virtual tennis simulation image including a virtual ball moving by is projected;상기 스크린의 후면에 구비되어 상기 플레이어에게 볼을 제공하는 볼 머신;A ball machine provided at the rear of the screen to provide a ball to the player;상기 플레이어가 타격한 볼의 운동에 대해 센싱하여 볼 운동에 대한 센싱 데이터를 산출하는 센싱장치; 및Sensing device for sensing the movement of the ball hit by the player to calculate the sensing data for the ball movement; And상기 스크린에 투영되는 가상 테니스 시뮬레이션 영상을 생성 및 처리하며, 상기 플레이어와 상기 가상의 상대방 플레이어 사이의 플레이에 따라 상기 가상의 상대방 플레이어의 플레이를 학습하는 테니스 인공지능을 구비하며, Generating and processing a virtual tennis simulation image projected on the screen, and having tennis artificial intelligence for learning the play of the virtual counterpart player according to the play between the player and the virtual counterpart player,상기 플레이어가 타격한 볼에 대한 상기 센싱장치의 센싱 데이터에 기초하여 가상의 볼이 상기 가상의 상대방 플레이어 쪽으로 이동하는 영상을 구현하고, 상기 테니스 인공지능에 의해 상기 가상의 상대방 플레이어가 가상의 볼을 리시브하는 위치인 가상 볼출발 위치 및 상기 가상 볼출발 위치에서 출발하는 가상의 볼의 운동 조건에 관한 정보를 결정하며, 상기 결정된 가상의 볼의 운동 조건에 따라 상기 볼 머신이 상기 플레이어에게 제공할 볼의 방향 및 속도를 설정하고, 상기 가상의 상대방 플레이어가 타격한 가상의 볼의 궤적에 대한 연장선상에서 상기 볼 머신이 볼을 상기 설정된 볼의 방향 및 속도로 제공하도록 하여 상기 플레이어로 하여금 상기 볼 머신에서 발사된 볼을 타격하도록 하는 방식으로 상기 플레이어와 영상 상의 상기 가상의 상대방 플레이어가 테니스 랠리를 구현할 수 있도록 하는 제어장치;Based on the sensing data of the sensing device for the ball hit by the player implements an image in which the virtual ball is moved toward the virtual opponent player, the virtual opponent player by the artificial intelligence artificial intelligence Determine information about a virtual ball starting position, which is a receiving position, and movement conditions of a virtual ball starting from the virtual ball starting position, and which the ball machine provides to the player according to the determined movement condition of the virtual ball And setting the direction and speed of the ball, and causing the ball machine to provide the ball in the set direction and speed of the ball on an extension line of the trajectory of the virtual ball hit by the virtual opponent. The virtual on the video with the player in such a manner as to strike the fired ball. Other party control device that allows the player to implement a tennis rally;를 포함하는 가상 테니스 시뮬레이션 시스템.Virtual tennis simulation system comprising a.
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JPH06134055A (en) * | 1992-10-28 | 1994-05-17 | Nippon Telegr & Teleph Corp <Ntt> | Virtual experience system |
JP2002239052A (en) * | 2001-02-22 | 2002-08-27 | Japan Science & Technology Corp | Pitching machine and control system and control method therefor |
JP2006061231A (en) * | 2004-08-25 | 2006-03-09 | Kanazawa Univ | Pitching machine and breaking ball control method therefor |
KR101586462B1 (en) * | 2015-10-02 | 2016-01-19 | (주)나라소프트 | Tennis exercise and game simulation system using the screen |
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KR20190031112A (en) | 2019-03-25 |
JP7070874B2 (en) | 2022-05-18 |
KR102045439B1 (en) | 2019-11-15 |
KR102045443B1 (en) | 2019-12-02 |
WO2019177364A1 (en) | 2019-09-19 |
KR20190031113A (en) | 2019-03-25 |
KR20190031111A (en) | 2019-03-25 |
KR102045449B1 (en) | 2019-11-15 |
JP2021516129A (en) | 2021-07-01 |
WO2019177361A1 (en) | 2019-09-19 |
JP6981719B2 (en) | 2021-12-17 |
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