WO2021096749A1 - Système d'apprentissage et de jeu de tir réel comprenant des cibles électroniques - Google Patents

Système d'apprentissage et de jeu de tir réel comprenant des cibles électroniques Download PDF

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Publication number
WO2021096749A1
WO2021096749A1 PCT/US2020/059042 US2020059042W WO2021096749A1 WO 2021096749 A1 WO2021096749 A1 WO 2021096749A1 US 2020059042 W US2020059042 W US 2020059042W WO 2021096749 A1 WO2021096749 A1 WO 2021096749A1
Authority
WO
WIPO (PCT)
Prior art keywords
target
shot
input
data
fired
Prior art date
Application number
PCT/US2020/059042
Other languages
English (en)
Inventor
Gabriel Garrett STEVENS
James Arbon HICKMAN
Jesse Shain HALL
Houck Scarritt REED
Jeffrey J. TRUITT
Original Assignee
Onpoint Solutions, Inc.
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 Onpoint Solutions, Inc. filed Critical Onpoint Solutions, Inc.
Publication of WO2021096749A1 publication Critical patent/WO2021096749A1/fr

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Classifications

    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • F41J5/04Electric hit-indicating systems; Detecting hits by actuation of electric contacts or switches
    • F41J5/044Targets having two or more electrically-conductive layers for short- circuiting by penetrating projectiles
    • F41J5/048Targets having two or more electrically-conductive layers for short- circuiting by penetrating projectiles one of the layers being in the form of discrete target sections
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41AFUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
    • F41A19/00Firing or trigger mechanisms; Cocking mechanisms
    • F41A19/01Counting means indicating the number of shots fired
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41GWEAPON SIGHTS; AIMING
    • F41G3/00Aiming or laying means
    • F41G3/26Teaching or practice apparatus for gun-aiming or gun-laying
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J1/00Targets; Target stands; Target holders
    • F41J1/10Target stands; Target holders
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • F41J5/06Acoustic hit-indicating systems, i.e. detecting of shock waves

Definitions

  • targets are often destroyed or consumed by projectiles that are concentrated in a specific part of the target.
  • Shooter training is impaired by inaccurate and time-consuming hand scoring of strike results.
  • individual shooters are generally unable to compare their performance in real-time against other shooters who may be geographically separated. Such systems also lack an effective means for peer-based network competition.
  • a method of collecting live-fire target strike data from a shooter comprises providing a target assembly comprising an input target layer having an electrically conductive first input target area where the first input target area is connected to input leads of a target data relay, and a powered layer having an electrically conductive second input target area where the powered layer is connected to a power lead on the target data relay; and completing a circuit when an electrically conductive projectile passes through the target to complete an electrical connection between the second input target area and the first input target area.
  • the method may also comprise collecting strike data upon completion of the electrical connection between the second input target area and the first input target area.
  • the method may also comprise using directional analysis to detect when a shot has been fired.
  • the method may also comprise using an accelerometer to detect when a shot has been fired.
  • the accelerometer may be mounted on the arm, wrist or hand of a person.
  • the accelerometer may be mounted on a firearm.
  • the method may also comprise integrating data from the accelerometer related to when a shot is fired to the target data relay.
  • the method may also comprise using at least one of an accelerometer, a gyroscope, a vibration sensor, an acoustic sensor to detect when a shot has been fired.
  • the method may also comprise detecting muzzle flash to detect when a shot has been fired.
  • the method may also comprise integrating data from the detection of muzzle flash to a target data relay.
  • the method may also comprise a virtual assistant, the virtual assistant operating to perform at least one of: registering a user, making recommendations for actions, collecting data on the actions, analyzing the data to provide insights, graphical analytics based on the data, and providing improved recommendations for actions over time.
  • the method may also comprise using the strike data to guide future targets.
  • the method may also comprise providing rewards based on the collected strike data.
  • the method may also comprise collecting strike data from multiple shooters and using the collected data and enabling the multiple shooters to interact with one another in real time.
  • the method may also comprise interfacing with the shooter using a user interface device.
  • the user interface device may comprise one of a head set and a tablet.
  • the method may also comprise using an automated natural speaking voice during the live-fire experience to provide, skill instruction, encouragement and safety protocol reinforcement to the shooter.
  • the method may also comprise using real-time shot-fired detection and strike detection to extend the longevity of the target material by guiding shooters to areas of the target that have the least amount of damage.
  • the method may also comprise using live-fire multiplayer experience where multiple shooters can be in the same or different locations and participate in a synchronous or asynchronous experience.
  • the method may also comprise determining the position of impact of a projectile on a target by using an array or combination of two or more acoustic or vibration sensors, or combination thereof mounted to a target.
  • the method may also comprise determining the position of impact of a projectile on a target by applying an electrical charge to the target and comparing the relative changes to voltages at two or more measurement points, or by comparing the times at which a voltage change is measure at the measurement points, or a combination of the foregoing.
  • the method may also comprise determining the position of projectile impact by comparing the times in which signals are received at two or more sensors.
  • the method may also comprise determining the position of projectile impact by comparing the strength of the signals received at two or more sensors.
  • the method may also comprise determining the position of projectile impact by comparing the relative bearing of the signals received by two or more sensors.
  • the method may also comprise determining the position of projectile impact by comparing the acoustic frequency of the signals received at two or more sensors.
  • One or more of the sensors may be an accelerometer.
  • One or more of the sensors may be a vibration sensor.
  • a target for electronically detecting a projectile comprises a printed graphic layer.
  • An input circuit layer comprises at least one first input target area where the at least one first input target area comprises a conductive paint and is connected to at least one conductive paint input lead.
  • a power layer comprises at least one second input target area where the at least one second input target area comprises a conductive paint. The at least one second input target area is aligned with the at least one first input target area.
  • An insulation layer is between the at least one first input target area and the power layer.
  • a power lead may be connected to the at least one second input target area.
  • the power lead may comprise conductive paint.
  • the power lead may be adjacent the at least one conductive paint input lead.
  • a backing substrate may be provided.
  • the input leads may form a group of connections at an edge of the input circuit layer.
  • the insulation layer may be made of a dense foam rubber or other insulating material.
  • the insulation layer may have a first size and the at least one target area may have a second size, the first size being approximately equal to the second size.
  • the at least one first input target area may comprise a conductive paint painted on paper.
  • the at least one second input target area may comprise a conductive paint painted on paper.
  • the power lead may connect to one side of an electric circuit on a target data relay.
  • a circuit may be completed by an electrically conductive projectile when the electrically conductive projectile contacts the at least one first input target area and the at least one second input target area.
  • a target mounting clip may releasably retain the target.
  • the target mounting clip may comprise at least one input contact and a power contact.
  • the at least one input contact may make a first electrical connection with the at least one conductive paint input lead and the power contact may make a second electrical connection with the power lead.
  • the circuit may comprise a WIFI chipset for transmitting data to a real-time logic server.
  • a target system comprises a shot-fired detector comprising an audio input circuit board comprising a microphone for detecting a sound.
  • a logic circuit is configured to analyze the sound to determine a peak in the audio wave form above a defined threshold and to transmit a lane identifier and a shot-fired notification to a real-time logic server.
  • the lane identifier and the shot-fired notification may be transmitted over a wireless connection.
  • the lane identifier and the shot-fired notification may be transmitted using WIFI.
  • a sound isolating baffle cone may focus the microphone in a specific area and shield sound from the microphone outside of the intended detection area.
  • a second microphone and a logic circuit may be configured to compare the audio wave form to a second audio wave form from the second microphone.
  • a target system comprises a shot-fired detector comprising a light sensor for detecting increases in lux.
  • a logic circuit is configured to analyze the sound to determine a peak in the audio wave form above a defined threshold and to transmit a lane identifier and a shot-fired notification to a real-time logic server.
  • a target system comprises a shot-fired detector comprising at least one of a vibration, an acoustic sensor, an accelerometer and a solid-state gyroscope.
  • a circuit board detects movement of the shot-fired detector.
  • a wireless transmitter is provided.
  • the shot-fired detector may comprise a mounting device for mounting the shot-fired detector to one of a person and a firearm.
  • the mounting device may comprise at least one of a strap, temporary adhesive, and bracket.
  • the shot-fired detector may detect a speed and a distance along at least two orthogonal axes.
  • the shot-fired detector may detect rotational movement.
  • the shot-fired detector may combine rotational movement data with straight-line acceleration data to form a spatial data set.
  • a target comprises a paper target attached to a first side of a rigid plate.
  • a plurality of sensors are attached to a second side of the rigid plate where the plurality of sensors detect at least one of acoustic waves and vibration waves created by a strike on the rigid plate.
  • the plurality of sensors are positioned on the plate such the sensors detect a magnitude of the strike based on the position of each one of the plurality sensors relative to the strike.
  • the plurality of sensors may detect at least one of timing and strength of the at least one of acoustic waves and vibration waves.
  • the plate may be made of at least one of ballistic steel and Kevlar.
  • a target comprises a paper target attached to a first side of a rigid plate, and an electrical current applied to the surface of the rigid plate.
  • a plurality of sensors are attached to a second side of the rigid plate where the plurality of sensors detect a change in current or resistance on the plate.
  • a shooting system comprises a first electronic target for detecting a first target strike data and a first shot-fired detector associated with the first electronic target.
  • a second electronic target for detecting a second target strike data and a second shot-fired detector associated with the second electronic target.
  • the network processor transmits comparison data to a first user interface and a second user interface.
  • FIG. l is a diagram illustrating an embodiment of the live-fire training and gaming system of the invention.
  • FIG. 2 is an exploded view of an embodiment of a multilayer construction of a target assembly.
  • FIG. 3 is a partial cross-section view of the target assembly of FIG. 2 with a projectile completing an electronic circuit.
  • FIG. 4 is a diagram of an embodiment of a target mounting clip usable with the target assembly of FIG. 2.
  • FIG. 5 is an exploded view of an embodiment of a target relay system.
  • FIG. 6 is an exploded view of an embodiment of a shot-fired detector using audio and light to detect a fired shot.
  • FIG. 7 is a diagram illustrating an exploded view and orientation of an embodiment of a wrist mounted shot-fired detector using motion detection sensors to detect recoil action.
  • FIG. 8 is a diagram illustrating an exploded view and orientation of another embodiment of a hand mounted shot-fired detector using motion detection sensors to detect recoil action.
  • FIG. 9 is a diagram illustrating an exploded view and orientation of an embodiment of a firearm mounted shot-fired detector using motion detection sensors to detect recoil action.
  • FIG. 10 is a diagram illustrating firearm recoil action with a shot-fired detector.
  • FIG. 11 is a flow chart illustrating an embodiment of the operation of a virtual assistant usable with the live-fire training and gaming system of the invention.
  • FIG. 12 is a flow chart illustrating embodiments of four modules of the live-fire training and gaming system.
  • FIG. 13 is a flow chart illustrating embodiments of the operation of the live-fire training and gaming system.
  • FIG. 14 is a flow chart illustrating embodiments of in-game mesh-point between the live- fire training and gaming system software platform and hardware.
  • FIG. 15 is a diagram showing an exploded view of another embodiment of an electronic target assembly.
  • FIG. 16 is a back view of the electronic target assembly of FIG. 15 illustrating the operation of the target assembly.
  • FIG. 17 shows an embodiment of a networked system comprising plural shooting systems.
  • the live-fire training and gaming system detects a projectile discharged from a firearm or other device as it passes through a target such as may be provided in a controlled environment such as a shooting range. Data may be collected from the target for hit detection and used by a number of different sub-systems within the live-fire training and gaming system in a variety of ways including feedback to the shooter to improve skills, create shooter retention, and generate data for the shooting community.
  • the live-fire training and gaming system may also be used to record, maintain, and provide data relating to usage, operations, sales, reservations or the like.
  • the system may be used to maximize longevity of individual targets by analyzing hit location and directing the shooter to direct fire at portions of the target that have not yet been utilized.
  • the target assemblies as described herein may be used as part of the live-fire training and gaming system as described herein or the targets may be used alone or as part of other shooting systems.
  • FIG. 1 illustrates an embodiment of a live-fire game-based training and entertainment system.
  • the live-fire training and gaming entertainment system may comprise a target assembly 102, target mounting clip 103, wiring harness 104, target data relay 105, shot-fired detector 106, real-time game logic server 107, user interface 113 such as game selection and feedback tablet 108 and/or ear protection headset 109, and user experience server 110.
  • the system may be used by a shooter 100 using a firearm 101 and a user device 111 such as a user smart phone, tablet, lap top computer or the like.
  • the firearm 101 may comprise any device capable of delivering a live, physical projectile.
  • a shooter 100 may select a training, entertainment and/or game protocol from the user interface 113.
  • the user interface 113 may be located inside a controlled facility such as a shooting range lane. Instructions for the training, entertainment or game protocol are sent to the shooter via a user interface device 113 such as a tablet 108, head set 109 or other user device.
  • the user interface 109 may comprise a Bluetooth-enabled ear protection head set that receives information used by the shooter for the training, entertainment or game protocol from the real-time logic server 107 over a Bluetooth interface.
  • the information may include directions instructing the shooter through the particular training, entertainment or game protocol.
  • the information may also include feedback such as shooting results, game scoring or the like.
  • the information may also include advertisements, safety instructions or other general information.
  • the information may be provided to the user over a user interface other than user interface 113 and by communications technology other than Bluetooth.
  • the information may be provided to the user device 111 based on a specific application or “app” downloaded to the user device 111 over a wide area network, a telecommunications network, a local area network, a cellular communications, or the Internet or combinations of such networks.
  • the shooter 100 discharges the firearm 101 according to the instructions provided over user interface 113.
  • the instructions guide the shooter through training, entertainment and/or gaming protocols in a game-like atmosphere.
  • FIG. 2 is an exploded view of an embodiment of the target assembly 102.
  • the target assembly 102 comprises of a printed graphic layer 200.
  • the printed graphic layer 200 comprises a sheet of paper 200a having one or more conventional target areas 200b printed thereon.
  • An input circuit layer 210 is positioned behind the printed graphic layer 200 and comprises a paper backing 209 with individual input target areas 211 created by electrically conductive paint.
  • the input target areas 211 are located behind and substantially coextensive with the target areas 200b of graphic layer 200.
  • the input target areas 211 connect to conductive paint input leads 212 that are also painted directly onto paper backing 209.
  • the input leads 212 form a tight group of connections on the top edge of the input circuit layer 210.
  • a power layer 230 is positioned behind the input circuit layer 210 and comprises individual conductive paint input target areas 231 painted directly on paper backing 233. Input target areas 231 align with and are substantially coextensive with the input target areas 211 on the input circuit layer 210.
  • the conductive paint input target areas 231 are connected with a conductive paint power lead 232 that may be positioned adjacent to the conductive paint input leads 212.
  • An insulation layer 220 made of a dense foam rubber that can be sized to match the shape and size of the input target areas 211, 231 (as shown) or be provided as a full sheet covering multiple input target areas, is provided between the input target areas 211 on the input circuit layer 210 and the input target areas 23 Ion the power layer 230.
  • a backing substrate 240 may be provided at the back of the target assembly 102 behind the power layer 230 to prevent tearing and maintain rigidity of the target assembly 102.
  • the printed graphic layer 200 does not contain any conductive elements and only includes the visual element of the target 102 presented to and visible to the shooter 100.
  • the backing substrate 240 also does not contain any conductive elements.
  • the lead 232 of the power layer 230 connects to one side of an electric circuit on the target data relay 105.
  • Each conductive paint input lead 212 connects to an individual input circuit on the target data relay 105.
  • FIG. 3 is a cross-sectional view displaying how a target strike by projectile 250 is detected by the target assembly 102 (the terms “target strike” or “strike” refers to the striking of the projectile on a target).
  • target strike or “strike” refers to the striking of the projectile on a target.
  • the paper 209 of the input circuit layer 210 is punctured, tears and conforms to the projectile 250 as it is displaced.
  • the projectile 250 passes through the insulation layer 220 and makes contact with the conductive paint input target areas 231, while simultaneously maintaining contact with the conductive paint input target area 211, the metal, or other electrically conductive material, of the projectile 250 completes the electronic circuit of the target data relay 105.
  • FIG. 4 shows an embodiment of the target mounting clip 103 in an exploded view along with the wiring harness 104.
  • the target mounting clip 103 contains a set of input contacts 302 and a power contact 303 on the circuit contact plate 301 that align with the top edge of the target assembly 102.
  • the set of input contacts 302 and the power contact 303 on the circuit contact plate 301 make contact with, and are electrically coupled to, the input electronic circuit leads 212 and power layer lead 232, respectively, of target assembly 102.
  • the target mounting clip 103 allows a shooter 100 to slide the target assembly 102 inside the target mounting clip 103 using registration marks 307 for alignment and a bump stop on the circuit contact plate 301 to ensure a consistent electronic connection.
  • the target assembly 102 is held in place using pressure applied by the pressure clip 300 to trap the target assembly 102 between the pressure clip 300 and the circuit contact plate 301.
  • the pressure clip may be spring-loaded to provide the holding force.
  • the target assembly 102 is securely held by the pressure clip 300 to maintain a good electrical connection between the circuit contact plate 301 and the target assembly 102, while providing a simple mounting arrangement for the target assembly 102.
  • the shooter 100 may simply pull down on the target assembly 102 to release it from the target mounting clip 103.
  • the circuit contact plate 301 is connected to a three hundred sixty degree swiveling electric wiring connector housing 304 allowing the target to spin freely without binding the wires.
  • the electric wiring connector housing 304 has a quick release connector 401a that connects to a mating quick-release connector 401b on the wiring harness 400 which, in turn, connects to the target data relay 105 by a quick-release connector 410c.
  • the quick-release connectors 401 allow for fast switching of parts that may be damaged by stray projectiles 250.
  • FIG. 5 shows an embodiment of the target data relay 105 in an exploded view.
  • the enclosure 500 and enclosure lid 501 encase electronic components that detect a completed input circuit from the target assembly 102, through the target mounting clip 103 and wiring harness 104.
  • the target data relay circuit board 502 can be any low-power computing device including, but not limited, to chicken or Raspberry Pi.
  • the target data relay circuit board 502 includes a power input 503 that can accept 3.3v to >1 lOv power depending on the installation.
  • the target data relay 105 further includes a power circuit lead 504 that connects to the conductive paint power lead 232 on the target assembly 102 through the quick release connector 506.
  • the target data relay 105 also includes an input lead 505 that connects to the conductive paint input leads 212 on the target assembly 102 through the quick release connector 506.
  • the target data relay 105 also includes a WIFI chipset 507 that immediately transmits the input identifier of the completed circuit and the lane identifier in computer code to the real-time logic server 107.
  • FIGS. 15 and 16 show an alternative embodiment of an electronic target assembly comprising a generic paper target 1000 attached to the front side of a solid surface plate 1001 made of ballistic steel, Kevlar, or any other suitable rigid material.
  • a plurality of acoustic or vibration wave sensors 1002, 1003, 1004 and 1005 are attached to the back side of the solid surface plate 1001. While four sensors are shown, a greater or fewer number of sensors may be used.
  • the sensors 1002, 1003, 1004 and 1005 are connected to the target relay system 105 via the wiring harness quick release connector 401.
  • FIG. 16 exemplifies a method of using sensors 1002, 1003, 1004 and 1005 to measure the acoustic or vibration wave timing and/or strength or magnitude created by a target strike 1006.
  • the location of the target strike 1006 is calculated by measuring the timing and strength or magnitude of when an acoustic or vibration wave 1008, 1009 reaches each sensor of the plurality of sensors 1002, 1003, 1004 and 1005.
  • sensor 1003 receives the wave 1008, 1009 at its strongest measurement, followed by sensor 1004 with a slightly weaker wave due to attenuation 1007 of the wave, followed by sensor 1002 with a slightly weaker wave and finally sensor 1005 is the last to receive the wave 1008, 1009 at its’ weakest strength or magnitude.
  • the data collected by the sensors may be used by system logic to determine the location of the strike on the target.
  • Each sensor transmits a signal to a processor that determines the position of projectile strike based on a comparison of all the signals received.
  • Position may be determined by comparing the magnitude of the signal received at the sensors, the time of receipt of each signal received by each sensor, the relative bearing of the signals received by each the sensor, and/or the frequency of the signals. Accuracy is enhanced by utilizing more than 2 sensors.
  • the sensors may comprise one or more of vibration sensors, accelerometers, acoustic sensors, knock sensors and frequency sensors.
  • sensors may be provided that detect a change in current or resistance in the plate 1001 in a similar manner.
  • an electrical current preferably between 3 V and 28V, is applied to the surface of the conductive solid surface plate 1001.
  • the location of the target strike is calculated by measuring the changes in current or resistance in the plate 1001 as detected by the sensors.
  • the position of target strike may be detected by comparing the relative changes to voltages at two or more measurement points by a plurality of sensors.
  • the shooter 100 discharges the firearm 101 according to the instructions provided over user interface 113.
  • the projectile 250 strikes one of the pre-defmed areas of the target assembly 102.
  • the metallic projectile 250 closes an electronic circuit between the input layer 210 and power layer 230 of the target assembly.
  • the closed circuit transmits an impulse through the target mounting clip 103 and wiring harness 104 to the target data relay 105 where the impulse is identified based on which circuit was completed. That impulse is converted into a computer code and transmitted wirelessly to the real-time game logic server 107 where it is analyzed and stored.
  • Rules implemented on the real-time game logic server 107 may determine the next instruction that is transmitted back to the user interface 108, 109 such as on the game selection and feedback tablet 108 and/or delivered to the shooter 100 wirelessly over the ear protection headset 109.
  • the data gathered by the real-time game logic server 107 may be transmitted over a network to the server 110 where the results of the session will be translated into charts, data and reports representative of the shooter’s performance, skills gained through training, score or the like in a format to be shared with and from the shooter’s personal device 111 across social media networks, email, text messaging or any other means of digital communication.
  • FIG. 6 shows, in an exploded view, an embodiment of a shot-fired detector 106 that uses audio and/or light to detect a fired shot.
  • the enclosure 600 and enclosure lid 601 encase electronic components that detect when a shot is fired within a defined area such as, but not limited, to a lane in an indoor shooting range.
  • the shot-fired circuit board 602 can comprise any low-power computing device including, but not limited to, iOS or Raspberry Pi.
  • the shot- fired circuit board 602 contains a power input 603 that may accept 3.3v to >1 lOv power depending on the installation.
  • the shot-fired detector 106 also comprises a power circuit lead 604 and an input circuit lead 605 that connect to an audio input circuit board 606.
  • the audio input circuit board 606 comprises an analog or digital microphone 606a, depending on the installation, and may also include, in connection with or as an alternative to the microphone, an input circuit lead 605 that connects to a light detection circuit board 609 that contains a light sensor 609a.
  • a sound isolating baffle cone 607 may be used to focus the microphone 606a in a specific area and shield sound from outside of the intended detection area. Sound collected by the microphone circuit board 606 is analyzed to find the highest peak in the audio wave form that reaches a predetermined threshold.
  • the microphone circuit board 606 converts that signal into computer code and transmits the lane identifier and shot-fired notification to the real-time logic server 107 over the WIFI chipset 608 on the shot-fired circuit board 602.
  • Sound measured by the microphone circuit board 606 that does not meet the defined threshold will be noted and compared to time and amplitude data collected by other shot-fired detectors to assist in determining or confirming the lane location of a shot fired.
  • Light is monitored by light detection circuit board 609 for “muzzle flashes” or large increases in lux detection caused when a firearm 101 is discharged indicating that a shot had been fired.
  • the light detection circuit board 609 detects a change in lux exceeding a predetermined threshold
  • the data is converted into computer code and the light detection circuit board 609 transmits the lane identifier and shot- fired notification to the real-time logic server 107 over the WIFI chipset 608 on the shot-fired circuit board 602.
  • FIG. 7 shows one embodiment of a shot-fired detector 112 using a sensor to detect a fired shot in an exploded view.
  • the shot-fired detector 112 attaches to the wrist of the shooter 100 using a wrist strap 700 with an adjustable closure 701.
  • the shot-fired detector 112 may also be attached to the shooter’s hand or forearm or other body part.
  • the shot-fired detector 112 includes a shot-fired circuit board 704 that may be any low-power computing device including, but not limited to, an electrician or Raspberry Pi.
  • the shot-fired circuit board 704 comprises a vibration or acoustic sensor 709 for detecting initial shot concussion, and may also comprise an accelerometer or solid state gyroscope 705 for detecting movement of the shot-fired detector 112 (for example, movement that results from movement of the shooter’s 100 wrist during the firearm’s recoil action as shown in FIG. 10).
  • a WIFI chipset 706 immediately transmits the lane identifier in computer code to the real-time logic server 107.
  • a LED ring 703 may flash when a shot has been detected and may be optionally turned off during configuration.
  • a cap 702 snaps in place from the top to enclose the electronics.
  • FIG. 8 displays the shot-fired detector 112 as described with respect to FIG. 7 in an exploded view with the alternate mounting method on the shooter’s 100 hand using a hand strap 700a.
  • the hand strap 700a may be self-adjusting.
  • FIG. 9 displays the shot-fired detector 112 as described with respect to FIG. 7 in an exploded view with the alternate mounting 700b applied directly to the firearm 101.
  • the alternate mounting 700b may comprise any suitable attachment structure such as straps, temporary adhesive, removable bracket or the like.
  • FIG. 10 details the method for shot-fired detection using an accelerometer 705 for measured telemetry.
  • a shooter 100 starting in the ready position 800 pulls the trigger on the firearm 101 creating a recoil action 801 that causes the shooter’s 100 arms to move up and back toward the shooter’s 100 body.
  • the shot-fired detector determines both the speed and distance the shot-fired detector 112 travels up along the Y axis 802 and back along the Z axis 803.
  • rotational data is detected and combined with the straight-line acceleration data to form a full spatial data set that tracks the shooter’s 100 ability to execute a clean trigger pull and manage recoil action.
  • the system may comprise a processor communicably coupled to such devices as a memory and interface devices 113, 111.
  • the processor generally includes circuitry for implementing communication and/or logic functions of the system.
  • the processor may include functionality to operate one or more software programs, which may be stored in memory.
  • a “processor” refers to a device or combination of devices having circuitry used for implementing the communication and/or logic functions of the system.
  • the processor may include a digital signal processor device, a microprocessor device, and various analog-to-digital converters, digital-to-analog converters, and other support circuits and/or combinations of the foregoing. Control and signal processing functions of the system are allocated between these processing devices according to their respective capabilities.
  • the processor may further include functionality to operate one or more software programs based on computer-executable program code thereof, which may be stored in memory.
  • a processor may be “configured to” perform a certain function in a variety of ways, including, for example, by having one or more general-purpose circuits perform the function by executing particular computer-executable program code embodied in computer-readable medium, and/or by having one or more application-specific circuits perform the function.
  • memory generally refers to a device or combination of devices that store one or more forms of computer-readable media for storing data and/or computer-executable program code/instructions.
  • the memory includes any computer memory that provides an actual or virtual space to temporarily or permanently store data and/or commands provided to the processor when the processor carries out its functions described herein.
  • “memory” includes any computer readable medium configured to store data, code, or other information.
  • the memory may include volatile memory, such as volatile Random Access Memory (RAM) including a cache area for the temporary storage of data.
  • RAM volatile Random Access Memory
  • the memory may also include non-volatile memory, which can be embedded and/or may be removable.
  • the non-volatile memory can additionally or alternatively include an electrically erasable programmable read-only memory (EEPROM), flash memory or the like.
  • EEPROM electrically erasable programmable read-only memory
  • the various functions described herein may be performed in a single location, such as in real time game logic server 107 or the functions may be disbursed across multiple locations.
  • the functions described herein may be performed in the real-time game logic server 107, the user experience server 110, the target data relay 105 or the functions may be dispersed across these systems and different functions may be allocated between these devices.
  • a shot-fired detector detects when a shot is taken from a particular area such as a shooting lane.
  • the shot-fired information is sent to the system processor identifying the location, e.g. the shooting lane, from which the shot is detected and can be synchronized with live-fire game-based training.
  • the target assembly 102 in the identified shooting lane detects if the shot hits a selected target area.
  • the target strike data is also sent to the processor. If the target assembly 102 associated with the shot-fired data registers a target strike, that data is stored in memory and may result, such as in a gaming situation, in the award of points to the shooter.
  • Misses are also recorded in memory if shot-fired indication from the shot-fired detector is not followed by a target strike indication from the target assembly associated with the shot-fired indication location.
  • the system stores shooting data such as a target strike, a miss, the speed of shots, recoil action of the shooter or the like. This information may be stored in memory as part of the shooter’s profile.
  • the information stored for the shooter may also be used in a gaming situation and be compared with other shooters playing the same game where he shooters may be remote from one another, such as in different facilities, or in the same facility.
  • the system may also present some or all of the data to the shooter in any format via user interface 113 and/or user device 111.
  • the live-fire game-based training system provides an enhanced training, entertainment and/or gaming system in a controlled, safe environment such as a shooting range.
  • operation of the system may be initiated in an account creation system 900 by entering personal and demographic information in the software platform to initiate the creation of the user’s virtual assistant 901.
  • the virtual assistant 901 may provide recommendations 904 to the user to start their shooting experience.
  • Data may be collected from the user’s engagement with the system and stored in memory where the collected data 905 may be associated with the created user account enabling long term and ongoing analysis of the user’s experience with the system.
  • the data collected may include, but is not limited to, purchases, rentals, reservations, training, live-fire experiences, simulation experiences or the like.
  • the collected data 905 may provide information into areas that will enable the virtual assistant 901 to provide the user with a customized experience with the system such as insights 902 and analytics 903, including graphical analytics, relating to, for example, past performance.
  • the virtual assistant 901 may create a roadmap through recommendations 904 for future interactions that allow the user to focus on particular training aspects such as enhanced skills. The focus of the recommendations may at least in part be user driven.
  • Purchase data 905a may be used by the shooter’s virtual assistant to track user performance, activities and behavior such as, but not limited to, preferred firearm, preferred ammunition, preferred target, preferred accessories, spending threshold, purchase dates and purchase timing from last experience.
  • Rental data 905b may be used by the shooter’s virtual assistant to track user performance, activities and behavior such as, but not limited to, preferred firearm, preferred ammunition, preferred target, preferred eye protection, preferred ear protection, and rental spending threshold.
  • Reservation data 905c may be used by the shooter’s virtual assistant to track user performance, activities and behavior such as , but not limited to, preferred firearm, preferred ammunition, preferred target, preferred live-fire experience, reservation frequency and reservation duration.
  • Training data 905d may be used by the shooter’ s virtual assistant to track user performance, activities and behavior such as, but not limited to, training completed, training registered, training timing relative to experiences and training duration.
  • Live-fire experiences data 905e may be used by the shooter’s virtual assistant to track user performance, activities and behavior such as, but not limited to, game scoring, game level completed, game accuracy, game timing analytics, game theme selection, skills obtained, skill levels achieved, situational timing and accuracy.
  • Simulation experience data 905f may be used by the shooter’s virtual assistant to track user performance, activities and behavior such as, but not limited to, simulation scoring, simulation level completed, simulation accuracy, simulation telemetry, simulation timing analytics, simulation theme selection, skills obtained, skill levels achieved, situational timing and accuracy.
  • the virtual assistant 901 may be based on a limited number of user archetypes that are defined using the shooter’s initial experience level and the shooter’s growth goals over a defined time period.
  • actions performed by the user may have an associated number of reward points that will be assigned based on the quality of completion of the action. These points may be used to incentivize users to return and “spend” them on redeemable products and experiences. Rewards may be based on shooter performance factors such as personal achievement, milestone achievement, leaderboard placement or the like. Milestones may comprise any information that motivates the user to shoot more and gain experience.
  • Rewards may offer tangible benefits such as, but not limited to, ammunition discounts, accessory discounts, free/discounted concessions, free/discounted simulation experiences, free/discounted rentals, free/discounted training or free/discounted live-fire experiences.
  • Reward points may be used as an incentive to execute the virtual assistant’s 901 recommendations 904. Rewards may also be awarded randomly or for other reasons. As points are redeemed, they are removed from the user’s account. Rewards may be stored in memory associated with the user account.
  • Milestone Achievements may comprise such factors, or combinations of such factors, as: accumulated targets or points, level completion (e.g. beginner, intermediate, advanced) or the like.
  • Leaderboard Achievements may comprise such factors, or combinations of such factors, as: top finishes per time period (e.g. weekly, monthly, yearly) or the like.
  • shooters will be able to improve their skills and experience by training using a series of game levels specifically designed to build upon each other to create confidence, improve safety and reinforce learning comprehension.
  • the game experience and each level within can be selected from the user interface 113 on the game selection and feedback tablet 108.
  • a shooter can decide whether they want to go through the experience alone or in a multiplayer setting.
  • Multiplayer configurations can take place, for example, on the same shooting lane in a turn-based format, across multiple lanes in the same location in a synchronized experience, across multiple lanes in the same location asynchronously during a defined time period, across multiple lanes in different locations in a synchronized experience or across multiple lanes in different locations asynchronously during a defined time period.
  • FIG. 17 shows an embodiment in which a first shooting system 1700 with a first shooter is at a first physical location.
  • the first shooter may be able to interact with, for example by playing a game against, a second shooter at a second shooting system 1701 at a remote location connected via user experience server 110, a third shooter at a third shooting system 1702 at the same location as the first shooter connected directly to server 107 and a fourth shooter at a fourth shooting system 1703 at a remote location connected via the network.
  • Each of the shooting systems 1700, 1701, 1702 and 1703 may be substantially the same.
  • a training, entertainment and/or game protocol is selected, the shooter(s) is guided through the objective for each level using a user interface 113 such as a Bluetooth (or other electromagnetic), ear protection headset 109 in a voice and context appropriate for the theme the shooter has selected.
  • a user interface 113 such as a Bluetooth (or other electromagnetic), ear protection headset 109 in a voice and context appropriate for the theme the shooter has selected.
  • voice over script demonstrates how voice guidance immerses the shooter, puts them at ease, reinforces safety procedures and encourages the shooter all in real-time during their live-fire experience:
  • Voice Guidance Raise your firearm and remember to keep your barrel pointed down range.
  • Voice Guidance After the tone, you will fire at the number you hear me call out.
  • the system of the invention may also be used to increase target longevity. As each training, entertainment and/or game progresses, and as hit data is collected from the target assembly 102, the game logic may adjust to balance the load of shots across the entire area of the target assembly 102, prolonging the lifespan of the target assembly 102. The game logic may also adjust to balance the load of shots across the entire area of the target to disperse shots across a protective berm, wall or other backstop structure.
  • FIG. 12 is a flow chart illustrating embodiments of four modules of the live-fire training and gaming system.
  • Module 1100 is a web app that may be installed on user device 111 that provides a customer platform that can communicate with the other system platforms.
  • the web app may present a dashboard 1101 to the user that provides menus, prompts or the like to enable the user to track information related to that user.
  • the dashboard 1101 may present an account management system 1102 that allows the user to manage their relationship with the system.
  • the dashboard 1101 may also present game information 1104 such as types of games, game rules, or the like.
  • the dashboard 1101 may also present game and/or simulation results 1106 such as game scores, rankings, levels or other achievements.
  • the dashboard 1101 may also present a social media portal 1108 allowing the user to communicate with other users such as by posting to a public space, direct messaging or the like.
  • the dashboard 1101 may also present a lane scheduling portal 1110 allowing users to schedule and reserve shooting lanes at participating shooting venues.
  • the various systems may communicate with one another such that users may coordinate multiplayer games or group lane schedules or the like.
  • module 1112 may be presented on the user interface devices 113 such as at a shooting venue.
  • the module 1112 may be used to present games, training or other protocols to the shooter allowing the shooter to set up the particular game, training or entertainment experience. While a game protocol is shown in FIGS. 12 and 13, the protocol may be for training or other purposes.
  • the game protocol begins with a welcome 1114 and an orientation 1116 that explains the gaming protocol to the user. The user may at this stage be asked to select from between gaming, training, entertainment or the like. In the illustrated game protocol, the user is asked if the user wishes to continue a game in progress 1118.
  • the existing game data is retrieved 1120 from the system platform 1122 which may be stored in memory and associated with the user account.
  • the players are identified 1124 and a single player game 1126 or a multiplayer game 1128 is initiated.
  • the current game score or other data may be presented to the user 1127 (FIG. 13).
  • the user If the user answers NO to the game in progress query, the user enters a campaign 1130 and a game 1132 prior to steps 1126, 1128.
  • the user plays the selected game and the user results are recorded and saved by the system 1134.
  • the game results 1136 may be presented to the user on the user interface 113.
  • the user results 1136 such as scores, may be shared with the user device 111.
  • Module 1140 shows an embodiment of a simulation protocol.
  • the simulation protocol begins with a welcome 1142 and an orientation 1144 that explains the simulation protocol or protocols to the user.
  • the user may select one of a plurality of simulation protocols.
  • the shooter is led through the protocol using the user interface 113 to direct and guide the user through the protocol 1146.
  • the user may be directed, for example, to shoot certain targets in a particular order at a desired speed.
  • the results of the shooter’s performance are tracked and saved 1148. Because the simulation protocol is part of the platform 1122 the results may be shared with the user via web app 1100.
  • Module 1150 is an embodiment of a system module that controls the overall interaction of the various platforms, records shot data, controls the lane scheduling, manages the games and simulations and the like.
  • the various modules are in communication with one another and may form part of a single system.
  • FIG. 14 shows an example game protocol that uses a timed gaming experience.
  • the game interval is started 1401. Commands, instructions, directions, explanations or the like are sent 1402 to the user interface 113 and the user shoots based on these commands 1403. Data is received from the target system 1403 and is stored in memory and may be presented to the shooter in real time. If the shooter completes the commands, the game interval ends 1404 and a second game interval is started 1405. This process may continue through plural game intervals 1406, 1407. If the user does not execute the commands but time has not expired 1408, the user may be allowed to retry the game interval. When the time expires 1408, the game ends 1409.

Landscapes

  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Aiming, Guidance, Guns With A Light Source, Armor, Camouflage, And Targets (AREA)

Abstract

L'invention concerne un système de tir comprenant une cible électronique qui collecte des données d'impact. Les données d'impact servent à générer un assistant virtuel personnel destiné à guider des tireurs par l'intermédiaire de diverses activités à base de jeu, d'apprentissage et de divertissement dans des environnements à la fois simple joueur et multi-joueur.
PCT/US2020/059042 2019-11-15 2020-11-05 Système d'apprentissage et de jeu de tir réel comprenant des cibles électroniques WO2021096749A1 (fr)

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US9830932B1 (en) * 2016-05-26 2017-11-28 The United States of America as represented by the Secretery of the Air Force Active shooter and environment detection
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US4350882A (en) * 1979-01-08 1982-09-21 Australasian Training Aids, Pty., Ltd. Hit detection and richochet discrimination in target apparatus
US5095433A (en) * 1990-08-01 1992-03-10 Coyote Manufacturing, Inc. Target reporting system
US6408080B1 (en) * 1999-11-29 2002-06-18 Intel Corporation Boundary layer microphone
US20050017456A1 (en) * 2002-10-29 2005-01-27 Motti Shechter Target system and method for ascertaining target impact locations of a projectile propelled from a soft air type firearm
US20160209173A1 (en) * 2010-01-26 2016-07-21 Ehud DRIBBEN Monitoring shots of firearms
US20110297744A1 (en) * 2010-06-03 2011-12-08 John Felix Schneider Auto adjusting ranging device
US20130015977A1 (en) * 2011-07-13 2013-01-17 Michael Scott System for Preventing Friendly Fire Accidents
US20140217674A1 (en) * 2013-02-07 2014-08-07 Brent Kochuba Replaceable moving target system and method
US20150324681A1 (en) * 2014-05-08 2015-11-12 Tego, Inc. Flexible rfid tag for mounting on metal surface
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US20160138895A1 (en) * 2014-11-14 2016-05-19 Robert Leon Beine Projectile weapon training apparatus using visual display to determine targeting, accuracy, and/or reaction timing
US20160245624A1 (en) * 2015-01-15 2016-08-25 Philip Ian Haasnoot Adaptive target training system
WO2017082878A1 (fr) * 2015-11-10 2017-05-18 Precision Instincts, Llc Système d'entraînement d'un tireur et cible pare-balles pour système d'entraînement d'un tireur
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US20180372458A1 (en) * 2017-06-21 2018-12-27 Brian Janssen System, method and software based medium for producing a target sheet embedded with sensor technology and communicating with a remote smart device for real time data capture, tracking and comparison

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