This Application claims priority of Taiwan Patent Application No. 106117133, filed on May 24, 2017, the entirety of which is incorporated by reference herein.
The present invention relates to virtual reality technology.
In team sports such as basketball, tactical exercises are an important component of training players. Usually, a tactical board is used, on which the target trajectories of the players are marked to show the players how to exercise a tactic on the court or field. However, such a traditional manner of training can be hard to understand and is not very effective. Furthermore, practice on the court requires the full attendance of all players. Traditional tactical training is not ideal.
A virtual reality (VR) training system for team sports is disclosed in the disclosure, which implements tactical exercises in a VR environment.
A VR training system for team sports in accordance with an exemplary embodiment of the disclosure comprises a server and a VR device. The server generates VR content based on a target trajectory of a trainee for exercising a tactic. The VR device receives the VR content from the server to establish a VR environment to guide the trainee to practice the target trajectory. The VR device further detects and returns head orientation, player action and location of the trainee to the server. The server further modifies the VR content based on information returned from the VR device. The target trajectory is annotated to contain execution time points to train moves of the trainee. The target trajectory may be further annotated to contain a target orientation of the trainee to train the sightline of the trainee (to indicate the trainee where to look).
In an exemplary embodiment, the VR training system further includes an electronic tactical board. The electronic tactical board provides a user interface for a user to input the tactic. The user interface may further provide options for tactic modification and tactic searching.
In an exemplary embodiment, the VR training system further establishes a defensive model to operate the VR device to present virtual defenders in the VR environment. The defensive model may be strengthened by artificial intelligence learning.
In an exemplary embodiment, the VR training system further includes a VR head-mounted display and at least one motion or location sensor. The VR head-mounted display communicates with the server by a wireless technique.
A detailed description is given in the following embodiments with reference to the accompanying drawings.
The present invention can be more fully understood by reading the subsequent detailed description and examples with references made to the accompanying drawings, wherein:
The following description shows exemplary embodiments of carrying out the invention. This description is made for the purpose of illustrating the general principles of the invention and should not be taken in a limiting sense. The scope of the invention is best determined by reference to the appended claims.
The electronic tactical board 102 may be implemented as a tablet PC, a smartphone, a desktop machine, and the like, for input of tactics. The electronic tactical board 102 may have an input device such as a touch screen, a mouse and the like. The coach can draw the target trajectories of different players on the touch screen. In another exemplary embodiment, the target trajectories of different player are input by operating the mouse. Through the user interface provided on the electronic tactical board 102, execution time points, player actions and head orientations may be annotated to the target trajectories by the user. Not only to guide the trainee's offensive moves, the input tactics may further include viewing directions of players.
The electronic tactical board 102 communicates with the server 104. The tactics entered via the electronic tactical board 102 are uploaded to the server 104. The server 104 may use a computing unit with high computing capability to perform a 2D-3D conversion 112 and to establish a defensive model 114. A 2-dimensional target trajectory entered through the electronic tactical board 102 may be transformed to generate 3-dimensional information by the 2D-3D conversion 112 performed on the server 104. Virtual team members may be also presented in the corresponding positions in the VR environment to be seen by the trainee. Corresponding to the input tactic, the server 104 may further get data regarding virtual defenders from the defensive model 114 and, after the 2D-3D conversion 112, virtual defenders are presented in the VR environment.
The VR content (including 3D models, or even sound effects) generated by the server 104 may be passed to a virtual reality player 116 of the virtual reality device 106. According to the VR content provided from the server 104, the virtual reality player 116 displays VR scenes (possibly including sound effects) to the trainee. The virtual reality device 106 may further include a detection module 118. The detection module 118 detects and feeds back the motion of the trainee to the server 104. Based on the motion of the trainee, the server 104 updates and transmits the VR content to the virtual reality player 116. In a training mode, the trainee is able to exercise a tactic in a VR environment and practice the target trajectory to train the offensive moves and sightline repeatedly. In a self-test mode, the trainee may exercise the tactic to play against virtual defenders to check whether the trainee is skilled in the tactic.
In an exemplary embodiment, the virtual reality head-mounted display 202 communicate wirelessly with the server 104. In this way, the trainee can dribble and run like on an actual court. Since a relatively large amount of VR content may be required, the communication between the server 104 and the virtual reality head-mounted display 202 may be implemented by a wireless streaming technology.
The virtual reality training system 100 for team sports works well for just one single player and perfectly provides the sensation of being right there in the scene. Through the virtual reality training system 100, the players can be trained separately to get familiar with a tactic. The separately trained players can easily cooperate with their teammates to implement the tactic in an actual game.
The server 104 may be developed as an integration platform for tactics. The uploaded tactics can also be annotated with user annotations and organized into a database on the server 104. The server 104 may provide a search function. The annotations can be used in keyword search. In some exemplary embodiments, the server 104 may suggest an appropriate tactic corresponding to an input trajectory. The user may key in a keyword or input a trajectory via the electronic tactical board 102 to search the database on the server 104 to get a suggested tactic. In another exemplary embodiment, the server 104 is triggered to search the database for an appropriate tactic according to the detected location of the trainee (detected by the detection module 118). The server 104 may suggest relevant tactics for the trainee to select to start the training. In another exemplary embodiment, the server 104 is triggered to provide a tactic list based on the detected offensive moves of the trainee. The user can select a tactic from the tactics list.
In an exemplary embodiment, tactics are uploaded to server 104 by videos. Game videos or demo videos can be uploaded to the server 104 as input of tactics. The server 104 may use image processing techniques to capture the offensive moves or/and sightlines of the players and establish a VR training scenario accordingly.
In an exemplary embodiment, the electronic tactical board 102 also provides a modification function for the selected tactic. The electronic tactical board 102 will provide a user interface for modifications to the selected tactic to train the trainee with the modified tactic.
In an exemplary embodiment, the server 104 may change the viewing angle to adjust the VR content provided to the VR device 106. The trainee, therefore, can gain in-depth understanding of the offensive moves and sights of each player through the different perspectives, to being intuitively familiar with tactical details.
While the invention has been described by way of example and in terms of the preferred embodiments, it should be understood that the invention is not limited to the disclosed embodiments. On the contrary, it is intended to cover various modifications and similar arrangements (as would be apparent to those skilled in the art). Therefore, the scope of the appended claims should be accorded the broadest interpretation so as to encompass all such modifications and similar arrangements.
Number | Date | Country | Kind |
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106117133 | May 2017 | TW | national |