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EP3291898A1 - Virtual reality device for tactical soccer training - Google Patents

Virtual reality device for tactical soccer training

Info

Publication number
EP3291898A1
EP3291898A1 EP16757094.4A EP16757094A EP3291898A1 EP 3291898 A1 EP3291898 A1 EP 3291898A1 EP 16757094 A EP16757094 A EP 16757094A EP 3291898 A1 EP3291898 A1 EP 3291898A1
Authority
EP
European Patent Office
Prior art keywords
user
players
virtual
virtual reality
ball
Prior art date
Legal status (The legal status 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 status listed.)
Withdrawn
Application number
EP16757094.4A
Other languages
German (de)
French (fr)
Inventor
Ali Onur CERRAH
Abdullah Ruhi SOYLU
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Anadolu Universitesi Rektorlugu
Original Assignee
Anadolu Universitesi Rektorlugu
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 Universitesi Rektorlugu filed Critical Anadolu Universitesi Rektorlugu
Publication of EP3291898A1 publication Critical patent/EP3291898A1/en
Withdrawn legal-status Critical Current

Links

Classifications

    • 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
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use

Definitions

  • the invention relates to a virtual reality device which allows adjusting the quality of the simulated game in accordance with the talent and performance of the players and which is developed for the players to react in a virtual match as if they were in a real soccer match.
  • Training is the process of using all precautions, solutions, determination and effort required for peaking up the performance, organization and enhancing the organism psychologically and physically.
  • the purpose of training is to peak the players up in a planned manner in a sports branch or its related sub-branches. While realizing this purpose, it is required to carry out all performance criteria required for peak. Moreover, scientific data and pedagogical principles must be utilized throughout training periods.
  • the main function of training differs in accordance with the age and performance of the player, the level of training and training periods .
  • Physical preparation includes works related to improving basic motor characteristics and coordinative skills of the player to the level required by sport disciplines.
  • Technical preparation is the act of displaying the movements particular to the branch correctly and economically by the player. Trainers spend most of their time teaching these required techniques to the players.
  • Tactical preparation is the act of displaying skills individually and as a team under constant and varying conditions by a player whose technical skills are improved. Tactical preparation may be successful only by improving technical preparation. A player who fails to hold on to the ball properly may not be able pass the ball to the intended location or a player who cannot fake effectively may not be able to pass his/her opponent easily. While the conditions of utilized equipment and the size of sports halls and soccer fields are unvarying, conditions such as climate and opponent performances differ. All these variables form up the tactical understanding.
  • the training plans of the trainers are prepared based on their former knowledge.
  • Such information are tactical and physical trainings which are formed by the experiences they have earned from sport trainings and experiences.
  • studies show that applying the same training program to all players fails to generate efficient results due to the fact that not every player in the same age group has the same talent or the same physical capacity.
  • the size and physical conditions of the fields used for training may not as well appeal the same to players from any age group.
  • Another problem experienced is the bad result received by the players as a result of the fact that they continuously train with their teammates and when they play against other players, they get into positions they cannot consider beforehand.
  • trainers get mechanical assistance for the purpose of implementing in the trainings.
  • an example for this is the game simulation disclosed in the patent application No. US2012108365 which allows for all-purpose training and which conducts performance evaluation.
  • the player is thrown balls from various directions and heights with various speeds and this way, the player gets accustomed to using balls coming from any direction during the match. It is aimed to improve the skills of the player this way.
  • the performance of the player is evaluated and a report is prepared.
  • the game simulator disclosed in this application is completely mechanical and allows only for improvement of shots the player does with the ball.
  • motion sensors are mounted on a platform in order to detect every movement of the player or the user, and the player can train in a virtual environment by staying on said platform.
  • the training cannot fulfill its purpose in the event that the player gets out of the platform, several limiting connection members are attached to the player in order to keep him/her inside the area. As this prevents free movement of the player or the user, it cannot be efficient in performance measurement.
  • training program requires taking into consideration players' potential and improvement and the equipment.
  • Coach must think that the skills and performances of the players will continuously and plan must be prepared in a manner to foresee future improvements. Objects on change and improvement must be developed with this foresight and these objects must be planned carefully and in detail with suitable training methods and equipment.
  • the main element determining the winner in soccer which is one of the well-known branches of sport, is the tactical understanding (acting as a group) and how well this is adopted and executed by the players.
  • the tactical understanding of teams differ in accordance with the structure the coach wants impose and takes shape in accordance with the players' readiness to changing conditions and decision making skills.
  • a device which comprises components adjustable to changing conditions and the skills of the player and which can execute the simulations explained above by means of detecting body movement of the player without any limitations was developed.
  • the object of the invention is to develop a device which can be adjusted to any quality for contributing to the physical and technical improvement in sport branches and for improving players' readiness level to changing circumstances and decision making skills and which allows tracking performance measurement and all phases of the game.
  • Another object of the invention is to receive a higher efficiency (better self-image, intense experience etc.) from the players by means of Psycho-cybernetics.
  • Another object of the invention is to provide the players to react in a virtual match as if they were in a real soccer match.
  • Another object of the invention is to allow the players to train under conditions closest to the real matches and to develop an effective offensive and defensive understanding by increasing decision making speed and accuracy in all tactical organizations during the game for both the youth team (child-youth age group) and the principal team (adult age group) levels.
  • the invention relates to a virtual reality device (1) which allows adjusting the quality of the simulated game in accordance with the talent and performance of the players and which is developed for the players and users (7) to react in a virtual match as if they were in a real soccer match.
  • said virtual reality device (1) in which all body movements can be input to the system as data, both the skills of the users (7) will be improved and their performances may be measured digitally.
  • the virtual reality device (1) comprises a headpiece having at least one three dimensional virtual reality goggle (2) which can be used in the head section and in which movement sensors are located; at least one stereophonic virtual sounder unit (3) which provides 3D virtual sound for the movements in a match; at least one user detection unit (4) which comprises a sensor or sensors for transmitting the three dimensional model of the user (7) to the simulation generation and calculation unit (6) ; at least one haptic feedback unit (5) which comprises components for conveying to the user (7) the electrical, mechanical or similar touching and hitting stimulations which will simulate the feeling of touch or hit on skin when virtual ball and virtual players hit the user (7); and simulation generation and calculation unit (6) by which the ball and virtual games to be used in the match can be prepared / which can simulate physical movements of virtual players in compliance with laws of physics, which comprises a software for adjusting game quality as intended, by which the virtual reality scenario is realized, and which is used for generating the three dimensional simulation.
  • Simulation generation and calculation unit (6) comprises a software which determines the contact of ball and other players to the user (7) by calculating the physical interaction between other elements of the simulation and which calculates parameters such as ball speed, ball trajectory, whether or not the ball went to the proper location, user (7) speed, user (7) acceleration, user (7) trajectory and whether or not the user (7) went to the correct location reports these as performance criteria.
  • Simulation generation and calculation unit (6) is capable of processing and synchronizing other user (7) data received from another device (1) with the data of the user (7) connected to itself and simulating multiple users (7) in the same simulation. Also, it is capable of including into the simulation the data such as weather conditions, wind, coach, manager, spectator voices, goal post, and other physical structures in the field.
  • the virtual reality device (1) determines contact of ball and other players to the user (7) by calculating the physical interaction between other elements of the simulation and the user (7) is made to feel said contacts by means of the haptic feedback unit (5) .
  • the user detection unit (4) by which other players can be seen thanks to the sensors to be placed on the head and limbs of the user (7) as if it were a real match or training, the position of the player and his/her body is transmitted to the simulation generation and calculation unit (6) and the position of the player/players on the virtual match or training field and detailed limb positions are reported to the system.
  • the virtual ball hits the body of the user (7), the feeling of hit is simulated on or near the skin corresponding to the location where the ball hits by means of electrical, mechanical or similar systems and the stereophonic sound system will increase the sense of realism by means of 3D sound.
  • the virtual reality device ⁇ ! developed, the user ⁇ ! will be able to see in 3D the field, virtual players on the field and the ball when he/she moves his/her head and limbs and will immediately feel the contact of the ball and other players.
  • the coaching form which only involves conventional training information is left behind by allowing the coaches to create any intended position on the computer and the players can be placed and trained in an environment similar to an actual field.
  • the performance of the player can be acquired as output and if required, the coach is allowed to observe the simulated game simultaneously or afterwards.
  • coaches are allowed to see the decision making skills and tactical information of the player and/or players in a match and follow up the improvement of the players in accordance with these data.
  • a coach may be able to train the players with virtual players which can be adjusted in any quality and with positions which can be prepared in any quality.
  • all kinds of performance measurement can be conducted on the performance of the players who train with this method as parameters such as speed of the virtual ball, locations and movements of other virtual or real players, the angle with which the ball is hit, and the location the ball goes, may be calculable by the computer.
  • coaches may check whether or not the objects are achieved in the process and revise the training program in accordance with this. Continuation of the training program is thus provided.
  • the factors and training objectives affecting the training must be taken into consideration while creating a training program for each training session. More logical and more scientific training programs can be created only as a result of this.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Health & Medical Sciences (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Biophysics (AREA)
  • Cardiology (AREA)
  • General Health & Medical Sciences (AREA)
  • Heart & Thoracic Surgery (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention relates to a virtual reality device which allows adjusting the quality of the simulated game in accordance with the talent and performance of the players and which is developed for the players to react in a virtual match as if they were in a real soccer match.

Description

VIRTUAL REALITY DEVICE FOR TACTICAL SOCCER TRAINING
DESCRIPTION
Technical Field
The invention relates to a virtual reality device which allows adjusting the quality of the simulated game in accordance with the talent and performance of the players and which is developed for the players to react in a virtual match as if they were in a real soccer match.
State of the Art
Training is the process of using all precautions, solutions, determination and effort required for peaking up the performance, organization and enhancing the organism psychologically and physically.
The purpose of training is to peak the players up in a planned manner in a sports branch or its related sub-branches. While realizing this purpose, it is required to carry out all performance criteria required for peak. Moreover, scientific data and pedagogical principles must be utilized throughout training periods.
The main function of training differs in accordance with the age and performance of the player, the level of training and training periods .
Every player needs basic functions of training. The technical, tactical, physical, strength, mental and psychological preparation and training, which are among main functions of training, must be included in all sports programs. In this process, the age, individual capacity and readiness level of the player must be taken into account. A correctly applied training program has the most important role in success of a player in competitions. In this preparation period, these physical, technical, tactical and mental trainings must be provided to the player.
Physical preparation includes works related to improving basic motor characteristics and coordinative skills of the player to the level required by sport disciplines.
Technical preparation, is the act of displaying the movements particular to the branch correctly and economically by the player. Trainers spend most of their time teaching these required techniques to the players. Tactical preparation, is the act of displaying skills individually and as a team under constant and varying conditions by a player whose technical skills are improved. Tactical preparation may be successful only by improving technical preparation. A player who fails to hold on to the ball properly may not be able pass the ball to the intended location or a player who cannot fake effectively may not be able to pass his/her opponent easily. While the conditions of utilized equipment and the size of sports halls and soccer fields are unvarying, conditions such as climate and opponent performances differ. All these variables form up the tactical understanding.
Mental and psychological preparation, is the act of preparing to the related sports branch by a player by overcoming perceptual, stress related, motivational, training related and motor skills affecting himself/herself. Players may be able to understand the advantage of this in competitive environment only if they regularly control their psycho-energy levels.
In mental preparation, factors such as good use of intellect regarding the game, playing the roles taken on in the training to the competition, experience, attention and concentration sometimes have an impact on the course of the game in team or individual sports and change the result.
Although starting age differs in accordance with the sports branch, a player must start training in childhood in order to gain correct physical and mental skills. Also for soccer, which is one of the well-known branches of sport, the needs of the player differs with age. Moreover, the size of the field on which the game is played and the duration of the game also differentiate the physiological responses of the child and the requirements of the game. It is demonstrated by studies that the average heartrate of soccer players who are in the age group of 11-12 years during a match vary between 160 and 180 BPM. In another study, it is reported that the average heartrate of 11 year old children in a higher level match is 180 BPM. It is also proven by a study that elite footballers play soccer with a heartrate {175 BPM) higher than the heartrate (160 BPM) of non-elite players of the same age (12 year old) , in other words, that they push their capacity further. As can be understood from these researches, training programs must vary in accordance with the age and talent of the player.
The training plans of the trainers are prepared based on their former knowledge. Such information are tactical and physical trainings which are formed by the experiences they have earned from sport trainings and experiences. However, studies show that applying the same training program to all players fails to generate efficient results due to the fact that not every player in the same age group has the same talent or the same physical capacity. Moreover, the size and physical conditions of the fields used for training may not as well appeal the same to players from any age group. Another problem experienced is the bad result received by the players as a result of the fact that they continuously train with their teammates and when they play against other players, they get into positions they cannot consider beforehand.
Thus, with the improvements in technology, trainers get mechanical assistance for the purpose of implementing in the trainings. In the state of the art, an example for this is the game simulation disclosed in the patent application No. US2012108365 which allows for all-purpose training and which conducts performance evaluation. In the system, the player is thrown balls from various directions and heights with various speeds and this way, the player gets accustomed to using balls coming from any direction during the match. It is aimed to improve the skills of the player this way. After the training, the performance of the player is evaluated and a report is prepared. However, the game simulator disclosed in this application is completely mechanical and allows only for improvement of shots the player does with the ball.
Another prior art relates to a simulation disclosed in patent application No. US2009091583 which is used in game field. Player wears a helmet shaped headpiece and simulates the game field. Location and direction of the player is traced by means of the helmet. As a field of actual size cannot always be used for trainings, by means of this simulation, the player is allowed to play in virtual reality as if it were an actual field. However, as the virtual environment is created only with respect to head movement in said applications in the form of headpiece, movement capability of the player is limited. The fact that only the movements of head area is input to the simulation as data, it becomes difficult for the player to play in a realistic virtual field. The simulations used in the state of the art aim to improve the performance of the players by diversifying the trainings. However, when these motion sensors which are placed only to the head area detect other limbs of the body, the simulation created in virtual reality becomes much more realistic. Therefore, in the state of the art, motion sensors are mounted on a platform in order to detect every movement of the player or the user, and the player can train in a virtual environment by staying on said platform. However, in a training conducted on this platform, as the training cannot fulfill its purpose in the event that the player gets out of the platform, several limiting connection members are attached to the player in order to keep him/her inside the area. As this prevents free movement of the player or the user, it cannot be efficient in performance measurement.
Although the trainings conducted in virtual fields which are known in the state of the art and which are mentioned above are assistive for the trainers for guiding their players, the system allows training only for the games which are defined on the system. When it comes to players with different charactertstics, some players may find said defined game systems easy and some may find them difficult. Thus, selecting the training suited for the player is of great importance. Organized and planned training program eliminates pointless and coincidental approaches. A well-structured training plan guides the coach, makes the works done in the training meaningful, and allows us to detect what we have achieved, what we need to do, our shortcomings and redundancies. Actually, planning the training means guessing the reaction of the organism to the works conducted in the training. Thus, it is very important for the players to train under actual match conditions and improve their tactical and mental skills in accordance with this.
Moreover, training program requires taking into consideration players' potential and improvement and the equipment. Coach must think that the skills and performances of the players will continuously and plan must be prepared in a manner to foresee future improvements. Objects on change and improvement must be developed with this foresight and these objects must be planned carefully and in detail with suitable training methods and equipment. The main element determining the winner in soccer, which is one of the well-known branches of sport, is the tactical understanding (acting as a group) and how well this is adopted and executed by the players. The tactical understanding of teams differ in accordance with the structure the coach wants impose and takes shape in accordance with the players' readiness to changing conditions and decision making skills. For the reasons stated above, a device which comprises components adjustable to changing conditions and the skills of the player and which can execute the simulations explained above by means of detecting body movement of the player without any limitations was developed.
The Disadvantages to Be Eliminated by the Invention
The object of the invention is to develop a device which can be adjusted to any quality for contributing to the physical and technical improvement in sport branches and for improving players' readiness level to changing circumstances and decision making skills and which allows tracking performance measurement and all phases of the game.
Another object of the invention is to receive a higher efficiency (better self-image, intense experience etc.) from the players by means of Psycho-cybernetics.
Another object of the invention is to provide the players to react in a virtual match as if they were in a real soccer match.
Another object of the invention is to allow the players to train under conditions closest to the real matches and to develop an effective offensive and defensive understanding by increasing decision making speed and accuracy in all tactical organizations during the game for both the youth team (child-youth age group) and the principal team (adult age group) levels.
Description of Figures Figure 1. Virtual Reality Device Reference Numerals
1. Virtual Reality Device
2. Virtual Reality Goggle
3. Stereophonic Virtual Sounder Unit
4. User Detection Unit
5. Haptic Feedback Unit
6. Simulation Generation and Calculation Unit
7. User
Detailed Description of the Invention The invention relates to a virtual reality device (1) which allows adjusting the quality of the simulated game in accordance with the talent and performance of the players and which is developed for the players and users (7) to react in a virtual match as if they were in a real soccer match. With said virtual reality device (1) in which all body movements can be input to the system as data, both the skills of the users (7) will be improved and their performances may be measured digitally.
The virtual reality device (1) comprises a headpiece having at least one three dimensional virtual reality goggle (2) which can be used in the head section and in which movement sensors are located; at least one stereophonic virtual sounder unit (3) which provides 3D virtual sound for the movements in a match; at least one user detection unit (4) which comprises a sensor or sensors for transmitting the three dimensional model of the user (7) to the simulation generation and calculation unit (6) ; at least one haptic feedback unit (5) which comprises components for conveying to the user (7) the electrical, mechanical or similar touching and hitting stimulations which will simulate the feeling of touch or hit on skin when virtual ball and virtual players hit the user (7); and simulation generation and calculation unit (6) by which the ball and virtual games to be used in the match can be prepared/ which can simulate physical movements of virtual players in compliance with laws of physics, which comprises a software for adjusting game quality as intended, by which the virtual reality scenario is realized, and which is used for generating the three dimensional simulation.
Simulation generation and calculation unit (6) comprises a software which determines the contact of ball and other players to the user (7) by calculating the physical interaction between other elements of the simulation and which calculates parameters such as ball speed, ball trajectory, whether or not the ball went to the proper location, user (7) speed, user (7) acceleration, user (7) trajectory and whether or not the user (7) went to the correct location reports these as performance criteria.
Simulation generation and calculation unit (6) is capable of processing and synchronizing other user (7) data received from another device (1) with the data of the user (7) connected to itself and simulating multiple users (7) in the same simulation. Also, it is capable of including into the simulation the data such as weather conditions, wind, coach, manager, spectator voices, goal post, and other physical structures in the field. The virtual reality device (1) according to the invention determines contact of ball and other players to the user (7) by calculating the physical interaction between other elements of the simulation and the user (7) is made to feel said contacts by means of the haptic feedback unit (5) .
By means of the user detection unit (4) by which other players can be seen thanks to the sensors to be placed on the head and limbs of the user (7) as if it were a real match or training, the position of the player and his/her body is transmitted to the simulation generation and calculation unit (6) and the position of the player/players on the virtual match or training field and detailed limb positions are reported to the system. When the virtual ball hits the body of the user (7), the feeling of hit is simulated on or near the skin corresponding to the location where the ball hits by means of electrical, mechanical or similar systems and the stereophonic sound system will increase the sense of realism by means of 3D sound. With the virtual reality device {!) developed, the user {!) will be able to see in 3D the field, virtual players on the field and the ball when he/she moves his/her head and limbs and will immediately feel the contact of the ball and other players.
With the virtual reality device (1) according to the invention, the coaching form which only involves conventional training information is left behind by allowing the coaches to create any intended position on the computer and the players can be placed and trained in an environment similar to an actual field. After the virtual game and positions created by the coach, the performance of the player can be acquired as output and if required, the coach is allowed to observe the simulated game simultaneously or afterwards. With the performance outputs received from the system, coaches are allowed to see the decision making skills and tactical information of the player and/or players in a match and follow up the improvement of the players in accordance with these data. With this device (1J which conducts virtual reality simulation, it is possible to receive a higher efficiency (better self- image, intense experience, etc.) from the players by means of psycho-cybernetics regarding decision making, which is the most important skill in sport branches. Tactical training in smaller groups and the synergy will increase the efficiency of the team and on the other hand, in terms of pycho-cybernetics, the more the players come across conditions similar to real conditions during the training, the higher the rate of correct decision making during a match will be. The training a coach can provide to the players is limited to the technical skills of the players. With the system according to the invention, a coach may be able to train the players with virtual players which can be adjusted in any quality and with positions which can be prepared in any quality. Likewise, all kinds of performance measurement can be conducted on the performance of the players who train with this method as parameters such as speed of the virtual ball, locations and movements of other virtual or real players, the angle with which the ball is hit, and the location the ball goes, may be calculable by the computer.
With the system according to the invention, coaches may check whether or not the objects are achieved in the process and revise the training program in accordance with this. Continuation of the training program is thus provided. The factors and training objectives affecting the training must be taken into consideration while creating a training program for each training session. More logical and more scientific training programs can be created only as a result of this.

Claims

1. A virtual reality device (1) which is developed in order to provide the players to react in a virtual match as if they were in a real soccer match, and in which the quality of the simulated game can be adjusted in accordance with the skills and performance of the players, characterized in comprising a headpiece having at least one three dimensional virtual reality goggle (2) which can be used in the head section and in or around which movement sensors are located; at least one stereophonic virtual sounder unit (3) which provides 3D virtual sound for the movements in a match; at least one user detection unit (4) which comprises a sensor or sensors for transmitting the three dimensional model of the user (7) to the simulation generation and calculation unit (6); at least one haptic feedback unit (5) which comprises components for conveying to the user (7) the electrical, mechanical or similar touching and hitting stimulations which will simulate the feeling of touch or hit on skin when virtual ball and virtual players hit the user (7) ; and simulation generation and calculation unit (6) by which the ball and virtual games to be used in the match can be prepared, which can simulate physical movements of virtual players in compliance with laws of physics, which comprises a software for adjusting game quality as intended, by which the virtual reality scenario is realized, and which is used for generating the three dimensional simulation.
2. The virtual reality device (1) according to Claim 1, characterized in comprising simulation generation and calculation unit (6) which further comprises a software which determines the contact of ball and other players to the user (7) by calculating the physical interaction between other elements of the simulation and which calculates parameters such as ball speed, ball trajectory, whether or not the ball went to the proper location, user (7) speed, user (7) acceleration, user (7) trajectory and whether or not the user (7) went to the correct location reports these as performance criteria.
3. The virtual reality device (1) according to Claim 1, characterized in comprising simulation generation and calculation unit (6) which further comprises a software which allows including into the simulation the data such as weather conditions, wind, coach, manager, spectator voices, goal post and other physical structures in the field.
4. The virtual reality device (1) according to Claim 1, characterized in comprising haptic feedback unit (5) which determines contact of ball and other players to the user (7) by calculating the physical interaction between other elements of the simulation and which makes the user (7) feel said contacts.
5. The virtual reality device (1) according to Claim 1, characterized in comprising user detection unit (4) by which the position of the player and/or players on the virtual match or training field and detailed limb positions are reported to the system by transmitting the position of the player and his/her body to the simulation generation and calculation unit (6) .
EP16757094.4A 2015-05-07 2016-04-15 Virtual reality device for tactical soccer training Withdrawn EP3291898A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
TR201505499 2015-05-07
PCT/TR2016/000053 WO2016178640A1 (en) 2015-05-07 2016-04-15 Virtual reality device for tactical soccer training

Publications (1)

Publication Number Publication Date
EP3291898A1 true EP3291898A1 (en) 2018-03-14

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WO (1) WO2016178640A1 (en)

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CN108549482B (en) * 2018-03-29 2021-01-01 北京理工大学 Virtual reality tactile feedback ware based on ROS system
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