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TWI407992B - Virtual sports system - Google Patents

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Publication number
TWI407992B
TWI407992B TW97140570A TW97140570A TWI407992B TW I407992 B TWI407992 B TW I407992B TW 97140570 A TW97140570 A TW 97140570A TW 97140570 A TW97140570 A TW 97140570A TW I407992 B TWI407992 B TW I407992B
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virtual
host
exercise device
game
physical
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TW97140570A
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Chinese (zh)
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TW201016274A (en
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Jing Jing Fang
Chia Chang Tsai
Tai Hong Kuo
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Univ Nat Cheng Kung
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Abstract

A virtual sports system comprises a tracer and a console. The tracker continuously traces a variation of six degrees of freedom of a substantial sports implement and calculates coordinates and relative motion angles of the substantial sports implement in three-dimensional space. The console creates a virtual environment having at least one virtual sports implement and a virtual object. The console receives data of coordinates and angles from the tracker, accordingly calculates speeds, accelerations and rotation angles of the substantial sports implement in three-dimensional space and synchronously changes speeds, accelerations and rotation angles of the virtual sports implement to display a corresponding physical interaction between the virtual sports implement and the virtual objects in the virtual environment. Therefore the user who operating the substantial sports implement can immerse in a sports environment and enjoy sports experience in the virtual sports system.

Description

運動模擬系統Motion simulation system

本發明關於一種運動模擬系統,尤指一種即時追蹤由使用者所操作之運動器具的動作,並對應呈現該運動器具之動作於一虛擬場景中,進而同步與一建立於虛擬場景之虛擬目標物進行互動的運動模擬系統。The present invention relates to a motion simulation system, and more particularly to an action for instantly tracking a sports apparatus operated by a user, and correspondingly presenting the movement of the exercise apparatus in a virtual scene, thereby synchronizing with a virtual target established in the virtual scene. Interactive motion simulation system.

隨著資訊科技的快速進步,使得人們在工作、學習以及娛樂上展開新的生活面貌,在擁有廣大消費者市場的電子遊戲領域方面,遊戲廠商在競爭激烈下不斷從事遊戲開發,遂有廠商針對運動遊戲開發出可模擬實際運動方式之操作模式,如知名遊戲廠商任天堂即配合其遊戲主機wii推出了棒球、網球、保齡球以及拳擊等運動遊戲,玩家在遊戲過程中不需經過繁雜的操作,僅需手握持遊戲握柄同時配合主機之遊戲畫面作出揮拍、投球、打擊等相關動作,即可進行遊戲,此前所未見的新穎遊戲操作方法,不僅簡單易懂且老少咸宜,因此受到廣大消費者的熱烈歡迎。With the rapid advancement of information technology, people have a new life in work, study and entertainment. In the field of electronic games with a large consumer market, game manufacturers are constantly engaged in game development under fierce competition. Sports games have developed modes of operation that simulate actual sports. For example, Nintendo, a well-known game maker, has launched sports games such as baseball, tennis, bowling and boxing with its game console wii. Players do not have to go through complicated operations during the game. You can hold the game grip while playing the game screen of the host to make swings, pitches, blows, etc., and you can play the game. The novel game operation methods that have never been seen before are not only easy to understand, but also suitable for both young and old. The warm welcome of the vast number of consumers.

以前述wii遊戲主機而言,其所搭配之遊戲握柄係內建陀螺儀式三軸感測晶片,該三軸感測晶片可感測玩家手部的動作並以無線藍芽技術將動作數據回傳至遊戲主機,遊戲主機再根據回傳之動作數據進行運算而控制遊戲的揮拍、打擊等動作,同時配合遊戲所設計之內容模擬出實際運動感受,然而,以球拍類運動而言,其遊戲畫面上球拍會自動移動到球的移動路徑上,玩家只要選擇適當揮拍時機即可,無需移動自身位置也與擊球點無關,且產生之運動感受實際上僅與手腕動作有關。以網球遊戲而言,即使沒有真正伸展手臂進行揮拍動作,使用者仍可僅以手腕動作在遊戲畫面中達到拍擊效果,且其遊戲動作與操作力道無關,故手部揮拍力道很大,遊戲畫面的球速並不會相對增加,且球拍打到球時應有的力回饋反應也無法相對地呈現,再者,畫面中球被擊中之後的運動與揮擊角度無關,只與揮擊時機與遊戲握柄之按鍵功能有關。是以,雖然其新穎的操作方式使得家用電玩遊戲從靜態轉變為動態,但距離提供真實的運動模擬體驗仍有一段差距。In the aforementioned Wii game console, the game grip is equipped with a built-in gyro ceremony three-axis sensing chip, which can sense the movement of the player's hand and use the wireless Bluetooth technology to move the motion data back. Passed to the game console, the game host then controls the game's swing, strike, etc. according to the action data of the return, and simulates the actual sports experience with the content designed by the game. However, in terms of racket sports, On the game screen, the racket will automatically move to the path of the ball. The player only needs to select the appropriate swing timing. It does not need to move the position of the player and has nothing to do with the hitting point, and the resulting sports experience is actually only related to the wrist movement. In the case of a tennis game, even if the arm is not actually stretched, the user can still achieve the slap effect in the game screen with only the wrist motion, and the game motion is independent of the operation power, so the hand swing power is large. The ball speed of the game screen does not increase relatively, and the force feedback response when the racket hits the ball cannot be relatively presented. Moreover, the motion after the ball is hit in the picture has nothing to do with the swing angle, only with the wave The timing of the hit is related to the button function of the game grip. Therefore, although its novel operation mode makes the home video game from static to dynamic, there is still a gap between providing a real sports simulation experience.

有鑑於此,本發明之主要目的在於提供一運動模擬系統,係利用一追蹤裝置對一實體運動器具的運動軌跡進行六個自由度追蹤,再同步對應至一顯示於一虛擬場景內的虛擬運動器具,建立該虛擬運動器具與一虛擬目標物之間相對應的物理現象呈現,讓使用者擁有更有趣擬真的運動模擬體驗。In view of this, the main object of the present invention is to provide a motion simulation system that uses a tracking device to track the motion trajectory of a physical exercise device in six degrees of freedom, and then synchronizes to a virtual motion displayed in a virtual scene. The appliance establishes a corresponding physical phenomenon between the virtual exercise device and a virtual target, so that the user has a more interesting and realistic motion simulation experience.

欲達上述目的所使用之主要技術手段,係令該運動模擬系統包含:一追蹤裝置,係即時追蹤一實體運動器具之六自由度的變化量而計算測得該實體運動器具在三維空間的運動座標及相對移動方位;一主機,係於一顯示裝置上建立一虛擬場景,並於該虛擬場景內建立至少一虛擬運動器球具以及至少一虛擬目標物,該主機並連接該追蹤裝置而接收該追蹤裝置所測得之座標資訊,進而根據座標資訊的變化計算出該實體運動器具在三維空間中的速度與加速度,並於該虛擬場景內同步改變該虛擬運動器具之速度、加速度及運動方位,使該虛擬運動器具與虛擬目標物之間能於虛擬場景中呈現相對應的物理現象。The main technical means used to achieve the above purpose is to make the motion simulation system include: a tracking device that instantly tracks the movement of the six degrees of freedom of a physical exercise device and calculates the movement of the physical exercise device in three dimensions. a coordinate and a relative movement orientation; a host establishes a virtual scene on a display device, and establishes at least one virtual motion device and at least one virtual target in the virtual scene, and the host is connected to the tracking device to receive The coordinate information measured by the tracking device further calculates the velocity and acceleration of the physical exercise device in three-dimensional space according to the change of the coordinate information, and synchronously changes the speed, acceleration and motion orientation of the virtual exercise device in the virtual scene. So that the virtual exercise device and the virtual target can present a corresponding physical phenomenon in the virtual scene.

本發明有別於習知遊戲主機利用遊戲器具內的感測晶片感應使用者手部動作的模擬方式,而是以追蹤裝置追蹤受使用者操作之實體運動器具的動作,因此使用者使用該實體運動器具的任何動作皆可對應至虛擬場景,若使用者未將實體運動器具移動至適當位置進行動作,即使動作時機正確,同步對應的虛擬運動器具也無法正確與虛擬目標物互動,且使用者操作實體運動器具的方式將會影響虛擬運動器具與虛擬目標碰撞後所呈現的物理現象,是以,使用者可相對擁有更具真實感的遊戲體驗。The present invention is different from the analog game device in which the game controller uses the sensing chip in the game device to sense the motion of the user's hand, and the tracking device tracks the action of the physical exercise device operated by the user, so the user uses the entity. Any action of the exercise device can correspond to the virtual scene. If the user does not move the physical exercise device to the appropriate position to perform the action, even if the action timing is correct, the synchronized virtual exercise device cannot correctly interact with the virtual target, and the user The way in which the physical exercise apparatus is operated will affect the physical phenomenon exhibited by the virtual exercise apparatus after colliding with the virtual target, so that the user can have a more realistic game experience.

請參考第一圖及第二圖所示,係本發明運動模擬系統一較佳實施例之方塊圖以及操作示意圖,係包含:一追蹤裝置(10),係可為使用光學式、機械式、電磁式、超音波式、加速規式或光纖式等追蹤技術之追蹤裝置,係即時追蹤至少一實體運動器具(100)之六自由度的變化量而測得該實體運動器具(100)在三維空間的運動座標及相對移動角度,本實施例中該實體運動器具(100)係一桌球拍外形,該實體運動器具(100)內建有一追蹤標的元件以提供前述追蹤裝置(10)進行定位追蹤;前述六自由度包含縱軸、橫軸及垂直軸(x,y,z軸)的平移運動,以及繞著縱軸、橫軸、垂直軸的旋轉運動,即3個平移方向和3個旋轉方位軸,以採用光學式追蹤技術的追蹤裝置為例,係於複數電荷耦合元件(CCD,Charge-coupled Device)旁分別安裝有紅外線發光裝置,再於被測物(如前述的實體運動器具)上固定安裝反光元件(即前述之追蹤標的元件,其中該追蹤標的元件至少包含三個反光元件以便決定一三軸座標系),如此被測物空間座標與旋轉量即可透過追蹤元件反射紅外線給電荷耦合元件的方式並經由電腦即時運算即可獲得;以及一主機(20),係可搭載至少一遊戲而根據該遊戲於一顯示裝置上建立一虛擬場景(21),本實施例係以應用於桌球遊戲為例,該虛擬場景(21)如第三圖所示,該主機(20)並於該虛擬場景(21)建立至少一虛擬運動器具(210)、至少一虛擬目標物(211)以及至少一可互動虛擬物件(212),其中,該虛擬運動器具(210)為一虛擬乒乓球拍,該虛擬目標物(211)為一虛擬乒乓球,該互動虛擬物件(212)可包含虛擬場景中所建立的物件,包含遊戲相關道具如球桌、球網、地板、隔板、牆壁、旁觀者等;該主機(20)並連接該追蹤裝置(10)而接收該追蹤裝置(10)所測得之座標資訊,進而根據座標資訊的變化運算出該實體運動器具(100)在三維空間中的速度與加速度,並同步對應至該虛擬運動器具(210)之速度、加速度及旋轉角,該主機(20)並根據該虛擬運動器具(210)之速度、加速度及旋轉角建立與虛擬目標物(211)之間的相對關係而於虛擬場景(21)中同步計算呈現相對應的物理運動現象;該主機(10)並根據不同物理運動現象的結果或遊戲情節設計而改變可互動虛擬物件(212)之互動狀態,例如虛擬目標物飛行高度不夠造成掛網,或是虛擬目標物落地與地板產生的運動,或是虛擬球拍撞擊球桌產生的阻擋現象與音效等。Referring to the first and second figures, a block diagram and an operation diagram of a preferred embodiment of the motion simulation system of the present invention include: a tracking device (10), which can be optical, mechanical, or Tracking device for tracking technology such as electromagnetic, ultrasonic, accelerometer or fiber optic, which is to track the change of six degrees of freedom of at least one physical exercise device (100) and measure the physical exercise device (100) in three dimensions. The moving coordinate of the space and the relative movement angle, in this embodiment, the physical exercise device (100) is a table racket shape, and the physical exercise device (100) has a tracking element built therein to provide the tracking device (10) for positioning and tracking. The aforementioned six degrees of freedom include translational motion of the vertical axis, the horizontal axis, and the vertical axis (x, y, z axis), and rotational motion about the vertical axis, the horizontal axis, and the vertical axis, that is, three translation directions and three rotations. The azimuth axis is exemplified by a tracking device using optical tracking technology, in which an infrared illuminating device is installed next to a CCD (Charge-coupled Device), and then an object to be tested (such as the aforementioned physical exercise device) Fixing the retroreflective element (i.e., the above-mentioned tracking target component, wherein the tracking target component includes at least three reflective components to determine a three-axis coordinate system), such that the space coordinate and the amount of rotation of the object to be measured can reflect infrared rays through the tracking component to charge The manner of coupling the components is obtained by computer real-time operation; and a host (20) can carry at least one game to establish a virtual scene (21) on a display device according to the game, and the embodiment is applied to In the case of a billiard game, as shown in the third figure, the host (20) establishes at least one virtual exercise device (210), at least one virtual target (211), and the virtual scene (21). At least one interactive virtual object (212), wherein the virtual exercise device (210) is a virtual table tennis bat, the virtual target (211) is a virtual table tennis, and the interactive virtual object (212) can be included in the virtual scene. The created object includes game related items such as a ball table, a net, a floor, a partition, a wall, a bystander, etc.; the host (20) is connected to the tracking device (10) and receives the tracking device (10) The coordinate information, and then calculating the speed and acceleration of the physical exercise device (100) in the three-dimensional space according to the change of the coordinate information, and synchronously corresponding to the speed, acceleration and rotation angle of the virtual exercise device (210), the host ( 20) and according to the speed, acceleration and rotation angle of the virtual exercise device (210) to establish a relative relationship with the virtual target (211) and synchronously calculate the corresponding physical motion phenomenon in the virtual scene (21); The host (10) changes the interactive state of the interactive virtual object (212) according to the result of different physical motion phenomena or the game plot design, for example, the virtual target has insufficient flying height to cause the net to be hung, or the virtual target is grounded and the floor is generated. Exercise, or the blocking phenomenon and sound effect produced by the virtual racket hitting the table.

前述實體運動器具(100)可進一步設置有振動件、音效件或發光件等元件而具有振動、音效、亮光等被動式功能,並可視需求搭配設有按鈕組、轉盤組等元件於該實體運動器具(100)上,該按鈕組係對應前述主機(20)而透過無線傳輸控制該主機(20)所建立虛擬場景(21)之功能選擇,可啟動主機(20)所提供之遊戲操作選項,或觸發特定事件(諸如發球),或是切換前述可互動虛擬物件(212)是否與虛擬運動器具(210)以及虛擬目標物(211)產生互動之條件;該轉盤組係對應主機(20)透過無線傳輸而調整該主機(20)於虛擬場景(21)所建立之物理現象的參數量,故按鈕組與轉盤組可提供遊戲者透過該實體運動器具(100)對主機(20)進行操作控制管理,諸如虛擬場景內物件的功能切換、造型切換、背景更換、量化參數調整、尺寸變動等等功能,係可視設計需求由實體運動器具(100)上的按鈕組及轉盤組提供使用者主動進行功能選項切換或參數大小之調整。The physical exercise device (100) may further be provided with components such as a vibrating member, a sound effect member or a illuminating member, and has a passive function such as vibration, sound effect, bright light, etc., and may be provided with a button group, a turntable group and the like in the physical exercise device according to requirements. (100), the button group corresponds to the host (20) and controls the function selection of the virtual scene (21) established by the host (20) through wireless transmission, and can start the game operation option provided by the host (20), or Triggering a specific event (such as serving), or switching whether the aforementioned interactive virtual object (212) interacts with the virtual exercise device (210) and the virtual target (211); the turntable group corresponds to the host (20) through the wireless The parameter quantity of the physical phenomenon established by the host (20) in the virtual scene (21) is adjusted, so that the button group and the carousel group can provide the player with operation control management of the host (20) through the physical exercise device (100). Functions such as function switching, shape switching, background replacement, quantization parameter adjustment, size change, etc. of objects in a virtual scene, which are visual design requirements by buttons on the physical exercise apparatus (100) Group and provide users with active wheel adjustment options or parameter sizes of switch.

請參考第四圖所示,前述主機(20)在運算虛擬運動器具(210)與虛擬目標物(211)之間的相對關係時,係令該虛擬目標物(211)具有一速度向量Ball _vel ,該虛擬運動器具(210)則對應實體運動器具(100)而具有一速度向量Bat _vel ,該虛擬目標物(211)係根據兩者速度向量之夾角關係而具有一旋轉軸s _Axial ,即兩者速度向量之外積:Referring to the fourth figure, the host (20) controls the virtual object (211) to have a velocity vector Ball _ vel, movement of the virtual appliance (210) corresponding to the physical exercise apparatus (100) having a velocity vector Bat _ vel, the virtual object (211) in accordance with the angle-based relationship between the velocity vector and having an axis of rotation s _ axial , that is, the product of the two velocity vectors:

s _Axial =Ball _vel ×Bat _vel s _ Axial = Ball _ vel × Bat _ vel ;

帶有旋轉的虛擬目標物(211)在碰觸虛擬運動器具(210)時,會因為旋轉的關係產生一改變速度向量chg _vel ,此改變速度向量chg _vel 係為旋轉軸s _Axial 對虛擬運動器具(210)碰觸面之單位法向量作外積,即:Virtual object (211) with rotating motion when touching a virtual appliance (210), will produce a change of the rotational speed vector because of chg _ vel, this speed vector changes chg _ vel _ Termination Style Axial lines of the rotation axis s Unit normal vector of touch surface of virtual exercise device (210) Make an external product, namely:

是以,虛擬目標物(211)在碰撞後即具有新的速度向量Ball _vel ',即:Therefore, the virtual target (211) has a new velocity vector Ball _ vel ' after the collision, namely:

Ball _vel '=Ball _vel +chg _vels Ball _ vel '= Ball _ vel + chg _ vels .

該主機(20)可藉上述公式運算得出虛擬目標物(211)受外力碰撞所產生的的運動軌跡與旋轉角度,不同擊球速度與角度皆會使虛擬目標物(211)產生不同飛行軌跡,可經由追蹤裝置(10)追蹤實體運動器具(100)之座標變化而對應得到該虛擬運動器具(210)相對該虛擬目標物(211)的速度和加速度,進而判斷兩者的相對關係而辨識擊球的方式,例如:正手反手的接發球、攻擊、推擋、拉球、切球、搓切、撥球、扣殺、側旋等等,使所呈現的遊戲效果更為逼真。The host (20) can calculate the motion trajectory and rotation angle of the virtual target (211) caused by the external force collision by using the above formula, and the different hitting speeds and angles will cause the virtual target (211) to generate different flight trajectories. The tracking device (10) can track the coordinate change of the physical exercise device (100) to obtain the speed and acceleration of the virtual exercise device (210) relative to the virtual target (211), thereby determining the relative relationship between the two. The way to hit the ball, for example: the forehand of the forehand, the attack, the push, the pull, the cut, the cut, the ball, the smash, the side spin, etc., make the game play more realistic.

以本發明應用於桌球遊戲為例,進行遊戲時,使用者只需控制實體運動器具(100),同步對應虛擬場景(21)中的虛擬運動器具(210)即會產生同步運動並與虛擬目標物(211)進行物理現象的互動,並根據遊戲條件或情節設計,令可與場景中之可互動虛擬物件(212)產生互動,如乒乓球在地板的彈跳滾動、球撞到隔板的運動停止狀態、球拍打到桌面的阻擋撞擊聲。在操作模式方面,該主機(20)可連接一顯示器以顯示該虛擬場景(21),並可提供單人模式讓使用者與主機(20)內設的電腦端對打,或是以分割畫面顯示雙方各自第一人稱之虛擬場景,或是再連接另一顯示器以提供雙人單機模式的遊戲選擇。該主機(20)亦可選擇性地透過無線或有線網路與近端或遠端的網路使用者進行對打。In the case where the present invention is applied to a billiard game, when the game is played, the user only needs to control the physical exercise apparatus (100), and the virtual exercise apparatus (210) in the corresponding virtual scene (21) is synchronized to generate a synchronized motion and the virtual target. The object (211) interacts with the physical phenomenon and is designed according to the game condition or plot to interact with the interactive virtual object (212) in the scene, such as the bounce of the table tennis on the floor and the movement of the ball into the partition. The stop state, the racket hits the table to block the impact sound. In terms of operation mode, the host (20) can be connected to a display to display the virtual scene (21), and can provide a single player mode for the user to play against the computer end of the host (20), or to split the screen. Display the virtual scene of each person's first person, or connect another monitor to provide a game option for two-person stand-alone mode. The host (20) can also be selectively paired with a near-end or far-end network user via a wireless or wired network.

第二圖即為雙人對打的示意圖,該主機(20)係連接兩顯示器,而同時於該兩顯示器建立兩相對側的虛擬場景(21)。在遊戲執行時,球碰到虛擬場景(21)內的桌面產生反彈時,或是球拍擊到球時,主機(20)可連接喇叭發出乒乓球不同頻率的撞擊聲,再者,前述實體運動器具(100)可於虛擬運動器具(210)擊中虛擬目標物(211)的瞬間同步產生振動、音效甚至亮光,前述實體運動器具(100)所進一步設置的按鈕組與轉盤組則可增加遊戲者的控制管理功能,可視設計需求由實體運動器具(100)之按鈕組及轉盤組提供,諸如虛擬場景內物件的切換、造型切換、背景更換、量化參數調整、尺寸變動等功能,以使遊戲本身更為生動有趣,刺激使用者的感官體驗。The second figure is a schematic diagram of a two-player pair. The host (20) is connected to two displays, while simultaneously creating virtual scenes (21) on opposite sides of the two displays. During the execution of the game, when the ball hits the desktop in the virtual scene (21) to generate a rebound, or when the racket hits the ball, the host (20) can connect the speaker to emit the impact sound of different frequencies of the table tennis, and further, the aforementioned physical movement The appliance (100) can synchronously generate vibration, sound effects and even light when the virtual exercise apparatus (210) hits the virtual target (211), and the button set and the turntable set further provided by the aforementioned physical exercise apparatus (100) can increase the game. The control and management functions of the person are provided by the button set and the turntable group of the physical exercise apparatus (100), such as the switching of objects in the virtual scene, the shape switching, the background change, the quantization parameter adjustment, the size change and the like, so as to make the game It is more interesting and interesting, stimulating the user's sensory experience.

本發明之主機(20)尚具可調變性功能,可調整遊戲難易程度、加強/減弱物理現象或是增減碰撞發生率(該物理現象泛指任何物理現象可以不拘於地球環境場),其中難易度係指於單人模式時,限制電腦端回擊球的範圍、速度,改變物件碰撞的摩擦係數,改變球體與空氣的阻力係數等等,讓玩家感受不同的難易度;加強/減弱物理現象則是調整虛擬運動器具之拍面或桌面的摩擦係數,使虛擬目標物(211)的旋轉或回彈力的碰撞回饋程度加強或減弱;增減碰撞發生率則是變更虛擬場景(21)中的虛擬運動器具(210)大小,如虛擬運動器具(210)變大,則可讓使用者更容易於虛擬場景(21)內擊中虛擬目標物(211)。可藉由前述轉盤對應主機之遊戲難易度調整控制參數,而透過無線傳輸改變該主機於虛擬場景所建立之物理現象的參數量。The host (20) of the present invention has an adjustable denaturation function, which can adjust the difficulty of the game, strengthen/reduce the physical phenomenon or increase or decrease the collision rate (the physical phenomenon generally refers to any physical phenomenon that can be independent of the earth environment field), wherein Difficulty refers to limiting the range and speed of the ball back to the computer in the single-player mode, changing the friction coefficient of the object collision, changing the resistance coefficient of the ball and the air, etc., allowing the player to feel different difficulty levels; strengthening/weaking the physics The phenomenon is to adjust the friction coefficient of the surface of the virtual exercise device or the desktop, so that the degree of collision feedback of the rotation or resilience of the virtual target (211) is strengthened or weakened; the increase or decrease of the collision rate is changed in the virtual scene (21). The size of the virtual exercise device (210), such as the virtual exercise device (210), makes it easier for the user to hit the virtual target (211) within the virtual scene (21). The parameter amount of the physical phenomenon established by the host in the virtual scene can be changed by wireless transmission by adjusting the control parameter of the game difficulty level of the corresponding carousel of the aforementioned carousel.

本發明可應用於各式運動,諸如棒球、壘球、網球、足球、高爾夫球、排球、拳擊、跆拳、舞蹈,部分運動雖可能無運動器具,但仍可將追蹤標的元件安裝於使用者的四肢、手套或是鞋子,故本發明所指實體運動器具並不限於球類用具,可泛指一般進行運動所需使用的「工具」,例如網球的球拍、拳擊的手套、舞蹈者的四肢等等。The invention can be applied to various sports, such as baseball, softball, tennis, soccer, golf, volleyball, boxing, punching, dancing, and although some sports may not have sports equipment, the tracking target components can still be installed on the user's limbs. , gloves or shoes, so the physical exercise equipment referred to in the present invention is not limited to ball tools, and can generally refer to the "tools" commonly used for sports, such as tennis rackets, boxing gloves, dancers' limbs, etc. .

綜上所述,本發明主要利用一追蹤裝置對一實體運動器具的運動軌跡進行六個自由度追蹤,再藉由一主機建立一虛擬場景,同步對應至一顯示於該虛擬場景的虛擬運動器具,建立該虛擬運動器具與虛擬場景中虛擬目標物之間的物理現象以及動作呈現,有別於習知遊戲主機利用遊戲握柄感應使用者手部動作的模擬方式,本發明使用者操作實體運動器具的方式將會影響虛擬目標物受撞擊後所呈現的物理現象,是以,使用者可相對擁有更真實的運動模擬體驗。In summary, the present invention mainly utilizes a tracking device to perform six degrees of freedom tracking on the motion trajectory of a physical exercise device, and then establishes a virtual scene by a host, and synchronously corresponds to a virtual exercise device displayed on the virtual scene. Establishing a physical phenomenon and an action presentation between the virtual exercise device and the virtual target in the virtual scene, which is different from the simulation mode in which the game host uses the game grip to sense the user's hand motion, and the user of the present invention operates the physical motion. The way the appliance will affect the physical phenomenon that the virtual target presents after being impacted, so that the user can have a more realistic motion simulation experience.

(10)...追蹤裝置(10). . . Tracking device

(100)...實體運動器具(100). . . Physical exercise apparatus

(20)...主機(20). . . Host

(21)...虛擬場景(twenty one). . . Virtual scene

(210)...虛擬運動器具(210). . . Virtual exercise equipment

(211)...虛擬目標物(211). . . Virtual target

(212)...可互動虛擬物件(212). . . Interactive virtual object

第一圖:本發明一較佳實施例之方塊示意圖。First Figure: A block diagram of a preferred embodiment of the present invention.

第二圖:本發明一較佳實施例之操作示意圖。Second Figure: A schematic diagram of the operation of a preferred embodiment of the present invention.

第三圖:本發明一較佳實施例之虛擬場景示意圖。Third: A schematic diagram of a virtual scene in accordance with a preferred embodiment of the present invention.

第四圖:本發明之虛擬目標物與虛擬運動器具運動碰撞的向量示意圖。Fourth figure: a vector diagram of the collision between the virtual target of the present invention and the virtual exercise apparatus.

(10)...追蹤裝置(10). . . Tracking device

(100)...實體運動器具(100). . . Physical exercise apparatus

(20)...主機(20). . . Host

(21)...虛擬場景(twenty one). . . Virtual scene

(210)...虛擬運動器具(210). . . Virtual exercise equipment

(211)...虛擬目標物(211). . . Virtual target

(212)...可互動虛擬物件(212). . . Interactive virtual object

Claims (8)

一種運動模擬系統,係包含:一追蹤裝置,係即時追蹤一實體運動器具之六自由度的變化量而計算測得該實體運動器具在三維空間的運動座標及相對移動方位;一主機,係於一顯示裝置上建立一虛擬場景,並於該虛擬場景中建立至少一虛擬運動器具以及至少一虛擬目標物,該主機並連接該追蹤裝置而接收該追蹤裝置所測得之座標資訊,進而根據座標資訊的變化運算出該實體運動器具在三維空間中的速度與加速度,並同步改變該虛擬運動器具之速度、加速度及旋轉角,使該虛擬運動器具與虛擬目標物之間能於虛擬場景中呈現相對應的物理運動現象;該虛擬運動器具係為一虛擬球拍,該虛擬目標物係為一虛擬球,其中該虛擬運動器具係具有一速度向量Bat _vel ,該虛擬目標物具有一速度向量Ball _vel 以及一旋轉軸s _Axial ,該旋轉軸s _Axial 係為該虛擬目標物之速度向量Ball _vel 對虛擬運動器具之速度向量Bat _vel 作外積;該虛擬目標物與虛擬運動器具碰撞後即具有新的速度向量Ball _vel ',該新的速度向量Ball _vel '係等於原本的速度向量Ball _vel 加上一改變速度向量chg _vel ,該改變速度向量chg _vel 係為虛擬目標物受碰撞時所產生,該改變速度向量為旋轉軸s _Axial 對虛擬運動器具碰觸面之單位法向量作外積。A motion simulation system includes: a tracking device that instantaneously tracks a change in a six-degree-of-freedom of a physical exercise device to calculate a motion coordinate and a relative movement orientation of the physical exercise device in three-dimensional space; Establishing a virtual scene on a display device, and establishing at least one virtual exercise device and at least one virtual target in the virtual scene, the host is connected to the tracking device to receive the coordinate information measured by the tracking device, and then according to the coordinate The change of the information calculates the speed and acceleration of the physical exercise device in the three-dimensional space, and synchronously changes the speed, acceleration and rotation angle of the virtual exercise device, so that the virtual exercise device and the virtual target can be presented in the virtual scene. corresponding to the physical movement of phenomena; virtual exercise device system is a virtual racket, the virtual object system is a virtual ball, wherein the virtual exercise device system having a velocity vector Bat _ vel, the virtual object having a velocity vector ball and a rotating shaft _ Vel s _ axial, the s _ axial rotation shaft for the virtual system target The velocity vector Ball _ vel speed virtual exercise device of vectors Bat _ vel as the outer product; the virtual object and the virtual exercise device crash after having a new velocity vector Ball _ vel ', the new velocity vector Ball _ vel' system is equal to the original speed vector Ball _ vel plus a velocity vector chg _ vel change, this change speed vector based chg _ vel is generated when the virtual object by a collision, to change the velocity vector of the rotation axis s _ axial movement of the virtual appliance The unit normal vector of the touch surface is used as the outer product. 如申請專利範圍第1項所述之運動模擬系統,該主機進一步於虛擬場景中建立至少一可互動虛擬物件,並根據所設計遊戲情節與可互動虛擬物件產生符合物理現象的互 動。 For example, in the motion simulation system described in claim 1, the host further establishes at least one interactive virtual object in the virtual scene, and generates a physical phenomenon-compatible mutual according to the designed game scenario and the interactive virtual object. move. 如申請專利範圍第1項所述之運動模擬系統,該實體運動器具進一步設有一按鈕組及轉盤組,該按鈕組係對應前述主機而透過無線傳輸控制該主機所建立虛擬場景之功能選擇,可啟動主機所提供之遊戲操作選項;該轉盤組係對應主機內遊戲所設計之運動模擬內容進行可調項目的調變,產生遊戲難易度控制,透過無線傳輸改變該主機於虛擬場景所建立之物理現象的參數量。 The motion simulation system of claim 1, wherein the physical exercise device further comprises a button group and a turntable group, wherein the button group is configured to control a virtual scene of the host by wireless transmission corresponding to the host. The game operation option provided by the host is started; the turntable group adjusts the adjustable item corresponding to the motion simulation content designed by the game in the host, generates game difficulty control, and changes the physical established by the host in the virtual scene through wireless transmission. The amount of parameters of the phenomenon. 如申請專利範圍第2項所述之運動模擬系統,該實體運動器具進一步設有一按鈕組及一轉盤組,該按鈕組係對應前述主機而透過無線傳輸控制該主機所建立虛擬場景之功能選擇,可啟動主機所提供之遊戲操作選項以及切換前述可互動虛擬物件是否與虛擬運動器具和虛擬目標物產生互動之條件;該轉盤係對應主機內遊戲所設計之運動模擬內容進行可調項目的調變,產生遊戲難易度控制,透過無線傳輸改變該主機於虛擬場景所建立之物理現象的參數量。 The motion simulation system of claim 2, wherein the physical exercise device further comprises a button group and a carousel group, wherein the button group is configured to control a virtual scene of the host by wireless transmission corresponding to the host, The game operation option provided by the host can be activated and the condition for switching whether the aforementioned interactive virtual object interacts with the virtual exercise device and the virtual target; the turntable is adapted to the motion simulation content designed by the game in the host to adjust the adjustable item The game difficulty level control is generated, and the parameter quantity of the physical phenomenon established by the host in the virtual scene is changed through wireless transmission. 如申請專利範圍第3或4項所述之運動模擬系統,該遊戲難易度控制係主要藉由改變虛擬目標物與一平面之間的摩擦係數、改變虛擬目標物與空氣的阻力係數等手段而加強或減弱虛擬目標物於虛擬場景所呈現的物理現象、或是變更虛擬運動器具或是場景中可互動物件之尺寸大小以提高互動之機率,達到遊戲難易度之調整。 For example, in the motion simulation system described in claim 3 or 4, the game difficulty control system mainly changes the friction coefficient between the virtual target and a plane, and changes the resistance coefficient of the virtual target and the air. Enhance or weaken the physical phenomenon of the virtual target in the virtual scene, or change the size of the virtual exercise equipment or the interactive objects in the scene to increase the probability of interaction and adjust the difficulty of the game. 如申請專利範圍第1至4項中任一項所述之運動模擬系統,該追蹤裝置係使用光學式、機械式、電磁式、超音 波式、加速規式或光纖式其中一追蹤技術之追蹤裝置。 The motion simulation system according to any one of claims 1 to 4, wherein the tracking device uses optical, mechanical, electromagnetic, and ultrasonic sounds. A tracking device for tracking technology in wave, acceleration or fiber optics. 如申請專利範圍第1至4項中任一項所述之運動模擬系統,該實體運動器具可於虛擬運動器具擊中虛擬目標物的瞬間同步產生振動、音效及亮光。 The motion simulation system of any one of claims 1 to 4, wherein the physical exercise apparatus can simultaneously generate vibration, sound effects, and brightness when the virtual exercise apparatus hits the virtual target. 如申請專利範圍第5項所述之運動模擬系統,該實體運動器具可於虛擬運動器具擊中虛擬目標物的瞬間同步產生振動、音效及亮光。 The motion simulation system of claim 5, wherein the physical exercise device can simultaneously generate vibration, sound effects, and brightness when the virtual exercise device hits the virtual target.
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