WO2020190220A1 - Chaussure de tir intelligente améliorée - Google Patents

Chaussure de tir intelligente améliorée Download PDF

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Publication number
WO2020190220A1
WO2020190220A1 PCT/TR2019/000081 TR2019000081W WO2020190220A1 WO 2020190220 A1 WO2020190220 A1 WO 2020190220A1 TR 2019000081 W TR2019000081 W TR 2019000081W WO 2020190220 A1 WO2020190220 A1 WO 2020190220A1
Authority
WO
WIPO (PCT)
Prior art keywords
footwear
foot
impact
ball
unit
Prior art date
Application number
PCT/TR2019/000081
Other languages
English (en)
Inventor
Ali Onur CERRAH
Abdullah Ruhi SOYLU
Original Assignee
Anadolu Üni̇versi̇tesi̇
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Anadolu Üni̇versi̇tesi̇ filed Critical Anadolu Üni̇versi̇tesi̇
Publication of WO2020190220A1 publication Critical patent/WO2020190220A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A43FOOTWEAR
    • A43BCHARACTERISTIC FEATURES OF FOOTWEAR; PARTS OF FOOTWEAR
    • A43B5/00Footwear for sporting purposes
    • A43B5/02Football boots or shoes, i.e. for soccer, football or rugby
    • AHUMAN NECESSITIES
    • A43FOOTWEAR
    • A43BCHARACTERISTIC FEATURES OF FOOTWEAR; PARTS OF FOOTWEAR
    • A43B3/00Footwear characterised by the shape or the use
    • A43B3/34Footwear characterised by the shape or the use with electrical or electronic arrangements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/212Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • the invention is related to improved and modular smart shooting footwear which gives a closer touch to reality and impact sense when the ball hits the foot during games such as football which is played by means of shooting the bail, also simulates the sound of the impact in a real and three dimensional manner.
  • a sensor system attached on the foot for monitoring the body motions is disclosed.
  • the wearable footwear ecosystem in the invention consists of the footwear electronics such as the footwear of the persons, insoles appropriate to the sensor and attachable tools, acceleration indicators cabled to the sensors in a fixed manner, main device and communication tools etc.
  • wireless communication is preferred in the invention and the system comprises main device clock synchronization.
  • the sensor system subject to the invention can interact with a console game, computer game or a mobile game; also the invention can be used as a controller.
  • one or a plurality of determined characteristics can be transformed into at least an outlet signal for transferring an avatar within a cyber-world or into an outlet signal corresponding to an outlet signal from a keyboard, a computer inlet device by using a computer device.
  • the invention No US9192816 which belongs to the Nike Company is also related with a similar footwear.
  • Patent documents No US20050215319A1, US20080096654A1 , US20080096657A1, US20110216002A1 and US20120014558A1 are not similar with the patent documents No W02014100045A1 and US9192816 directly but they have similar components with our invention.
  • the present invention is related to improved smart shooting footwear in order to eliminate the abovementioned disadvantages and bring new advantages to the relevant technical field.
  • the aim of the invention is to configure a smart shooting footwear which gives a closer touch to reality and impact sense when the ball hits the foot during games such as football which is played by means of shooting the ball, also simulates the sound of the impact in a real and three dimensional manner and stores the relevant information in terms of the ball and foot interaction.
  • Another aim of the invention is to use the smart shooting footwear for training, research and entertainment aims by adding reality to the game in games of kicking a ball together with simulating the process of kicking a ball by foot in a virtual and augmented 3D reality and also for collecting information about the player's kicking the ball, location within the field, speed, acceleration and foot health in real football games, for training, education and performance increasing aims.
  • the invention is improved smart shooting footwear which can incorporate elements such as sensors, minicomputer, actuator, mini speaker etc. on, in or closer to it, it is designed for; simulating the impact of the foot to the ball in 3D virtual reality and 3D augmented reality games circulations (football, kickball, rugby, American football etc.) which are played by means of kicking a ball in a mechanical (sound and impact sense) realistic manner; storing the foot and ball interaction information for performance increase and measurement of the players in games which is played by kicking a ball by foot, evaluating, directing the foot health in a dynamic manner and contributing to the training education and simulating the foot and ball interaction with various senses for entertainment aims in virtual games which is played by means of kinging a ball.
  • elements such as sensors, minicomputer, actuator, mini speaker etc. on, in or closer to it, it is designed for
  • simulating the impact of the foot to the ball in 3D virtual reality and 3D augmented reality games circulations (football, kickball, rugby, American football etc.) which are played
  • One of the advantages of the invention compared to similar systems is that it takes the flexible and elastic features of the limbs into consideration.
  • the invention is related to modular improved footwear which can be used for; increasing the talent of the general users and sportspersons, measuring the performance of them numerically, using thereof in scientific researches, having fun.
  • the invention can be used further for evaluation and analysis of the location, speed, acceleration and direction information of the limbs of human, animal and robot such as a walking analysis.
  • Figure 1 is a general view of the units constituting the invention.
  • the invention is a smart shooting footwear (1) consisting of the units seen in Figure 1 in order to perform training, research, entertainment, performance measuring in sports especially in football, American football, rugby and similar sports played by foot, comprises developed physical footwear (2) and sensors, motors, actuators, batteries and minicomputers which are connected thereon which do not prevent the user from playing football (except training, entertainment etc. conditions and the consciously applied conditions).
  • These modular components can be applied in a manner such that they do not prevent the receiver-transmitter relation and/or communication on any shoe or to the skin or any cloth of the user according to the aim and condition of usage.
  • the inventive footwear can be configured in various forms which are adjustable for the person in terms of its weight and according to different types of sports.
  • the dynamic unit (3) consists of the following; at least one earphones attached to the ear, speaker placed on the body, vibration units, air blowing devices, odor and fume spraying tools near to the nose, sound generation, fume and air blowing devices located near or away from the user.
  • realistic sounds, wind, odor, fume and similar environmental conditions such as grass, wet soil, blood, burnt plastic/paper and odor of signal flare, surprising different odors, water vapor and various types of fumes can be generated. These can be used both for increasing the realistic aspects during usage for fun and also for surprising effects for the trainers.
  • the filed performance of many players are known to be less influenced from complex situations and surprises compared to other players.
  • the dynamic unit (3) provides the impact of the ball to be felt severely by means of a pettier or a similar element located within the footwear in order to heat and cool the tissue.
  • used mechanical impact simulation unit (4) is the unit which creates pressure, force and vibration on the foot or the footwear. It creates a more realistic ball-footwear, ball-limb, object-limb impact effect on the skin, muscle, bone and tendon receptors.
  • the impact of the bass or the strike shall be sensed as much powerful and sufficient as it is by means of the deep tissues (muscle, tendon, bone etc.).
  • the motor learning will increase.
  • the vibration motors that provides vibration.
  • the impact can be partially simulated by using less number of sensors by means of measuring (toughness measurement can be made by means of ultrasound etastography) the flexibility of the limb of the user (skin, subcutaneous adipose tissue, muscle etc.) and determining at which frequency does the tissue comes to resonance.
  • This mechanical Impact simulation unit (4) has a very important role in motor learning of the user, having fun while using this during playing a game, in realistic or similar conditions by simulating the senses as other player limb-user limb, pet bottle-limb impact etc.
  • the sound units placed on the limbs can make the situation more realistic (the sounds can be heard not only by the outer auditory canal but also head bones and also many sounds can be perceived by means of the other receptors of the bones).
  • this unit can be mounted and used on the hand gloves and femur, abdomen and other sections of the body in a successful manner.
  • the invention is a smart shooting footwear, it can be used functionally as a smart goalkeeper gloves and smart sportsperson cloth.
  • the mechanical impact simulation unit (4) used in the invention can apply higher forces in addition to the simple modulated vibrations compared to similar applications made by means of ordinary vibration motors, the required actuators can operate in a simultaneous manner as a phase for example for simultaneous pushing or for simultaneous pulling processes or can be able to give the required phase difference, can be able to activate a plurality of actuators at the same time, can be able to simulate the impact surface and impact severity by applying a changing phase in time, severity and pattern difference between the actuators. In this manner the impact between the user’s foot or footwear and the ball can be simulated very close to reality or can be realized in a desired manner.
  • the detection unit (5) used in the invention serves for precisely detecting the spatial position, speed, and acceleration, rotation of the 3-dimensional physical footwear (2) according to the leg, other limbs and the other coordinates within the field.
  • the proper shooting the ball cannot be realized without having this information during three dimensional virtual and augmented realities training and learning. Without this information, using virtual shooting system would be harmful due to the fact that it would decrease the talent of the player and would lead to false learning.
  • the detection process is not one or a several points but is a volumetric 3D information having flexibility component (for both the ball, foot and led and the other iimbs for example stopping the ball by impacting to the body, juggling the ball on the femur etc.).
  • the volumetric coordinates of the foot, leg or a limb in the football field can be detected with a relative or comparative time stamps in millimeters or with a lower fault ratio by means of the sensors (acceleration, gyroscope, magnetic field, force and or pressure etc.), cameras and electromagnetic transmitter placed to the base of the field or to the environment.
  • the detection unit (5) by means of placing the miniature infrared (IR) cameras to the field, environment, on the other players, precise location, speed and direction can be determined by receiving the views of the sources in a different and faster manner whose relative locations are known and/or predicted and which distributes timed photon (electromagnetic field). For this, if required it can use other sensor information.
  • a very simplified application of this sensor is the above mentioned “impulse radio technology" of the prior art.
  • the location, speed, velocity, direction etc. information of the sensor can be determined in a precise manner with high speeds as a result of combining the time stamped images formed on the receiver sensor by means of the fast strike photons similar to the impulse at different times with the mathematical equations. For these processes also data with absolute or relative time stamps are used.
  • the disadvantage of the previous example is that it was using a photon that cannot be able to exceed the human body such as IR light.
  • This example is very similar with the previous one, it uses high wave length radio waves and/or microwave photons which particularly or totally exceeds the human body instead of IR photon.
  • the optic sensors will not work, instead of this at least one and if applicable a plurality of miniature directional antennas are used.
  • the directional antennas can be mounted on or into objects such as the footwear, doth, sole plate, flexible or adhesive tape, socks, belts etc. and also can be in the form of temporary and/or permanent tattoo and/or applying a conductive paint, plating on or in the tissue.
  • the conductive portions of the antenna can be applied in a manner such that it does not harm the tissue and it is absorbed by the body in time however their being permanent can be a problem during diagnosis such as MRI.
  • magn source magnetic wave sources are used.
  • the magnetic sources are placed to the floor of the field, limbs and other players and fired in different and known times similar to the impulse radio technology.
  • This time instead of photon, magnetic sensors are used and mathematical equations are solved.
  • the time stamps and other features are same with the other sensors apart from these.
  • the formed magnetic field can be placed to the field as frequent as possible according to the severity of the magnetic field in order to perceive the magnetic field changes.
  • the source photon, magnetic field
  • the sensors determining the sources can be placed to the field or the environment.
  • Another example is the combination of the above examples.
  • the simulation would not be realistic.
  • the angle of the footwear plain to the leg is the other important variable after the leg position and angle during shooting and it shall be determined for a proper shooting (in virtual shooting systems, the main basis of the parameters such as the torque/power transferred to the foot is leg).
  • the system can use surface electromyography signals belong to the muscles including the leg and femur.
  • EMG maximum spasm electromyography
  • the realism of the simulation is increased by means of calculating relative muscle strength for each muscle by means of removing the received information from the other sensors in terms of the movement artifacts.
  • the spasm ratio/percentage detected by EMG is used for calculating the force and direction of shooting the ball. For example in case the foot ankle and limb stabilization muscles have equal spasm, the virtual volume of the foot increases during foot- virtual ball simulation.
  • the pressure/force distribution during shooting a ball, moisture and temperature monitoring for the foot health is required for monitoring the loads on the limb, bone and tendons, health of the foot skin and some possible pathological conditions. For example in tissue damage, the temperature in damaged regions increases. The sensors detecting these shall warn the user and the trainer since injuries are widely seen during football matches.
  • the calculation, storing and analysis unit (6) collects, stores and analyze the data coming from the other units, it makes risk estimation and 3D simulation. For example in case a sprain risk occurs, it informs the users. Since it receives information from other players and limbs and also environmental information, it closes the simulation during impact, strike conditions or it minimizes the damage, risks by making changes in the simulation. Another aim of making a change in the simulation is to make minimum change in the interruption of the simulation. For example an international virtual championship match in which each player is in another building or in another city, and millions of audiences are watching this match by means of data transferring.
  • This unit (6) which is important and different from the other inventions, incorporates the simulation of the foot, footwear, other limbs, call and grass field etc.
  • the 3 dimensioned models of the foot and limbs are used in the simulation (including regional elasticity features). Instead of only one foot model, user-specific foot model is used.
  • the human body, grass and other types of grounds are bot made of metals such as aluminum, titanium, the physical effect of the strike of the ball to a tough tissue or to the abdomen are very different.
  • astro turf, dry grass field, wet field, field which have received so much rain have very different effects on the ball and on the movements of the users.
  • This unit of the invention adds these features into the simulations by means of performing calculations. When a simulation is required, then it can change the parameters during usage in training in order to create surprise.
  • Information transfer unit (7) transmits all information concerning the limbs and the player to the information transmission and measurement units to the other player or systems with time stamp.
  • the time stamp can be relative compared to absolute, predetermined or undetermined other time stamps.
  • the transmission of the information can be performed by not only electromagnetic waves but also in a mechanical manner (for example by sound) or by means of a combination thereof.
  • the information transmission can be performed by the effect of reflecting the electromagnetic waves by means of materials such as the cloth of the user, temporary or permanent tattoo etc. (for example determining the data by remote video camera systems and/or other detection units by making color changes on the cloth).
  • Energy unit (8) gives energy to the other units.
  • the system can fulfill its energy requirement by means of the environmental electric current by cables and also it can provide energy requirement by batteries to the sensor and circuits.
  • Environment information unit (9) corresponds to the other system, server or the computers. For this reason, simulation, impact and events can be transmitted to the trainer, audience, doctor and referee etc.
  • the foot health unit (10) collects data about the foot health during its impact to the ball in terms of pressure/force distribution and moisture and temperature. It is necessary for monitoring the loads on the limbs, bones and tendons, health of the foot skin and some possible pathological conditions (for example temperature increaser in the regions where there is tissue damage). It transmits this data to the calculation unit (6).

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • General Health & Medical Sciences (AREA)
  • Human Computer Interaction (AREA)
  • Health & Medical Sciences (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Microelectronics & Electronic Packaging (AREA)
  • Biophysics (AREA)
  • Cardiology (AREA)
  • Heart & Thoracic Surgery (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Footwear And Its Accessory, Manufacturing Method And Apparatuses (AREA)
  • Measurement Of The Respiration, Hearing Ability, Form, And Blood Characteristics Of Living Organisms (AREA)

Abstract

L'invention concerne une chaussure de tir intelligente améliorée et modulaire qui confère un toucher plus proche de la réalité et une sensation d'impact lorsque la balle touche le pied pendant des jeux tels que le football impliquant un tir de balle, et qui simule également le son de l'impact d'une façon réelle et tridimensionnelle. La chaussure de tir intelligente (1) selon l'invention est constituée d'unités destinées à effectuer des mesures d'entraînement, de recherche, de divertissement et de performances dans le sport, en particulier dans le football, le football américain, le rugby et des sports similaires joués au pied. La chaussure selon l'invention comprend une chaussure physique élaborée (2) et des capteurs, des moteurs, des actionneurs, des batteries et des mini-ordinateurs connectés à ladite chaussure et n'empêchant pas l'utilisateur de jouer au football. Ces composants modulaires peuvent être appliqués, de sorte à ne pas empêcher la communication et/ou la relation émetteur-récepteur, sur n'importe quelle chaussure, sur la peau ou sur tout tissu porté par l'utilisateur, selon l'objectif et les conditions d'utilisation.
PCT/TR2019/000081 2019-03-19 2019-12-12 Chaussure de tir intelligente améliorée WO2020190220A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
TR2019/04101A TR201904101A2 (tr) 2019-03-19 2019-03-19 Geli̇şmi̇ş bi̇r akilli vuruş ayakkabisi
TR2019/04101 2019-03-19

Publications (1)

Publication Number Publication Date
WO2020190220A1 true WO2020190220A1 (fr) 2020-09-24

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PCT/TR2019/000081 WO2020190220A1 (fr) 2019-03-19 2019-12-12 Chaussure de tir intelligente améliorée

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TR (1) TR201904101A2 (fr)
WO (1) WO2020190220A1 (fr)

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2008061023A2 (fr) * 2006-11-10 2008-05-22 Mtv Networks Jeu électronique détectant le mouvement de pied d'un utilisateur et intégrant ce dernier
US20130198625A1 (en) * 2012-01-26 2013-08-01 Thomas G Anderson System For Generating Haptic Feedback and Receiving User Inputs
WO2016178640A1 (fr) * 2015-05-07 2016-11-10 Anadolu Universitesi Rektorlugu Dispositif de réalité virtuelle pour entraînement tactique au football
CN106310660A (zh) * 2016-09-18 2017-01-11 三峡大学 一种基于力学可视化的虚拟足球运动控制系统
WO2017031536A1 (fr) * 2015-08-24 2017-03-02 Footronics Pty Ltd Dispositif d'aide à l'entraînement au football
US20170169695A1 (en) * 2015-12-14 2017-06-15 David I Poisner Networked sensor systems and methods
EP3399387A1 (fr) * 2015-12-28 2018-11-07 Sony Corporation Dispositif de commande, dispositif d'entrée/de sortie et système de communication

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2008061023A2 (fr) * 2006-11-10 2008-05-22 Mtv Networks Jeu électronique détectant le mouvement de pied d'un utilisateur et intégrant ce dernier
US20130198625A1 (en) * 2012-01-26 2013-08-01 Thomas G Anderson System For Generating Haptic Feedback and Receiving User Inputs
WO2016178640A1 (fr) * 2015-05-07 2016-11-10 Anadolu Universitesi Rektorlugu Dispositif de réalité virtuelle pour entraînement tactique au football
WO2017031536A1 (fr) * 2015-08-24 2017-03-02 Footronics Pty Ltd Dispositif d'aide à l'entraînement au football
US20170169695A1 (en) * 2015-12-14 2017-06-15 David I Poisner Networked sensor systems and methods
EP3399387A1 (fr) * 2015-12-28 2018-11-07 Sony Corporation Dispositif de commande, dispositif d'entrée/de sortie et système de communication
CN106310660A (zh) * 2016-09-18 2017-01-11 三峡大学 一种基于力学可视化的虚拟足球运动控制系统

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Publication number Publication date
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