WO2019177364A1 - Système de simulation de partie de tennis virtuelle et son procédé de commande - Google Patents

Système de simulation de partie de tennis virtuelle et son procédé de commande Download PDF

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Publication number
WO2019177364A1
WO2019177364A1 PCT/KR2019/002895 KR2019002895W WO2019177364A1 WO 2019177364 A1 WO2019177364 A1 WO 2019177364A1 KR 2019002895 W KR2019002895 W KR 2019002895W WO 2019177364 A1 WO2019177364 A1 WO 2019177364A1
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Prior art keywords
ball
virtual
image
player
screen
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PCT/KR2019/002895
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English (en)
Korean (ko)
Inventor
양동은
정서연
변아영
Original Assignee
주식회사 뉴딘콘텐츠
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Publication of WO2019177364A1 publication Critical patent/WO2019177364A1/fr

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    • 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
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/38Training appliances or apparatus for special sports for tennis
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/40Stationarily-arranged devices for projecting balls or other bodies
    • 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
    • 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
    • EFIXED CONSTRUCTIONS
    • E04BUILDING
    • E04HBUILDINGS OR LIKE STRUCTURES FOR PARTICULAR PURPOSES; SWIMMING OR SPLASH BATHS OR POOLS; MASTS; FENCING; TENTS OR CANOPIES, IN GENERAL
    • E04H3/00Buildings or groups of buildings for public or similar purposes; Institutions, e.g. infirmaries or prisons
    • E04H3/10Buildings or groups of buildings for public or similar purposes; Institutions, e.g. infirmaries or prisons for meetings, entertainments, or sports
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/806Video cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/83Special sensors, transducers or devices therefor characterised by the position of the sensor
    • A63B2220/833Sensors 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.
  • the present invention relates to a virtual tennis simulation system and a control method thereof.
  • the sport of tennis is a sport in which a user who holds a racket does a very dynamic movement of the ball with the opponent while constantly moving the ball with the opponent, unlike golf or baseball.
  • 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.
  • a ball providing device is provided at the back of the screen to provide a real ball toward the player.
  • the player hits the real ball toward the screen, and the sensor hits the hit ball.
  • a simulated image is generated in which a virtual ball moves to an image on the screen, and a virtual opponent player on the image strikes the virtual ball, and thus the ball providing device moves toward the player.
  • the process of the screen tennis system proceeds in such a way as to provide a real ball.
  • the virtual counterpart player on the video always has to implement the video by hitting the virtual ball in the same path. In such a case, the player moves dynamically and the ball is viewed in various situations.
  • the screen tennis system does not contain the meaning of the screen tennis system because the tennis system is very monotonous and seriously uninteresting because the tennis system does not capture the characteristics of the sport that is characterized by hitting and receiving.
  • the present invention when a player plays a tennis game using a virtual tennis simulation method such as a screen tennis system, even if a virtual counterpart player hits a virtual ball in various situations and conditions by artificial intelligence, etc.
  • the movement of the ball corresponds to the firing of the ball through the ball machine installed on the back of the screen, so that the virtual tennis play combined with the visual situation and the real situation can be realized as dynamic and realistic play like a real tennis game.
  • the present invention provides a virtual tennis simulation system and a method of controlling the same so that the concentration and interest of the player can be improved.
  • the control method of the virtual tennis simulation system based on the image projected on the screen so that the player can play tennis while hitting the ball fired through the ball machine provided on the back of the screen
  • a control method of a virtual tennis simulation system comprising: hitting a virtual ball by a virtual opponent player on a screen image of the screen; Changing the image according to a state in which the virtual ball is hit by the virtual opponent player on the image; And firing the ball provided by the ball machine from the ball firing hole on the screen while the simulation of the movement of the virtual ball on the image is completed.
  • the virtual tennis simulation system according to an embodiment of the present invention, a virtual tennis simulation system that allows the player to play tennis while hitting the ball based on the image projected on the screen, is provided on the back of the screen
  • a ball machine for providing a ball to the player through a ball launch hole formed on the screen
  • an image processor configured to implement an image of a virtual counterpart player hitting the virtual ball as the image projected on the screen and moving the hit virtual ball, and controlling the image processor and the ball machine.
  • a controller configured to provide the ball to the ball machine in response to the movement of the virtual ball hit by the virtual opponent player on the image, wherein the controller controls the image processor to control the image processor.
  • the image is changed according to a state in which the virtual ball is hit by the virtual opponent player, and the ball machine fires the ball through the ball firing hole on the screen while the simulation of moving the virtual ball on the image is completed. It characterized in that the control to.
  • the virtual tennis simulation system and control method thereof when the player plays tennis in a virtual tennis simulation method such as a screen tennis system, the virtual counterpart player on the image is virtually varied in various situations and conditions by artificial intelligence or the like. Even if the ball hits the ball, the virtual ball movements through the video correspond to the shooting of the ball through the ball machine installed on the back of the screen. It can be implemented as a dynamic and realistic play such as a game, thereby improving the concentration and interest of the player's virtual tennis 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 diagram for describing a play space between a player P and a virtual player VP set in the virtual tennis simulation system according to an embodiment of the present invention.
  • the virtual area VW provided as image content is illustrated. Is shown as if it is a physical area.
  • 6 and 7 are flowcharts illustrating a control method of a virtual tennis simulation system according to one embodiment and another embodiment of the present invention, respectively.
  • FIG. 8 to 10 are views for changing the screen image to match the trajectory of the virtual ball resulting from the strike of the virtual opponent player and the ball firing position at which the actual ball is fired according to the process according to FIG. 6 or 7.
  • FIG. 11 is a flowchart illustrating a control method of a virtual tennis simulation system according to another embodiment of the present invention.
  • FIG. 12 to 14 are diagrams illustrating changes in screen images according to respective steps on the flowchart illustrated in FIG. 11.
  • 15 and 16 are diagrams for describing a virtual tennis simulation system and a control method thereof according to another 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.
  • the ball machine 100 is provided at the back of the screen 20 to provide a ball (tennis ball) to the player (P) to hit the player (P) holding a racket, tennis play, Collects sensing data about the image output unit 420 projecting the image on the screen 20 on one side of the space, the ball hit by the player P, the movement of the player P, the racket used by the player P, and the like.
  • the sensing device 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 image content for the player's virtual tennis play and delivers the image content to the image output unit 420.
  • the image output unit 420 projects the received image content onto the screen 20.
  • the ball firing of the machine 100 and 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 the receiver of the virtual opponent for the ball of various trajectories, as shown in FIG.
  • Bottom net 32a may be installed, and the like, and safety nets 33 and 34 are preferably installed on both sides thereof so that the ball does 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 coat information display unit 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.
  • the trajectory of the virtual ball VB should be calculated, and control of image content and a ball firing parameter in the ball machine may be calculated and implemented according to the trajectory. Detailed description thereof will be described later.
  • the court information display unit 600 is a reduced representation of the entire court where the player and the virtual counterpart player plays tennis, and the court bottom part that the player plays and the opposite part that the virtual counterpart player plays on the image. This is a part of the entire tennis court including a court, that is, a virtual court, reduced to a predetermined size by a plan view viewed from above.
  • the coat information display unit 600 may display various information such as the current position of the player, a set area based on the player, a position and trajectory of the virtual opponent, and a ball position.
  • a virtual tennis simulation system includes a ball machine 100, a sensing device 200, a control device 300, and an image output unit 420.
  • the control device 300 may include a server (not shown) including a database for storing databaseized data for implementing the tennis artificial intelligence so that the tennis artificial intelligence can be implemented through a virtual counterpart player on an image. It may be configured to be connected to the control device 300 to communicate.
  • the ball machine 100 is installed on the rear of the screen 20 to launch the ball through the ball launch hole 22 on the screen 20, the two or more wheels to rotate and position the ball between the wheels
  • firing the ball by the rotational force of the wheels can be implemented by a variety of methods such as firing the ball like a bullet.
  • 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.
  • the ball machine 100 is configured to tilt the ball firing part in the vertical direction and the left and right directions, respectively, to control the tilting drive of the ball firing part in accordance with the hitting conditions, on the screen Through the ball launch hole it is possible to allow the ball to be fired in various directions within a predetermined angle range.
  • the control device 300 may include a data storage 320, an image processor 330, a controller 310, and the image output unit 420 may be connected to the image processor 330. It can be implemented by a projection device or the like that allows the image processed by the projected 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 a server (not shown).
  • the image processor 330 may include a background image such as an image of a virtual court, a background image of a player, a referee, an audience, and the like, an image of a virtual counterpart player hitting a virtual ball, and a trajectory of a virtual ball hit by a player. Generates various simulation-related images, including simulation images.
  • the controller 310 performs various operations for realizing a simulation image of the virtual ball based on the sensing data collected by the sensing device 200, and the ball machine 100 processes the ball to correspond to the simulation result of the virtual ball. To control the player to fire towards the player.
  • controller 310 performs a control to implement the tennis artificial intelligence for enabling the virtual opponent player on the image to play by the tennis artificial intelligence.
  • controller 310 controls the image processor 330 and the ball machine 100 to provide the ball to the ball machine 100 in response to the movement of the virtual ball hit by the virtual opponent player on the image. To help.
  • the controller 310 controls the image processor 330 so that the movement path of the virtual ball hit by the virtual opponent player on the image is the position of the ball launch hole 22 on the screen 20 (that is, Change the screen image to pass through the ball launch position, and control the ball machine 100 to fire the ball 1 through the ball launch hole 22 while the virtual ball reaches the ball launch position on the screen image.
  • the virtual tennis play that combines the situation on the image with the actual situation is dynamic and realistic like a real tennis match. Can be implemented as a play.
  • the sensing device 200 continuously records an image of a player hitting the ball with a racket and analyzes the captured images, so that not only the motion information of the hit ball, but also the hit ball is located on a part of the screen. It can be configured as a device of a camera sensing method for accurately sensing whether it reaches.
  • 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 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. It is possible for the camera controller to control each camera to target its position when is detected.
  • the sensing processing unit 220 receives images collected 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 portion. Three-dimensional coordinate data for each ball part is extracted, and the extracted three-dimensional coordinate data is used to determine a ball motion model for the ball being hit and moved (by the player's racket). Using the virtual tennis simulation to calculate the various information necessary for the tennis practice and tennis game.
  • the ball motion model 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 motion, as shown in Figure 1 is a space where tennis practice or game by the system according to the present invention is made With respect to the three-dimensional coordinate system of the x-axis, y-axis and z-axis for the motion model of the ball can be determined according to the defined coordinate system.
  • the ball motion model 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 present invention not only calculates the movement of the ball hit by the player as a ball movement model, but also senses the movement of the player and continuously calculates the position of the player so that the movement of the ball and the player hit 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 a ball movement model as described above, and also calculates the position of the player by sensing the movement of the player, as well as 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 a 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 to a position that will lead the player to a virtual play, the player can hit the ball in a difficult receive situation.
  • 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 floor of the court, the hit ball on the image
  • the virtual ball is moved to the virtual space (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 actual ball is hit by the virtual opponent.
  • An image is generated in which a ball is received (hit) and the received virtual ball moves accordingly.
  • how and in which direction the virtual opponent player receives the ball may be determined by tennis artificial intelligence, which may be determined by a controller that implements artificial intelligence using various information. Furthermore, the control unit controls the ball machine so that the actual ball can be provided through the ball machine on an extension line of the trajectory of the virtual ball received by the virtual opponent player.
  • a play space between the player P and the virtual player VP set in the virtual tennis simulation system according to an embodiment of the present invention will be described with reference to FIG. 5.
  • FIG. 5 shows a virtual area VW provided as image content as if it is a physical area.
  • the controller of the simulator calculates the trajectory Tb and calculates the calculated trajectory (
  • the trajectory Tb is connected to the position of the ball firing hole 22 on the screen 20, that is, the ball firing position according to the Tb) and the movement condition, and the actual ball 1 is the trajectory Tb from the ball firing hole 22. It can be fired in response to over and under conditions of motion (which can be fired with the same trajectory and conditions of motion, or by applying appropriate weights to make it fire a bit weaker in view of the actual space).
  • a virtual ball is hit by a virtual opponent player on the video in order to improve the reality of tennis play. Change the image according to the state.
  • An example of changing the image according to the state in which the virtual ball is hit is to move the screen image so that the trajectory of the virtual ball hit by the virtual opponent player can be connected through the ball firing position. (At least one of shifting and rotating left and right), which will be described in more detail with reference to FIGS. 6 to 10 below.
  • Another example of changing the image according to the hit state of the virtual ball is a case in which the screen image is moved away from the player or in a direction closer to the player, which will be described later.
  • FIGS. 6 and 7 are flowcharts illustrating a control method of a virtual tennis simulation system according to one embodiment and another embodiment of the present invention, respectively, and FIGS. 8 to 10 are the processes according to FIG. 6 or 7 described above.
  • the screen image is changed to match the trajectory of the virtual ball resulting from the hit of the virtual opponent and the ball firing position at which the actual ball is fired.
  • an image of a virtual court and a virtual opponent player is implemented on a screen image projected on a screen while the virtual tennis simulation system according to an embodiment of the present invention is driven (
  • the coat information display unit may be displayed on one side of the main image.
  • the court information display unit displays both the player playing on the court floor and the virtual court and the virtual opponent on the main video. do.
  • the sensing device senses a ball moving toward the screen according to the ball strike of the player (S110).
  • the control device Based on the sensing data generated by the sensing device after the ball reaches the screen, the control device implements a simulation image in which the virtual ball moves toward the virtual opponent player on the image (S120).
  • Such a virtual ball is received (hit) by the virtual opponent.
  • the controller of the controller determines the motion condition of the virtual ball at the striking position of the virtual opponent on the image by tennis artificial intelligence (S130). ).
  • These virtual ball movement conditions include information on the player's skill level, difficulty of tennis play, player's play style, etc., batting information on the simulated virtual ball, location information of the player, and the corresponding virtual opponent. Determination may be made by comprehensively considering a predetermined skill, play style, and ability information of the player character.
  • the virtual ball starts to be hit with the determined exercise condition as described above (S140).
  • the controller may determine the ball firing direction and the ball firing speed of the ball machine so that the ball machine launches the ball on the extension line of the trajectory of the virtual ball moving according to the determined exercise condition as described above (S150).
  • the virtual ball moving in the trajectory according to the determined motion condition from the start of the virtual ball is the position of the ball launch hole on the screen, that is, the ball launch position
  • the shifting distance of the image and the rotation angle of the image until reaching to are respectively calculated (S160).
  • step S160 the screen image is changed by using both the shifting of the image and the rotation of the image in such a manner that the screen image is changed so that the movement path of the virtual ball hit by the virtual opponent player passes the ball firing position.
  • This is a case of rotating the image while shifting, and of course, it is possible to shift the image or rotate the image only.
  • the shifting distance from the start of the virtual ball to the ball firing position is calculated. If only the image is rotated, the shifting distance from the start of the virtual ball to the ball firing position is calculated. Calculate the angle of rotation.
  • the shifting distance is calculated in step S160 and the image is calculated according to the calculated shifting distance. It also calculates the time for shifting, and also calculates the rotation angle of the image and at the same time calculates the time for rotating the image according to the calculated rotation angle. It is also possible to shift and rotate (as well as shifting or rotating only).
  • the time of shifting and rotating the image (same as shifting or rotating) can be calculated shortly, so that the shifting and rotation of the image can be made faster, and the virtual ball moves slowly. If so, the shifting and rotation of the image may be slow.
  • the shifting and rotation of the image as described above is performed when the virtual ball on the image is completed at the time when the shifting and rotation is completed according to the movement of the virtual ball hitting and moving by the virtual opponent player on the image.
  • Reaching the ball firing position is preferable in that the virtual ball movement on the image and the ball firing of the actual ball machine are naturally connected, so that the reality of the player viewing it can be further improved.
  • the shifting and rotation of the image is not made in accordance with the movement of the virtual ball on the image, but before the virtual ball on the image reaches the ball firing position, the shifting and rotation of the image is performed in advance and then stopped.
  • step S150 the ball firing direction and the ball firing speed of the ball machine are determined so that the actual ball is fired in accordance with the trajectory and the motion condition of the virtual ball.
  • the ball machine fires the ball according to the determined ball firing direction and the ball firing speed.
  • the sensing device senses a ball moving toward the screen according to the ball hit by the player (S210), and after the ball reaches the screen, the control device senses the image based on the sensing data generated by the sensing device.
  • a simulation image in which the virtual ball moves toward the virtual opponent player is implemented in operation S220, and the movement condition of the virtual ball at the hitting position of the virtual opponent player on the image is determined in operation S230.
  • the control unit selects one or two of the shifting distance and the angle of rotation of the image to allow the trajectory of the virtual ball to pass through the ball firing position according to the determined motion condition. All are calculated (S232), and rotates while shifting, rotating, or shifting the screen image according to the calculated shifting distance and / or the angle of rotation (S234).
  • the screen image is shifted and / or rotated in advance so that the trajectory of the virtual ball traverses the ball firing position before the virtual ball is started with the ball's motion condition determined as described above. will be.
  • the controller may determine the ball firing direction and the ball firing speed of the ball machine so that the ball machine launches the ball on the extension line of the trajectory of the virtual ball moving according to the determined exercise condition as described above (S250).
  • a virtual ball starts to be made under an exercise condition determined according to the virtual ball hit by the virtual opponent player, and a simulated image in which the virtual ball moves is implemented (S260).
  • an entire area including a virtual area representing a real area where a real player plays that is, a player area corresponding to a space where a player plays, and a virtual court played by a virtual counterpart player implemented on an image Is represented by one virtual tennis court.
  • FIG. 8A is a view showing the trajectory of the virtual ball according to the hit of the virtual opponent player on the virtual tennis court as described above, and FIGS. 8B and 8C are diagrams of FIG. 8A.
  • the video as shown in FIG. 8A may be a video provided as a separate sub video on one side of the main video, or may be provided in the form of a highlight video for the play of the player and the virtual counterpart player in the main video. It may be an image.
  • the image as shown in FIG. 8B may be an image provided as a coat information display unit in the form of a mini map as described above.
  • the control device of the virtual tennis simulation system implements the tennis artificial intelligence so that the virtual opponent player can play intelligently so that the player can realize tennis play in various situations.
  • Tennis AI assumes a virtual court VC, which is a player area 31 and a virtual area VW, as one virtual tennis court as shown in FIG. It is possible to determine a motion condition, a trajectory, and the like that cause the virtual ball VB hit by the VP to reach the target point AP reaching on the player region 31.
  • the virtual ball player determines the motion condition of the virtual ball to allow the virtual opponent player VP to send the virtual ball to the target point AP, and thus the virtual ball VB is trajectory. Move along (Tb).
  • the player area 31 displays an effective area 50 as an area played by the player P.
  • the effective area 50 is played by an actual player.
  • the area corresponding to the bottom of the court of the tennis room is an area recognized by the tennis artificial intelligence of the controller.
  • the control device may recognize the effective area 50 as the court floor portion where the actual player plays or the area set to a narrower range in the court floor portion.
  • the effective area 50 may include, on one side, a ball firing position p22 corresponding to the position of the ball firing hole provided on the screen, as shown in FIGS. 8A and 8B.
  • the rectangle inside the effective area 50 represents the safe area 60, which is an area of a preset size as a safe area in which the player can actually move without colliding with the wall.
  • the trajectory of the virtual ball VB moving as the virtual opponent player VP strikes is determined by the target point AP.
  • the trajectory Tb is formed not to pass through the ball firing position p22 but slightly away from the position, and before the virtual ball VB reaches the effective area 50.
  • the situation is provided as the video of the opposite side to the player from the main video on the screen, and after the virtual ball (VB) reaches the effective area 50, it is not provided as an image and the actual ball machine fires the actual ball. do.
  • FIG. 8C shows a state when the trajectory Tb of the virtual ball VB passes through the ball firing position p22 through the rotation of the image as described above in FIG. 8B. It is shown using the top view as shown.
  • the rotation of the image in the main image may be made slowly during the process of moving the virtual ball, may be made in advance before the virtual ball starts, or may be made quickly with the start of the virtual ball.
  • FIGS. 9 and 10 an example of the change of the main image and the change on the entire virtual tennis court (change on the court information display unit) according to the shifting or rotation or shifting and rotation of the image are shown in FIGS. 9 and 10. Doing.
  • FIGS. 9 (a) and 9 (b) show a simulation image viewed by the player, that is, the main image 500 on the screen screen, and FIGS. 9 (c) and 9 (d) are shown in (a) and (b).
  • the court information display unit 600 representing the entire virtual tennis court is shown for each main video 500 shown.
  • FIG. 10 shows the main image 500, and (c) and (d) show the coat information display section 600, respectively.
  • the virtual opponent player VP starts to move by striking (that is, the motion condition of the virtual ball is determined and is determined as the determined motion condition).
  • the motion condition of the virtual ball is determined and is determined as the determined motion condition.
  • the trajectory Tb of the imaginary ball VB passes a position some distance from the ball firing position p22.
  • control device determines whether to rotate the image while shifting or shifting, and if it is determined to shift the image, for example, calculates a shifting distance of the image.
  • the determination of whether to shift or rotate the image or to rotate while shifting may be made by a program designed to make the change according to the shifting of the image look natural or dynamic.
  • the program may determine to shift the image when the trajectory of the virtual ball and the ball firing position are close to a predetermined distance or less, or may rotate the image to realize a more dynamic screen image. It is also possible to decide to rotate while shifting the image when the trajectory and ball firing position of the virtual ball are farther than a predetermined distance.
  • the process of determining whether to rotate the image or rotate the image while omitting it is omitted.
  • shifting, rotating, or shifting the method is set in advance, and from the time when the virtual opponent player hits the virtual ball, the virtual ball moves to the determined motion condition and moves to the ball firing position along the trajectory.
  • the time to reach may be calculated to change the image during the calculated time in a predetermined manner of changing the image as described above.
  • the method of changing the image is determined in advance by rotating the image while rotating the image, and the virtual ball moves to the determined motion condition from the time when the virtual opponent player strikes the virtual ball, and the ball firing position along the trajectory.
  • the time to reach can be calculated to rotate while shifting the image for that calculated time.
  • the image when the image is shifted, rotated, or shifted while rotating, or in any case, the shifting distance and / or angle of rotation of the image is calculated, the image is shifted and / or rotated before the virtual ball starts. Afterwards, a virtual ball may be started to simulate an image.
  • the controller calculates the shifting distance of the image as described above, and calculates the image by the calculated distance. After shifting 500 and the virtual balls begin to move under the above-described motion conditions, the virtual ball VB on the trajectory Tb is moved to the ball firing position (as shown in FIG. 9B). p22) can be reached.
  • the states shown in FIGS. 9A and 9C are referred to as 'original states'.
  • the shifting distance corresponds to the distance between the trajectory Tb and the ball firing position p22, that is, the shifting time, that is,
  • the change time of the screen from the original state to the shifting state corresponds to the time taken for the ball on the trajectory Tb to be simulated to reach the position p22 of the ball firing hole 22 on the image, and the time is simulated by the tennis artificial intelligence. It is also related to movement conditions such as speed, direction, and height at which the ball is hit.
  • the situation on the image may be displayed through the court information display unit 600 representing the entire virtual tennis court.
  • FIG. 9C shows the state of the main image 500 shown in (a)
  • FIG. 9D shows the state of the main image 500 shown in FIG.
  • the effective area 500 is an area in which the player effectively plays, and the part shown by the viewing angle AOV viewed from the front of the effective area 500 is the main image. This is the part that appears through 500.
  • FIGS. 10A and 10C are the same as FIGS. 9A and 9C and are shifted in the direction of the arrow in a state as shown in FIGS. 10A and 10C. It rotates and changes to the state as shown to (b) and (d) of FIG.
  • the controller may shift the moving distance of the image, and In the state where the image 500 is rotated by the calculated angle while the angle of rotation is calculated and the image 500 is shifted by the calculated distance, the image 500 is changed as shown in FIGS. 10B and 10D.
  • the ball of may start under the above-described motion conditions and allow the virtual ball VB on its trajectory Tb to reach the ball firing position p22.
  • the controller takes into account the movement conditions and trajectories of the virtual ball hit by the virtual opponent player according to the tennis artificial intelligence and the ball firing position (p22) in implementing the 'shifting' and 'rotating' as described above.
  • the screen changes can be made most naturally in consideration of the distance and time of shifting and the angle and time of rotation (or the time of the entire image change when shifting and rotation occurs in a fixed pattern).
  • Implementing by a predetermined algorithm for the conditions can make the player playing the virtual tennis feel real and immersive.
  • the virtual ball VB when the virtual ball VB reaches the ball firing position p22 on the image, the virtual ball VB disappears and the ball machine launches the actual ball through the ball firing hole.
  • the controller determines the ball firing direction and the ball firing speed of the ball machine so that the ball machine launches the ball on the extension line of the trajectory of the virtual ball moving on the image and transmits the ball machine to the ball machine. Preparing the ball to fire at the determined ball firing direction and ball firing speed, wherein the ball machine shoots the ball according to the determined ball firing direction and ball firing speed as the virtual ball reaches the ball firing position on the image. Is to fire the ball through the hole.
  • firing the ball on the 'extended line' may mean that the ball machine fires the ball in the same direction and speed as the trajectory of the virtual ball on the image passing through the ball firing position, and the virtual ball
  • the ball machine calculates and determines the ball firing direction and the ball firing speed by a separate calculation method so as to correspond to it, but not the same direction and speed as it moves, and to fire the ball in the determined ball firing direction and speed. You may.
  • the player When playing tennis with an opponent in real tennis, the player may move to the net, that is, forward to receive the ball, or to move backward to receive the ball, depending on which ball the opponent player sends the ball to. .
  • the player may run toward the net to receive the bound ball or receive it before the ball is bound, and the ball received by the other player flies long behind the player's service court. If it comes and falls, the player may retreat to the back of the court to receive the bound ball.
  • the virtual tennis simulation system is adapted to the speed of the virtual ball hit by the virtual opponent player on the image or the motion condition of the virtual ball.
  • the target point the target point has been described with reference to FIG. 8 above
  • the sensing device senses a ball moving toward the screen according to the ball hit by the player (S310), and after the ball reaches the screen, the sensing device is generated by the sensing device. Based on the sensed data, the controller implements a simulation image in which the virtual ball moves toward the virtual opponent player on the image (S320), and determines the motion condition of the virtual ball at the hitting position of the virtual opponent player on the image. (S330).
  • the motion condition of the virtual ball may be information about the speed and direction of the virtual ball or information about the direction and the vector value of the vector with respect to the ball motion, which are the same.
  • the controller moves (or zooms out) the screen image away from the player corresponding to the speed of the virtual ball.
  • the screen image may be moved (or zoomed in) in a direction closer to the player (S332).
  • the speed of the virtual ball is greater, the more the screen image moves or zooms out in the direction away from the player (thereby making the virtual opponent player appear smaller on the image and the opponent's court withdraws back from the image).
  • the smaller the speed of the virtual ball the more the screen image moves or zooms in closer to the player (thus making the virtual opponent appear larger on the video and the opponent's court more visible in the video). Approached).
  • the degree of 'movement' or zoom-in or zoom-out of the screen image as described above may be determined according to the speed of the virtual ball. For example, the speed of the virtual ball is divided into preset sections and the screen image is moved in each section. It is possible to set the direction and the degree of movement or the degree of zoom in or zoom out in advance so as to change the screen image accordingly.
  • the controller may control the 'movement' or the zoom-in / zoom-out of the image as described above according to the speed of the virtual ball, but may also be controlled according to the position of the target point according to the motion condition of the virtual ball.
  • the screen image is displayed from the player accordingly.
  • To move away (or zoom out) or to move (or zoom in) the screen image closer to the player (where the target is in the virtual space when the ball of the house It can be defined as the point or area where the virtual ball will reach, not the point where the real ball reaches the space where the real player plays, but as the target point where the virtual ball will reach in the virtual space. It corresponds to information that the control unit calculates in advance.
  • the closer the target point of the virtual ball is to the net of the service court the more the screen image is moved or zoomed in in the direction closer to the player (and thus the virtual opponent on the image).
  • the player looks bigger and the opponent's court gets closer to the image) the farther away the virtual ball's target is behind the service court, the more the screen image moves or zooms out in the direction away from the player (and thus The virtual opponent on the image will appear smaller and the opponent's court will back out of the image).
  • control unit calculates any one or both of the shifting distance and the angle of rotation of the image for the trajectory of the virtual ball to pass the ball firing position according to the movement conditions determined in step S330, the calculated The screen image is rotated by shifting, rotating, or shifting according to the shifting distance and / or the angle of rotation of the image (S334).
  • the controller may determine the ball firing direction and the ball firing speed of the ball machine so that the ball machine launches the ball on the extension line of the trajectory of the virtual ball moving according to the determined exercise condition as described above (S350).
  • Steps S332 and S334 may be performed sequentially or simultaneously, and examples thereof will be described with reference to FIGS. 12 to 14.
  • FIG. 12 illustrates an example of change of the screen image according to step S332 of FIG. 11
  • FIG. 13 illustrates an example of change of the screen image according to step S334 of FIG. 11
  • FIGS. 12 and 13 illustrate the two steps sequentially. This is the case where the screen image is moved or zoomed out in a direction away from the player.
  • steps S332 and S334 of FIG. 11 are performed at the same time, and the screen image is moved or zoomed in a direction closer to the player.
  • the screen image 500 moves away from the player (from the viewer's point of view) corresponding to the speed of the ball or the position of the target point of the virtual opponent player VP. Will go backwards and appear smaller.
  • reference numeral Tb indicates a trajectory to which the virtual ball VB will move according to the determined motion condition.
  • FIG. 12C is a coat information display unit 600 showing a state on the main image 500 shown in (a) as a plan view, and FIG. 12 (d) shows the main image 500 shown in (b).
  • the coat information display unit 600 shows the state of the image as a plan view.
  • FIG. 12 show changes in (a) and (b) in plan view, and the coat information display unit 600 is changed in accordance with the movement of the screen image as described above (movement away from the player).
  • the effective area 50 on () has shown the state which moved to the back of a court in the arrow direction.
  • the player can feel the realism that the virtual opponent player retreats to the back of the court in order to receive the received ball quickly and long.
  • an AOV represents a viewing angle
  • a portion viewed as the viewing angle is a portion viewed as the main image 500
  • p22 corresponds to a ball launch position
  • FIGS. 13A and 13C are the same as those of FIGS. 12B and 12D, and the screen allows the trajectory Tb of the virtual ball VB to pass through the ball firing position p22.
  • the shift of the image 500 shows that the image changes in FIGS. 13A and 13B (in FIGS. 13C and 13D).
  • the screen image ( The image is shifted (or rotated or shifted and rotated) such that 500 is moved or zoomed out in a direction away from the player (FIG. 12 (b)) so that the trajectory Tb of the virtual ball passes through the ball firing position p22.
  • the virtual ball ( ⁇ B) moves and the virtual ball reaches the ball firing position (p22) and the ball machine fires the ball.
  • FIG. 14 illustrates that the image is shifted while the screen image is moved or zoomed in a direction closer to the player, and the image is changed so that the trajectory of the virtual ball passes through the ball firing position.
  • the screen image 500 moves (or zooms in) in a direction closer to the player so that the virtual opponent player VP comes forward and appears larger.
  • the screen image is shifted so that the trajectory Tb to which the virtual ball VB on the image 500 moves according to the determined movement condition passes through the ball firing position p22.
  • FIGS. 14A and 14B are represented by the changes of (c) and (d) on the coat information display unit 600, and the movement of the screen image as described above (in the direction closer to the player).
  • the effective area 50 on the coat information display unit 600 is shifted to the net side in the direction of the arrow according to the shift) and the shift of the image.
  • FIGS. 15 and 16 a virtual tennis simulation system and a control method thereof according to another embodiment of the present invention will be described with reference to FIGS. 15 and 16.
  • players can either play forward (toward the net) or play backward (toward the net).
  • virtual tennis play is made by changing the screen image to correspond to the case when the player approaches the screen and back toward the back of the screen, respectively. It allows players to play more realistically.
  • the sensing device or the sensing device for detecting a separate player position detects that the player retreats toward the rear of the screen, and the screen image 500 correspondingly is detected.
  • the case where the state as shown in Figs. 15B and 15D is reached by moving (or zooming out) in a direction away from the player is shown.
  • a sensing device or a separate sensing device detects that the player approaches the screen in the state shown in (a) and (c), and the screen image 500 moves closer to the player accordingly.
  • the case shown in FIG. 16 (b) and (d) is shown by moving (or zooming in).
  • the sensing device may detect the position of the player and obtain the position information, and the controller may process zoom in or zoom out of the screen image in response to the acquired position information of the player.
  • the screen image when the player moves forward, the screen image is zoomed in more as the player moves forward, or the screen image is zoomed out as the player moves backward. If the player moves forward or backward by a predetermined distance regardless of the degree of change in the position of the player, the screen image can be moved or zoomed in or out according to a predetermined degree (ie, zooming in on the screen image). / You can only zoom out to a certain extent).
  • the player can enjoy a more lively and dynamic play by the screen image being appropriately zoomed in and out accordingly when playing while moving forward or backing backward. It will be possible.
  • the virtual tennis simulation system even when the virtual opponent player on the image hits the virtual ball in various situations and conditions by artificial intelligence, etc.
  • the movement of the ball corresponds to the firing of the ball through the ball machine installed on the back of the screen, so that the virtual tennis play combined with the visual situation and the real situation can be realized as dynamic and realistic play like a real tennis game.
  • a sensing device and a sensing method used therein a user hits a ball provided by a ball machine in a indoor space of a predetermined size with a tennis racket and the sensing device senses the ball through a front screen.
  • Implementing a simulated image has industrial applicability in the technical field that enables a user's tennis practice or a virtual tennis match.

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Abstract

La présente invention concerne un système de simulation d'une partie de tennis virtuelle et son procédé de commande. Selon le système de simulation de partie de tennis virtuelle, lorsqu'un joueur joue au tennis au moyen d'un procédé de simulation de partie de tennis virtuelle tel qu'un système de partie de tennis sur un écran, même lorsqu'un joueur adverse virtuel sur une image frappe une balle virtuelle de diverses manières dans diverses situations et conditions au moyen d'une intelligence artificielle, le déplacement de la balle virtuelle dans l'image correspond au lancer d'une balle par un lance-balles installé sur la surface arrière d'un écran, et donc un jeu de tennis virtuel, dans lequel la situation sur l'image et la situation réelle se déroulent de manière combinée, peut être mis en œuvre sous la forme d'un jeu dynamique et réaliste comme un match de tennis réel, et ainsi la concentration sur le jeu de tennis virtuel et l'intérêt pour le jeu de tennis virtuel du joueur peuvent être renforcés.
PCT/KR2019/002895 2017-09-15 2019-03-13 Système de simulation de partie de tennis virtuelle et son procédé de commande WO2019177364A1 (fr)

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KR1020180029076A KR102045449B1 (ko) 2017-09-15 2018-03-13 가상 테니스 시뮬레이션 시스템 및 그 제어방법
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PCT/KR2019/002894 WO2019177363A1 (fr) 2017-09-15 2019-03-13 Procédé de mise en œuvre d'intelligence artificielle de tennis pour simulation de tennis virtuel, système de simulation de tennis virtuel et procédé l'utilisant et support d'enregistrement lisible par un dispositif informatique pour l'enregistrer
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WO2019177361A1 (fr) 2019-09-19
KR102045449B1 (ko) 2019-11-15
JP7070874B2 (ja) 2022-05-18
KR102045443B1 (ko) 2019-12-02
JP2021516576A (ja) 2021-07-08
JP2021516129A (ja) 2021-07-01
KR102045439B1 (ko) 2019-11-15
WO2019177363A1 (fr) 2019-09-19

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