WO2013123640A1 - Motion interaction system and method - Google Patents
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- WO2013123640A1 WO2013123640A1 PCT/CN2012/071379 CN2012071379W WO2013123640A1 WO 2013123640 A1 WO2013123640 A1 WO 2013123640A1 CN 2012071379 W CN2012071379 W CN 2012071379W WO 2013123640 A1 WO2013123640 A1 WO 2013123640A1
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0346—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
Definitions
- the invention relates to a motion interaction system and method.
- the Japanese Nintendo game console provides motion sensing, and players can use the Wii handle to make actions similar to real-life sports, such as swinging tennis rackets, throwing bowling balls, and so on.
- the game player needs to operate through the handle, does not achieve the effect of full body exercise, and can not interact with other players in the same place in real time, which may make the exercise fun and efficiency less.
- a method for operating two or more mobile terminals in an interactive session, wherein the mobile terminal is used to provide one or more sensors is disclosed in US 2006/0061468 A1.
- the sensor is used to obtain the user's heart rate, ambient temperature, humidity, etc., and calculate the user's PEL (personal excitability value).
- the data captured from the sensor is wirelessly connected to other mobile terminals participating in the interactive session, and data received from other mobile terminals is separately transmitted to the mobile terminal user through the user interface.
- the above-mentioned U.S. patents only enable the user to simply perform an interactive exercise and share only the physiological parameters such as the heart rate, ambient temperature, humidity, etc. of the user obtained during exercise between the mobile terminals.
- the present invention provides a new motion interaction system and method, which enables a user to obtain user action related information, such as action type information, in real time in various sports during the exercise process, and fully perform the server and other users.
- user action related information such as action type information
- the data interaction, real-time exercise and sports interaction greatly enhance the fun of sports.
- the present invention provides a motion interaction server, including
- Means for providing motion interaction scene data to the client
- the motion interaction scene data includes at least motion information generated by the client; and further includes one of a motion recognition algorithm model, a motion interaction scene, a motion interaction scene identifier list, or a combination thereof. among them,
- Means for acquiring motion information of the user according to an action signal of the user
- the means for outputting the list of selectable motion interaction scenes is also used to output the motion information of the associated client.
- the device for storing the motion interaction scenario corresponding to the motion interaction scenario identifier list is further configured to store a motion recognition algorithm model corresponding to each of the motion interaction scenarios.
- the present invention further provides a sports interaction system including a plurality of clients and at least one interactive server, wherein
- Each of the clients is configured to output a motion interaction scene identifier list, so that the user selects an identifier of the motion interaction scene to be entered from the motion interaction scene identifier list, and provides the motion interaction scenario, and is used to acquire the The motion information of the action performed by the user in the selected motion interaction scenario;
- Each of the clients in the same motion interaction scenario performs the transmission of the motion information through coordinated communication of the interaction server, and outputs the motion information of the corresponding client in the same motion interaction scenario;
- the interaction server also provides each client with a list of alternative motion interaction scene identifiers and corresponding motion interaction scenarios.
- Each of the related clients is also used to output a motion interaction result.
- the interaction server is further configured to store a motion recognition algorithm model corresponding to the motion interaction scenario, and provide the motion recognition algorithm model to the client. among them,
- the interaction server further provides the mobile interaction scene group and the corresponding scene group related information to the client based on each of the motion interaction scenarios.
- the motion recognition algorithm model includes motion classification algorithm parameters.
- the motion recognition algorithm model also includes an action classification algorithm.
- the motion recognition algorithm model includes a cheat action classification algorithm parameter.
- the motion recognition algorithm model further includes a cheat action classification algorithm.
- Each of the clients in the same motion interaction scenario performs the transmission of the action information; and the related client in the same motion interaction scenario outputs the action information of the relevant client user in the motion interaction scenario.
- Each of the clients also outputs a motion interaction result.
- the motion information of the user includes a type of motion of the user
- 1 is a structural diagram of a motion interaction system according to an embodiment of the present invention
- 2 is a schematic structural diagram of a client according to a first embodiment of the present invention
- FIG. 3 is a schematic diagram of a list of motion interaction identifiers provided by the client shown in FIG. 2;
- FIG. 4 is a schematic diagram of grouping of various motion interaction scenarios provided by the motion interaction server of the present invention
- FIG. 5 is a schematic structural diagram of a client according to a second embodiment of the present invention.
- FIG. 6 shows the flow of the motion interaction method of the present invention.
- FIG. 1 a block diagram of a motion interaction system 10 in accordance with an embodiment of the present invention.
- the plurality of clients 11A, 11B, 11C and the interaction server 12 are included, and the clients 11A-11C communicate with the interaction server 12 through the communication network 13, wherein the communication network 13 can be a local area network (LAN), a wide area network (WAN), The personal area network (PAN) or the Internet (INTERNET), etc., the communication interface can be wired or wireless.
- the number of clients in the motion interaction system 10 of the present invention is not limited to three, and FIG. 1 is only a schematic diagram illustrating the networking architecture of the motion interaction system 10.
- the clients 11A-11C in the kinematic interaction system 10 may further include devices and terminals, respectively. Taking the client 11A as an example, the device 110A and the terminal 111A may be included, as shown in FIG. 2.
- the terminal 111A may be a terminal device of a type such as a computer, a notebook computer, a laptop computer, a PDA, a mobile phone, or the like. It may include an output device 111a, an input device 111b, a processor 111c, and a communication module (not shown), wherein the communication module may perform data transmission by a wired manner, such as USB, or wireless, such as Bluetooth, in the field.
- a wired manner such as USB, or wireless, such as Bluetooth
- FIG. 6 shows the flow of the motion interaction method of the present invention.
- the operation of the motion interactive system 10 of the present invention will now be described in detail with reference to Figs. 2 and 6.
- the user can select the motion interaction scene identifier to be entered in the plurality of motion interaction scene identifier lists outputted by the output device 111b of the terminal 111A through the input device of the terminal 111A, and the motion interaction scene provided by the terminal 111A.
- the user enters the selected motion interaction scenario; wherein the motion interaction scenario may be a virtual motion interaction scenario, or may be a motion interaction performed in a real motion scenario;
- the terminal 111A may further include a storage device 111d for storing related one or more motion interaction scenarios.
- the motion interaction scenario is used to provide a motion interaction interface display, multimedia playback, and motion interaction. Control and other functions;
- the motion interaction scene may include, but is not limited to, skipping, running, push-ups, golf, table tennis, etc., as shown in FIG. 3; wherein the output device 111a may be a display, such as a liquid crystal display, or an audio output device, for example
- the number and name of the interactive interaction scene are output by voice; the user can select the motion interaction scene identifier to be entered by the input device 111b, for example, "1, skipping rope";
- step 101 the device 110A identifies the action type of the user in the selected and entered sports interactive scene and extracts action related information;
- device 110A can include sensor 110a, as shown in FIG. It can be one or a combination of a variety of sensors known in the art including, but not limited to, accelerometers, gyroscopes, angular velocity sensors, height sensors, infrared sensors, image sensors, etc., for detecting motion related signals of the user.
- the sensor 110a in the present invention is preferably a 3D acceleration sensor for sampling a series of motion signals in different directions (three axes);
- a microprocessor 110b for receiving an action signal transmitted from the sensor 110a and acquiring motion information of the user according to the action signal transmitted by the sensor 110a, wherein the motion information may include the action type and/or action related information of the user;
- the microprocessor 110b further includes a motion recognition unit (not shown), and may first perform motion recognition processing according to the motion signal transmitted by the sensor 110a; wherein the motion recognition processing may first perform feature extraction and the like on the detected motion signal. Then, the microprocessor 110b performs action classification processing according to the action classification algorithm, thereby identifying the type of action of the user.
- the action classification algorithm may use a classification algorithm well known in the art;
- classification algorithms may be used for motion classification, such as a Gaussian mixture model, a Bayesian network model, an artificial neural network model, etc., which are well known in the art, and may also be adopted for different motion interaction scenarios.
- the same classification algorithm performs action classification by setting the same or different classification algorithm parameters;
- the device 110 further includes a storage device 110c for storing a motion recognition algorithm model corresponding to each motion interaction scenario, where the motion recognition algorithm model may further include an action classification algorithm and/or an action classification corresponding to each motion interaction scenario.
- Algorithm parameters taking the Gaussian mixture model as an example, the parameters that can be set include, the mixed weight value, the mean vector, and the covariance matrix;
- various motion interactions can be set by training various different motion models.
- the appropriate classification method in the scene taking the Gaussian classification algorithm as an example.
- the motion is classified into, for example, static, one-legged jump, two-legged jump, fast jump, very slow jump, etc.;
- the Gaussian model can be trained to classify the action as, for example, swing, hitting, etc.
- the Gaussian model can be trained to classify the action as raising the hand, stretching the arm, stretching the leg, lowering the waist, etc.;
- the action is classified into, for example, a ball cutting, an upper spin ball, a lower spin ball, a push ball, a lifting ball, a ball attack, etc. by training a Gaussian model;
- the Gaussian model can be further trained to classify one type of action into a standard level 1 action and a standard level 2 action. , standard level 3 action, etc.;
- the microprocessor nob can search for the corresponding motion recognition algorithm model according to the motion interaction scene selected by the user to perform motion recognition processing, thereby accurately identifying the type of motion of the user;
- the motion recognition algorithm model of the embodiment of the present invention may further include a placement location information, and the device 110 prompts the user to place the device to the corresponding location according to the placement location information corresponding to the motion recognition algorithm model stored in the storage device 110c.
- the device 110 prompts the user to place the device to the corresponding location according to the placement location information corresponding to the motion recognition algorithm model stored in the storage device 110c.
- the user may be prompted to wear the device to the waist; if the user selects an interactive scene such as a ball, the user may be prompted to wear the device to, for example, the wrist; if the user selects to run The interactive scene may prompt the user to place the device, for example, on the ankle;
- the microprocessor 110b may further extract action related information through a certain algorithm according to signals detected by different sensors, which may include motion duration, motion intensity, and motion speed in the field. , frequency, angle, angular velocity, direction, etc.;
- the acquired user motion information is transmitted to other clients in the same motion interaction scenario, such as the client 11B-11C; wherein, each client
- the transmission of motion information can be performed between the coordinated communication by the interaction server 12.
- the client 11A-11C can upload the respective motion information to the interaction server 12, collect it by the interaction server 12, and then transmit the motion information to other clients, such as the client.
- the client 11A-11C can also perform point-to-point data transmission through the interactive server 12;
- an output device in the client such as the output device 11 la, outputs the motion
- the action type and/or action related information of the related client user in the interaction scenario may be a client to which other users closely watched by the local client user. For example, in the running scene, the related information of the top three running clients and/or the related clients located in the front and back of the user may be displayed;
- Relevant action related information may be output according to rules of each motion interaction scenario. For example, according to the action frequency calculation, the number of user skipping ropes can be output in the skipping rope scene; according to the motion duration and the motion speed calculation, the number of kilometers the user runs can be output in the running scene; according to the motion frequency calculation, the user can be outputted in the push-up scene
- the number of push-ups; in the golf scene, the angle, intensity, direction, etc. of the hitting ball can be output according to the motion signal of the sensor, or the standard level of the user's swing and the action of hitting the ball; Output the direction, angle, intensity, speed, etc. of the user's shot, and further output whether the hitting user receives the ball and/or concedes the ball.
- the above action related information can be output by the displayed mode or audio;
- the interaction server 12 can also store one or more motion interaction scenarios and provide them to the terminal 111A through the communication network 13; for example, it can be transmitted to the terminal 111A through the network 13 according to the request sent by the terminal 111A;
- the client 11A-11C can log in to the interactive server 12 through the communication network 13, and can then access the motion interaction scenario in the interaction server 12 through the WEB browser, or download and run the motion interaction scenario software in the interaction server 12 through the communication network 13.
- any client in the network can serve as an interactive server 12 to provide motion interaction scenarios to other clients, such as point-to-point connections;
- the interaction server 12 is further configured to store a motion recognition algorithm model database, including a motion recognition algorithm model corresponding to each motion interaction scenario, and provide the same to the client 11A; for example, the client 11A-11C may send the acquisition to the interaction server as needed.
- the action recognition algorithm model corresponding to the motion interaction scenario requests the interaction server 12 to send the motion recognition algorithm model corresponding to the motion interaction scenario to the corresponding client, and the client identifies the user action according to the downloaded motion recognition algorithm model.
- the motion recognition algorithm model is as described above and will not be described again.
- the interaction server 12 can also group the motion interaction scenarios. As shown in FIG. 4, the capacity of each group of users can be set according to the number of users required for the motion interaction scenario.
- the interaction server 12 can provide each client 11A-11C.
- the group information in the motion interaction scenario and the related user information in the group are sent; the user selects the motion interaction scene group to enter through the terminal according to the group information sent by the interaction server 12 and the related user information in the group, for example, the terminal 111A.
- respective motion interaction scene rules may be set, and the winning and losing results are evaluated according to the motion interaction scene rules according to the extracted motion related information.
- a user who first reaches 100 skipping ropes can be set as a winner, and according to the number of skipped ropes of each extracted user, when one of the users reaches 100, the user can be the first name;
- the user's stepping rhythm and direction can be determined according to the footstep rhythm and direction set by the dance mat scene; in the scene where table tennis can be played in real time, the number of catching and seekingng the ball can be set to determine the winning or losing;
- Each client 11A-11C can also judge the interaction win and win and output the result according to the motion interaction rules.
- the motion recognition algorithm model in the motion interaction system 10 of the present invention further includes a cheat action classification algorithm and/or a cheat action algorithm parameter to identify the cheating action.
- a cheat action classification algorithm for example, the user may pretend to exercise only by shaking device 110A in the motion interaction scene that has entered rather than actually exercising.
- the cheat action model can be trained, including, for example, the sway action 1 model, the sway action 2 model, etc., to identify various types of cheating actions.
- the client 11A recognizes that the action of the user is a cheating action
- the corresponding information is output according to the rules of the different interactive scenes, for example, the cheat action is not output or the warning message is output.
- the client 11A may also include only the terminal device, as shown in FIG.
- the sensor 110a' can detect the motion related signal of the user and then transmit it to the processor 110c' for motion recognition processing.
- Components in Figure 5 that have the same or similar functions as in Figure 2 are not described again.
- the client may prompt the user to wear the device 110 on the wrist;
- step 200 the user enters the ping-pong scene provided by the interactive server, and the client outputs the group information in the ping-pong ball scene and the related information in the group;
- step 201 the user selects a table tennis scene group to enter
- Step 202 The user starts to move, and the client detects the motion signal of the wrist part and identifies the algorithm model according to the corresponding action, for example, the action identifier stored locally on the client or downloaded from the interaction server.
- the method model identifies the action type of the user and extracts the action related information according to the interaction scene rule, and sends the action related information to the interaction server; wherein the action related information that can be extracted includes the direction, angle, intensity, speed, etc. of the user hitting the ball, thereby combining according to the information Identifying the type of action of the user to accurately determine the user's action, and calculating the direction, speed, drop point, etc. of the table tennis ball, and further determining whether the hit user receives the ball and/or concedes the ball;
- Step 203 After receiving the action type and/or action related information, the interaction server sends the action type and/or the action related information to other clients in the same scenario or in the same scenario group.
- Step 204 According to the motion interaction rule of the ping-pong scene, the client displays the action type and/or action-related information of the related client user, for example, user A catches 1 ball, user B loses 1 ball, etc.; returns to step 202;
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Description
运动交互系统及方法 技术领域 Motion interaction system and method
本发明涉及一种运动交互系统及方法。 The invention relates to a motion interaction system and method.
背景技术 Background technique
目前, 人们越来越关注不运动带来的亚健康或疾病, 因此基于运动的健身游 戏层出不穷。 At present, people are paying more and more attention to sub-health or diseases caused by non-sports, so sports-based fitness games are endless.
例如日本任天堂游戏机中提供了动作感应功能,玩家能使用 Wii手柄做出与 真实生活中的运动类似的动作, 例如挥动网球拍、 丢掷保龄球等。但游戏玩家需 要通过手柄进行操作,达不到全身锻炼的效果, 而且也不能实时与不在同一地方 其他玩家进行互动, 因此可能会使得运动乐趣和效率降低。 For example, the Japanese Nintendo game console provides motion sensing, and players can use the Wii handle to make actions similar to real-life sports, such as swinging tennis rackets, throwing bowling balls, and so on. However, the game player needs to operate through the handle, does not achieve the effect of full body exercise, and can not interact with other players in the same place in real time, which may make the exercise fun and efficiency less.
美国专利(US2006/0061468A1 )公开了一种用于在交互式会话中操作两个或 两个以上移动终端的方法,其中所述移动终端用于提供一或多个传感器。所述传 感器用于获得用户的心率、 环境温度、 湿度等, 并计算出用户的 PEL (个人兴奋 度值)。从传感器捕获的数据通过无线连接到其他参与该交互式会话的移动终端, 从其他移动终端接收到的数据通过用户接口被分别传输到移动终端用户中。上述 美国专利仅使得用户能够简单地进行交互式锻炼,并仅将在锻炼中获得的用户的 心率、 环境温度、 湿度等生理参数在移动终端之间进行共享。 A method for operating two or more mobile terminals in an interactive session, wherein the mobile terminal is used to provide one or more sensors, is disclosed in US 2006/0061468 A1. The sensor is used to obtain the user's heart rate, ambient temperature, humidity, etc., and calculate the user's PEL (personal excitability value). The data captured from the sensor is wirelessly connected to other mobile terminals participating in the interactive session, and data received from other mobile terminals is separately transmitted to the mobile terminal user through the user interface. The above-mentioned U.S. patents only enable the user to simply perform an interactive exercise and share only the physiological parameters such as the heart rate, ambient temperature, humidity, etc. of the user obtained during exercise between the mobile terminals.
发明内容 Summary of the invention
本发明提供了一种新的运动交互系统及方法,使得用户在运动过程中能够在 各种运动项目中, 实时获得用户的动作相关信息, 例如动作类型信息等, 并通过 服务器与其他用户进行充分的数据交互, 实时进行运动及运动交互, 大大提高了 运动的乐趣。 The present invention provides a new motion interaction system and method, which enables a user to obtain user action related information, such as action type information, in real time in various sports during the exercise process, and fully perform the server and other users. The data interaction, real-time exercise and sports interaction, greatly enhance the fun of sports.
具体地, 本发明提供了一种运动交互服务器, 包括, Specifically, the present invention provides a motion interaction server, including
向客户端提供运动交互场景数据的装置; Means for providing motion interaction scene data to the client;
协调多个客户端之间所述运动交互场景数据的传输的装置。 Means for coordinating the transmission of the motion interaction scene data between a plurality of clients.
其中, among them,
所述运动交互场景数据至少包括客户端产生的运动信息; 还包括动作识 别算法模型、 运动交互场景、 运动交互场景标识列表之一或其组合。 其中, The motion interaction scene data includes at least motion information generated by the client; and further includes one of a motion recognition algorithm model, a motion interaction scene, a motion interaction scene identifier list, or a combination thereof. among them,
用于根据用户的动作信号获取所述用户的运动信息的装置; Means for acquiring motion information of the user according to an action signal of the user;
用于输出可供选择的运动交互场景标识列表的装置; Means for outputting a list of alternative motion interaction scene identifiers;
用于存储运动交互场景标识列表对应的运动交互场景的装置; Means for storing a motion interaction scenario corresponding to the motion interaction scene identifier list;
用于用户通过所述运动交互场景标识列表选择输入其要进入的运动交互场 景的标识的装置; Means for the user to select an identifier of the motion interaction scene to be entered by the user through the motion interaction scene identification list;
用于通过服务器的协调通信传输所述用户的运动信息给同一运动交互场景 下的客户端的装置; 以及 Means for transmitting the user's motion information to the client in the same motion interaction scenario through coordinated communication by the server;
所述用于输出可供选择的运动交互场景标识列表的装置还用于输出相关客 户端的所述运动信息的装置。 The means for outputting the list of selectable motion interaction scenes is also used to output the motion information of the associated client.
其中, among them,
所述用于存储运动交互场景标识列表对应的运动交互场景的装置还用于存 储各所述运动交互场景对应的动作识别算法模型。 The device for storing the motion interaction scenario corresponding to the motion interaction scenario identifier list is further configured to store a motion recognition algorithm model corresponding to each of the motion interaction scenarios.
本发明进一步提供了一种运动交互系统, 包括多个客户端和至少一个交 互服务器, 其中, The present invention further provides a sports interaction system including a plurality of clients and at least one interactive server, wherein
各所述客户端用于输出运动交互场景标识列表,以使得用户从所述运动交互 场景标识列表中选择其要进入的运动交互场景的标识, 并提供所述运动交互场 景, 以及用于获取所述用户在所选择的运动交互场景中的所做动作的运动信息; 并且, Each of the clients is configured to output a motion interaction scene identifier list, so that the user selects an identifier of the motion interaction scene to be entered from the motion interaction scene identifier list, and provides the motion interaction scenario, and is used to acquire the The motion information of the action performed by the user in the selected motion interaction scenario; and,
在同一运动交互场景中的各所述客户端通过所述交互服务器的协调通信进 行所述运动信息的传输,并输出所述同一运动交互场景中相应客户端的所述运动 信息; 以及 Each of the clients in the same motion interaction scenario performs the transmission of the motion information through coordinated communication of the interaction server, and outputs the motion information of the corresponding client in the same motion interaction scenario;
所述交互服务器还向各客户端提供可供选择的运动交互场景标识列表及相 应的运动交互场景。 The interaction server also provides each client with a list of alternative motion interaction scene identifiers and corresponding motion interaction scenarios.
其中, among them,
各相关所述客户端还用于输出运动交互结果。 Each of the related clients is also used to output a motion interaction result.
其中, among them,
所述交互服务器还用于存储所述运动交互场景对应的动作识别算法模型,并 提供所述动作识别算法模型给所述客户端。 其中, The interaction server is further configured to store a motion recognition algorithm model corresponding to the motion interaction scenario, and provide the motion recognition algorithm model to the client. among them,
所述交互服务器还基于各所述运动交互场景向所述客户端提供运动交互场 景组以及对应的场景组相关信息。 The interaction server further provides the mobile interaction scene group and the corresponding scene group related information to the client based on each of the motion interaction scenarios.
其中, among them,
所述动作识别算法模型包括动作分类算法参数。 The motion recognition algorithm model includes motion classification algorithm parameters.
其中, among them,
所述动作识别算法模型还包括动作分类算法。 The motion recognition algorithm model also includes an action classification algorithm.
其中, among them,
所述动作识别算法模型包括作弊动作分类算法参数。 The motion recognition algorithm model includes a cheat action classification algorithm parameter.
其中, among them,
所述所述动作识别算法模型还包括作弊动作分类算法。 The motion recognition algorithm model further includes a cheat action classification algorithm.
其中, among them,
提供多个运动交互场景及可供选择的运动交互场景标识列表, 用于用户在 所述运动交互场景中选择其要进入的运动交互场景; Providing a plurality of motion interaction scenarios and an optional motion interaction scenario identifier list, wherein the user selects a motion interaction scenario to be entered in the motion interaction scenario;
根据用户选择的运动交互场景标识提供相应的运动交互场景给所述用户; 获取所述用户在所选择的运动交互场景中的动作信息; Providing a corresponding motion interaction scenario to the user according to the motion interaction scenario identifier selected by the user; acquiring action information of the user in the selected motion interaction scenario;
在同一运动交互场景中的各所述客户端进行所述动作信息的传输; 以及 在同一运动交互场景中的相关客户端输出该运动交互场景下的相关客户端 用户的所述动作信息。 Each of the clients in the same motion interaction scenario performs the transmission of the action information; and the related client in the same motion interaction scenario outputs the action information of the relevant client user in the motion interaction scenario.
其中, among them,
各所述客户端还输出运动交互结果。 Each of the clients also outputs a motion interaction result.
其中, among them,
所述用户的运动信息包括用户的动作类型; The motion information of the user includes a type of motion of the user;
还根据运动交互场景提供相应的动作识别算法模型给所述客户端; 所述客户端根据所述动作识别算法模型识别所述用户的动作类型。 And providing a corresponding motion recognition algorithm model to the client according to the motion interaction scenario; the client identifying the action type of the user according to the motion recognition algorithm model.
通过以下结合附图对本发明优选实施方式的描述,本发明的其他特点、 目的 和效果将变得更加清楚和易于理解。 Other features, objects, and advantages of the present invention will become more apparent and understood from
附图说明 DRAWINGS
图 1所示为本发明的实施例的运动交互系统的结构图; 图 2所示为本发明第一实施例的客户端的结构示意图; 1 is a structural diagram of a motion interaction system according to an embodiment of the present invention; 2 is a schematic structural diagram of a client according to a first embodiment of the present invention;
图 3所示为图 2所示客户端提供的运动交互标识列表示意图; FIG. 3 is a schematic diagram of a list of motion interaction identifiers provided by the client shown in FIG. 2;
图 4所示为本发明的运动交互服务器提供的各运动交互场景分组示意图; 图 5所示为本发明第二实施例的客户端的结构示意图; 4 is a schematic diagram of grouping of various motion interaction scenarios provided by the motion interaction server of the present invention; FIG. 5 is a schematic structural diagram of a client according to a second embodiment of the present invention;
图 6所示为本发明的运动交互方法流程。 FIG. 6 shows the flow of the motion interaction method of the present invention.
在所有的上述附图中,相同的标号表示具有相同、相似或相应的特征或功能。 具体实施方式 In all of the above figures, the same reference numerals are used to indicate the same or similar features or functions. detailed description
参见图 1, 为本发明的实施例的运动交互系统 10的结构图。 Referring to Figure 1, a block diagram of a motion interaction system 10 in accordance with an embodiment of the present invention.
其中包括多个客户端 11A、 11B、 11C和交互服务器 12, 客户端 11A-11C与交 互服务器 12之间通过通信网络 13进行通信,其中通信网络 13可以为局域网(LAN)、 广域网 (WAN)、 个域网 (PAN) 或互联网 (INTERNET) 等, 通信接口可以采用有 线或无线的方式。本领域技术人员可以理解, 本发明的运动交互系统 10中的客户 端的数量并不限于 3个, 图 1仅为了示意性说明运动交互系统 10的组网架构。 The plurality of clients 11A, 11B, 11C and the interaction server 12 are included, and the clients 11A-11C communicate with the interaction server 12 through the communication network 13, wherein the communication network 13 can be a local area network (LAN), a wide area network (WAN), The personal area network (PAN) or the Internet (INTERNET), etc., the communication interface can be wired or wireless. It can be understood by those skilled in the art that the number of clients in the motion interaction system 10 of the present invention is not limited to three, and FIG. 1 is only a schematic diagram illustrating the networking architecture of the motion interaction system 10.
其中, 运动交互系统 10中的客户端 11A-11C可进一步分别包括设备和终端。 以客户端 11A为例, 可包括设备 110A和终端 111A, 如图 2所示。 The clients 11A-11C in the kinematic interaction system 10 may further include devices and terminals, respectively. Taking the client 11A as an example, the device 110A and the terminal 111A may be included, as shown in FIG. 2.
其中, 终端 111A可以为计算机、 笔记本电脑、 膝上型电脑、 PDA、 手机等类 型的终端设备。其可以包括输出装置 l l la、输入装置 l l lb、 处理器 111c及通信模 块(图中未示出), 其中通信模块可以通过有线方式, 例如 USB, 或无线方式, 例 如蓝牙进行数据传输,本领域技术人员可以理解, 本发明的通信模块不限于上述 方式, 还可以采用其他任何公知的通信方式进行传输。 The terminal 111A may be a terminal device of a type such as a computer, a notebook computer, a laptop computer, a PDA, a mobile phone, or the like. It may include an output device 111a, an input device 111b, a processor 111c, and a communication module (not shown), wherein the communication module may perform data transmission by a wired manner, such as USB, or wireless, such as Bluetooth, in the field. The skilled person can understand that the communication module of the present invention is not limited to the above manner, and may be transmitted by any other known communication method.
图 6所示为本发明的运动交互方法流程。下面结合图 2和图 6,详细说明本发 明的运动交互系统 10的工作原理。 FIG. 6 shows the flow of the motion interaction method of the present invention. The operation of the motion interactive system 10 of the present invention will now be described in detail with reference to Figs. 2 and 6.
首先, 进入步骤 100, 通过终端 111A的输入装置, 用户能够在终端 111A的输 出装置 111b输出的多个运动交互场景标识列表中选择其要进入的运动交互场景 标识, 通过终端 111A提供的运动交互场景, 用户进入所选择的运动交互场景; 其 中运动交互场景可以是虚拟的运动交互场景,也可以是真实的运动场景中进行的 运动交互; First, proceeding to step 100, the user can select the motion interaction scene identifier to be entered in the plurality of motion interaction scene identifier lists outputted by the output device 111b of the terminal 111A through the input device of the terminal 111A, and the motion interaction scene provided by the terminal 111A. The user enters the selected motion interaction scenario; wherein the motion interaction scenario may be a virtual motion interaction scenario, or may be a motion interaction performed in a real motion scenario;
其中, 终端 111A还可以包括存储装置 l l ld, 用于存储相关的一种或多种运 动交互场景; 运动交互场景用于提供运动交互界面显示、 多媒体播放、运动交互 控制等功能; The terminal 111A may further include a storage device 111d for storing related one or more motion interaction scenarios. The motion interaction scenario is used to provide a motion interaction interface display, multimedia playback, and motion interaction. Control and other functions;
其中的运动交互场景可以包括但不限于跳绳、 跑步、 俯卧撑、 高尔夫、 乒 乓球等, 如图 3所示; 其中, 输出装置 111a可以为显示器, 例如液晶显示屏, 也 可以为音频输出装置,例如通过语音输出运动交互场景的编号及名称; 用户可以 通过输入装置 111b选择其要进入的运动交互场景标识, 例如, " 1、 跳绳"; The motion interaction scene may include, but is not limited to, skipping, running, push-ups, golf, table tennis, etc., as shown in FIG. 3; wherein the output device 111a may be a display, such as a liquid crystal display, or an audio output device, for example The number and name of the interactive interaction scene are output by voice; the user can select the motion interaction scene identifier to be entered by the input device 111b, for example, "1, skipping rope";
接着, 在步骤 101, 通过设备 110A, 识别用户在所选择并进入的运动交互场 景中的动作类型并提取动作相关信息; Next, in step 101, the device 110A identifies the action type of the user in the selected and entered sports interactive scene and extracts action related information;
其中, 设备 110A可包括传感器 110a, 如图 2所示。其可以为本领域公知的多 种传感器之一或组合, 包括但不限于加速度传感器、 陀螺仪、 角速度传感器、 高 度传感器、 红外传感器、 图像传感器等, 用于检测用户的动作相关信号。 本发明 中的传感器 110a优选地为一 3D加速度传感器,用于采样一系列在不同方向(三轴) 上的动作信号; Wherein, device 110A can include sensor 110a, as shown in FIG. It can be one or a combination of a variety of sensors known in the art including, but not limited to, accelerometers, gyroscopes, angular velocity sensors, height sensors, infrared sensors, image sensors, etc., for detecting motion related signals of the user. The sensor 110a in the present invention is preferably a 3D acceleration sensor for sampling a series of motion signals in different directions (three axes);
以及一微处理器 110b用于接收来自传感器 110a传送的动作信号, 并根据传 感器 110a传送的动作信号获取用户的运动信息,其中所述运动信息可以包括用户 的动作类型和 /或动作相关信息; And a microprocessor 110b for receiving an action signal transmitted from the sensor 110a and acquiring motion information of the user according to the action signal transmitted by the sensor 110a, wherein the motion information may include the action type and/or action related information of the user;
其中微处理器 110b, 进一步包括动作识别单元(图中未示出), 可以根据传 感器 110a传送的动作信号首先进行动作识别处理;其中动作识别处理可以首先对 检测到的动作信号进行特征提取等处理,然后微处理器 110b根据动作分类算法进 行动作分类处理, 从而识别出用户的动作类型。其中动作分类算法可以采用本领 域公知的分类算法; The microprocessor 110b further includes a motion recognition unit (not shown), and may first perform motion recognition processing according to the motion signal transmitted by the sensor 110a; wherein the motion recognition processing may first perform feature extraction and the like on the detected motion signal. Then, the microprocessor 110b performs action classification processing according to the action classification algorithm, thereby identifying the type of action of the user. The action classification algorithm may use a classification algorithm well known in the art;
可以知道, 针对不同的运动交互场景, 可以采用不同的分类算法进行动作 分类,例如本领域公知的高斯混合模型、贝叶斯网络模型、人工神经网络模型等; 也可以针对不同的运动交互场景采用相同的分类算法,通过设置相同或不同的分 类算法参数进行动作分类; It can be known that, for different motion interaction scenarios, different classification algorithms may be used for motion classification, such as a Gaussian mixture model, a Bayesian network model, an artificial neural network model, etc., which are well known in the art, and may also be adopted for different motion interaction scenarios. The same classification algorithm performs action classification by setting the same or different classification algorithm parameters;
优选地,设备 110中还可以包括存储装置 110c,用于存储各运动交互场景相 应的动作识别算法模型,其中的动作识别算法模型可进一步包括各运动交互场景 对应的动作分类算法和 /或动作分类算法参数, 以高斯混合模型为例, 可以设置 的参数包括, 混合加权值、 均值向量和协方差矩阵等; Preferably, the device 110 further includes a storage device 110c for storing a motion recognition algorithm model corresponding to each motion interaction scenario, where the motion recognition algorithm model may further include an action classification algorithm and/or an action classification corresponding to each motion interaction scenario. Algorithm parameters, taking the Gaussian mixture model as an example, the parameters that can be set include, the mixed weight value, the mean vector, and the covariance matrix;
本领域技术人员可知, 可通过训练各种不同的动作模型设置各种运动交互 场景下适合的分类方式, 以高斯分类算法为例, 在跳绳运动场景下, 通过训练高 斯模型将动作分类为例如: 静止、 单脚跳、 双脚跳、 快速跳、 极慢跳等; 在高 尔夫运动场景下, 可以训练高斯模型将动作分类为例如: 挥杆、 击球等; 在瑜伽 运动场景下,可以训练高斯模型将动作分类为抬手、伸胳膊、 向后伸腿、下腰等; 在乒乓球场景中,通过训练高斯模型将动作分类为,例如削球、上旋球、下旋球、 推挡球、 提拉球、 攻球等; Those skilled in the art will appreciate that various motion interactions can be set by training various different motion models. The appropriate classification method in the scene, taking the Gaussian classification algorithm as an example. In the skipping motion scene, the motion is classified into, for example, static, one-legged jump, two-legged jump, fast jump, very slow jump, etc.; In the sports scene, the Gaussian model can be trained to classify the action as, for example, swing, hitting, etc. In the yoga scene, the Gaussian model can be trained to classify the action as raising the hand, stretching the arm, stretching the leg, lowering the waist, etc.; In the ball scene, the action is classified into, for example, a ball cutting, an upper spin ball, a lower spin ball, a push ball, a lifting ball, a ball attack, etc. by training a Gaussian model;
特别地, 在可以设置动作标准等级高低作为交互场景规则的运动场景, 例 如高尔夫、瑜伽等运动场景下, 还可训练高斯模型进一步将一种类型的动作分类 为标准等级 1动作、 标准等级 2动作、 标准等级 3动作等; In particular, in a sports scene in which an action standard level can be set as an interactive scene rule, such as a sports scene such as golf or yoga, the Gaussian model can be further trained to classify one type of action into a standard level 1 action and a standard level 2 action. , standard level 3 action, etc.;
微处理器 nob可以根据用户选择的运动交互场景查找相应的动作识别算法 模型进行动作识别处理, 从而精确地识别用户的动作类型; The microprocessor nob can search for the corresponding motion recognition algorithm model according to the motion interaction scene selected by the user to perform motion recognition processing, thereby accurately identifying the type of motion of the user;
优选地, 本发明的实施例的动作识别算法模型中还可包括一放置部位信息, 设备 110根据存储装置 110c存储的动作识别算法模型中所对应的放置部位信息提 示用户将该设备放置到相应部位,以便精确地监测出用户在其所选择的运动交互 场景下的动作。例如, 如果用户选择的是俯卧撑交互场景, 则可以提示用户将设 备佩戴到腰部; 如果用户选择的是球类等交互场景, 则可以提示用户将设备佩戴 到例如手腕部; 如果用户选择的是跑步等交互场景, 则可以提示用户将所述设备 放置到例如脚腕部等; Preferably, the motion recognition algorithm model of the embodiment of the present invention may further include a placement location information, and the device 110 prompts the user to place the device to the corresponding location according to the placement location information corresponding to the motion recognition algorithm model stored in the storage device 110c. In order to accurately monitor the user's actions in the motion interaction scene of their choice. For example, if the user selects a push-up interaction scene, the user may be prompted to wear the device to the waist; if the user selects an interactive scene such as a ball, the user may be prompted to wear the device to, for example, the wrist; if the user selects to run The interactive scene may prompt the user to place the device, for example, on the ankle;
优选地, 在识别了用户的动作类型后, 微处理器 110b还可进一步根据不同 的传感器检测的信号通过一定的算法提取动作相关信息,本领域常用地可以包括 动作持续时间、 动作强度、 动作速度、 频率、 角度、 角速度、 方向等; Preferably, after identifying the type of action of the user, the microprocessor 110b may further extract action related information through a certain algorithm according to signals detected by different sensors, which may include motion duration, motion intensity, and motion speed in the field. , frequency, angle, angular velocity, direction, etc.;
然后, 进入步骤 102, 通过终端 111A, 在交互服务器 12的协调通信下, 将所 获取的用户运动信息传输给同一运动交互场景下的其他客户端, 例如客户端 11B-11C; 其中, 各客户端之间可以通过交互服务器 12的协调通信进行运动信息 的传输。 例如客户端 11A-11C可以将各自的运动信息上传至交互服务器 12, 由交 互服务器 12进行收集, 然后将运动信息传送给其他的客户端, 例如客户端 Then, proceeding to step 102, through the terminal 111A, under the coordinated communication of the interaction server 12, the acquired user motion information is transmitted to other clients in the same motion interaction scenario, such as the client 11B-11C; wherein, each client The transmission of motion information can be performed between the coordinated communication by the interaction server 12. For example, the client 11A-11C can upload the respective motion information to the interaction server 12, collect it by the interaction server 12, and then transmit the motion information to other clients, such as the client.
11A-11C;或者客户端 11A-11C之间也可以通过交互服务器 12进行点对点式的数据 传输; 11A-11C; or the client 11A-11C can also perform point-to-point data transmission through the interactive server 12;
接着, 在步骤 103, 客户端中的输出装置, 例如输出装置 l l la, 输出该运动 交互场景下的相关客户端用户的动作类型和 /或动作相关信息。 其中, 相关客户 端可以是本地客户端用户密切关注的其它用户所属的客户端。例如,跑步场景中, 可以显示跑步速度在前三名的相关客户端和 /或位于该用户的前后两名的相关客 户端的动作相关信息; Next, in step 103, an output device in the client, such as the output device 11 la, outputs the motion The action type and/or action related information of the related client user in the interaction scenario. The related client may be a client to which other users closely watched by the local client user. For example, in the running scene, the related information of the top three running clients and/or the related clients located in the front and back of the user may be displayed;
可以根据各运动交互场景的规则输出相关的动作相关信息。 例如, 根据动 作频率计算,跳绳场景中可以输出用户跳绳的个数; 根据动作持续时间和动作速 度计算, 跑步场景中可以输出用户跑步的公里数; 根据动作频率计算, 俯卧撑场 景中可以输出用户做的俯卧撑的个数;高尔夫场景中可以根据传感器的动作信号 输出击球的角度、 强度、 方向等, 或者用户挥杆和击球的动作的标准等级; 乒乓 球场景和网球等球类场景中可以输出用户的击球的方向、 角度、 强度、 速度等, 并可进一步输出对打用户是否接到球和 /或失球。 如上所述, 可以通过显示的方 式或音频输出上述动作相关信息; Relevant action related information may be output according to rules of each motion interaction scenario. For example, according to the action frequency calculation, the number of user skipping ropes can be output in the skipping rope scene; according to the motion duration and the motion speed calculation, the number of kilometers the user runs can be output in the running scene; according to the motion frequency calculation, the user can be outputted in the push-up scene The number of push-ups; in the golf scene, the angle, intensity, direction, etc. of the hitting ball can be output according to the motion signal of the sensor, or the standard level of the user's swing and the action of hitting the ball; Output the direction, angle, intensity, speed, etc. of the user's shot, and further output whether the hitting user receives the ball and/or concedes the ball. As described above, the above action related information can be output by the displayed mode or audio;
优选地, 交互服务器 12还可以存储一或多个运动交互场景, 并通过通信网 络 13提供给终端 111A; 例如, 可以根据终端 111A发来的请求通过网络 13传送给终 端 111A; Preferably, the interaction server 12 can also store one or more motion interaction scenarios and provide them to the terminal 111A through the communication network 13; for example, it can be transmitted to the terminal 111A through the network 13 according to the request sent by the terminal 111A;
客户端 11A-11C可以通过通信网络 13登录到交互服务器 12, 然后可以通过 WEB浏览器访问交互服务器 12中的运动交互场景, 或者通过通信网络 13下载并运 行交互服务器 12中的运动交互场景软件。本领域技术人员可以知道, 网络中的任 意一个客户端均可以作为交互服务器 12向其他客户端提供运动交互场景,例如点 对点式连接; The client 11A-11C can log in to the interactive server 12 through the communication network 13, and can then access the motion interaction scenario in the interaction server 12 through the WEB browser, or download and run the motion interaction scenario software in the interaction server 12 through the communication network 13. Those skilled in the art can know that any client in the network can serve as an interactive server 12 to provide motion interaction scenarios to other clients, such as point-to-point connections;
优选地, 交互服务器 12还可用于存储动作识别算法模型数据库, 包括各运动 交互场景对应的动作识别算法模型, 并提供给客户端 11A; 例如, 客户端 11A-11C 可以根据需要向交互服务器发送获取一运动交互场景对应的动作识别算法模型 请求,交互服务器 12接收到该请求后发送运动交互场景相应的动作识别算法模型 给对应的客户端, 客户端根据下载的动作识别算法模型识别用户的动作。其中动 作识别算法模型如前述, 不再赘述。 Preferably, the interaction server 12 is further configured to store a motion recognition algorithm model database, including a motion recognition algorithm model corresponding to each motion interaction scenario, and provide the same to the client 11A; for example, the client 11A-11C may send the acquisition to the interaction server as needed. The action recognition algorithm model corresponding to the motion interaction scenario requests the interaction server 12 to send the motion recognition algorithm model corresponding to the motion interaction scenario to the corresponding client, and the client identifies the user action according to the downloaded motion recognition algorithm model. The motion recognition algorithm model is as described above and will not be described again.
优选地, 交互服务器 12还可以将各运动交互场景进行分组, 如图 4所示, 可根据运动交互场景所需的用户数设置每组容纳的用户的容量。 交互服务器 12 在客户端 11A-11C的用户选择了运动交互场景标识后, 可以向各客户端 11A-11C 发送该运动交互场景中的组信息及其组内相关的用户信息;用户根据交互服务器 12发送的组信息及组内相关用户信息通过其终端, 例如终端 111A选择要进入的 运动交互场景组。 Preferably, the interaction server 12 can also group the motion interaction scenarios. As shown in FIG. 4, the capacity of each group of users can be set according to the number of users required for the motion interaction scenario. After the user of the client 11A-11C selects the motion interaction scene identifier, the interaction server 12 can provide each client 11A-11C. The group information in the motion interaction scenario and the related user information in the group are sent; the user selects the motion interaction scene group to enter through the terminal according to the group information sent by the interaction server 12 and the related user information in the group, for example, the terminal 111A.
进一步, 各运动交互场景中可以设置各自的运动交互场景规则, 根据提取 的动作相关信息按照该运动交互场景规则进行输赢结果评价。例如, 跳绳场景中 可以设置先达到跳绳个数为 100个的用户为赢家, 则根据提取的各用户所跳绳的 个数, 当其中一个用户达到 100个, 则该用户可以为第一名; 虚拟跳舞毯场景中, 可以根据跳舞毯场景设置的脚步节奏、方向等判定用户的迈步动作正确率进行排 名; 在乒乓球等可以实时对战的场景中, 可以设置接球和失球的多少来进行输赢 判定; 在高尔夫、 瑜伽等场景中, 可以设置动作规范等级高低为输赢判定等。 各 客户端 11A-11C还可根据运动交互规则判断交互输赢并输出结果。 Further, in each of the motion interaction scenarios, respective motion interaction scene rules may be set, and the winning and losing results are evaluated according to the motion interaction scene rules according to the extracted motion related information. For example, in a skipping rope scenario, a user who first reaches 100 skipping ropes can be set as a winner, and according to the number of skipped ropes of each extracted user, when one of the users reaches 100, the user can be the first name; In the dance mat scene, the user's stepping rhythm and direction can be determined according to the footstep rhythm and direction set by the dance mat scene; in the scene where table tennis can be played in real time, the number of catching and conceding the ball can be set to determine the winning or losing; In golf, yoga, etc., you can set the level of the action specification to determine whether to win or lose. Each client 11A-11C can also judge the interaction win and win and output the result according to the motion interaction rules.
优选地, 本发明的运动交互系统 10中的动作识别算法模型还包括作弊动作 分类算法和 /或作弊动作算法参数, 以针对作弊动作进行识别。 例如用户可能在 已经进入的运动交互场景中仅通过晃动设备 110A假装进行运动而不是真正地进 行了运动。可以训练作弊动作模型,包括例如晃动动作 1模型、晃动动作 2模型等, 从而识别出各种不同类型的作弊动作。 Preferably, the motion recognition algorithm model in the motion interaction system 10 of the present invention further includes a cheat action classification algorithm and/or a cheat action algorithm parameter to identify the cheating action. For example, the user may pretend to exercise only by shaking device 110A in the motion interaction scene that has entered rather than actually exercising. The cheat action model can be trained, including, for example, the sway action 1 model, the sway action 2 model, etc., to identify various types of cheating actions.
优选地, 当客户端 11A识别出用户的动作为作弊动作时, 则根据不同交互场 景的规则输出相应的信息, 例如不予输出作弊动作或输出警告信息。 Preferably, when the client 11A recognizes that the action of the user is a cheating action, the corresponding information is output according to the rules of the different interactive scenes, for example, the cheat action is not output or the warning message is output.
需要说明的是, 客户端 11A也可仅包括终端设备, 如图 5所示。 其中, 传感 器 110a' 可以检测用户的动作相关信号, 然后传送给处理器 110c ' 以进行动作 识别处理。 图 5中与图 2中相同或相似功能的部件不再一一赘述。 It should be noted that the client 11A may also include only the terminal device, as shown in FIG. The sensor 110a' can detect the motion related signal of the user and then transmit it to the processor 110c' for motion recognition processing. Components in Figure 5 that have the same or similar functions as in Figure 2 are not described again.
下面以乒乓球运动交互场景为例说明本发明的运动交互方法流程。 The following describes the flow of the motion interaction method of the present invention by taking a table tennis interactive scene as an example.
开始, 用户在选择了乒乓球运动交互场景后, 客户端可提示用户将设备 110 佩带在手腕部位; Initially, after the user selects the table tennis interaction scene, the client may prompt the user to wear the device 110 on the wrist;
然后, 步骤 200, 用户进入交互服务器提供的乒乓球场景, 客户端输出乒乓 球场景下的分组信息及组内用户相关信息; Then, in step 200, the user enters the ping-pong scene provided by the interactive server, and the client outputs the group information in the ping-pong ball scene and the related information in the group;
接着, 步骤 201, 用户选择要进入的乒乓球场景组; Next, in step 201, the user selects a table tennis scene group to enter;
步骤 202, 用户开始运动, 客户端检测手腕部位的动作信号并根据相应的动 作识别算法模型,例如在客户端本地存储的或从交互服务器端下载的动作识别算 法模型识别用户的动作类型并按照交互场景规则提取动作相关信息,并发送给交 互服务器; 其中, 可以提取的动作相关信息包括用户击球的方向、 角度、 强度、 速度等,从而根据这些信息结合识别出的用户的动作类型进行精确判定用户的动 作, 以及计算乒乓球来球方向、 速度、 落点等, 并可进一步判定对打用户是否接 到球和 /或失球; Step 202: The user starts to move, and the client detects the motion signal of the wrist part and identifies the algorithm model according to the corresponding action, for example, the action identifier stored locally on the client or downloaded from the interaction server. The method model identifies the action type of the user and extracts the action related information according to the interaction scene rule, and sends the action related information to the interaction server; wherein the action related information that can be extracted includes the direction, angle, intensity, speed, etc. of the user hitting the ball, thereby combining according to the information Identifying the type of action of the user to accurately determine the user's action, and calculating the direction, speed, drop point, etc. of the table tennis ball, and further determining whether the hit user receives the ball and/or concedes the ball;
步骤 203, 交互服务器接收到动作类型和 /或动作相关信息后将其发送给在 同一场景下或同一场景组中的其他客户端; Step 203: After receiving the action type and/or action related information, the interaction server sends the action type and/or the action related information to other clients in the same scenario or in the same scenario group.
步骤 204, 根据乒乓球场景的运动交互规则, 客户端显示相关客户端用户的 动作类型和 /或动作相关信息, 例如用户 A接住 1个球, 用户 B失 1个球等; 返回步 骤 202; Step 204: According to the motion interaction rule of the ping-pong scene, the client displays the action type and/or action-related information of the related client user, for example, user A catches 1 ball, user B loses 1 ball, etc.; returns to step 202;
假设设置运动交互规则为首先达到 11分的用户为胜利方, 则直到首先达到 11分的用户的客户端显示胜利消息, 运动交互场景结束。 Assume that the user who sets the motion interaction rule to the first time reaches 11 points is the winner, and the client of the user who first reaches 11 points displays the victory message, and the motion interaction scene ends.
以上所述仅是本发明的优选实施方式, 应当指出, 对于本技术领域的普通技 术人员来说, 在不脱离本发明原理的前提下, 还可以作出若干改进和润饰, 这些 改进和润饰也应视为本发明的保护范围。 The above description is only a preferred embodiment of the present invention, and it should be noted that those skilled in the art can also make several improvements and retouchings without departing from the principles of the present invention. It is considered as the scope of protection of the present invention.
Claims
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| PCT/CN2012/071379 WO2013123640A1 (en) | 2012-02-20 | 2012-02-20 | Motion interaction system and method |
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| PCT/CN2012/071379 WO2013123640A1 (en) | 2012-02-20 | 2012-02-20 | Motion interaction system and method |
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| CN101879066A (en) * | 2010-03-08 | 2010-11-10 | 北京英福生科技有限公司 | Motion monitoring instrument and method for monitoring and transmitting motion health data |
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| CN1632723A (en) * | 2005-02-06 | 2005-06-29 | 赖银樑 | Multifunctional human-computer interactive sports equipment |
| CN102033606A (en) * | 2009-09-29 | 2011-04-27 | 德信互动科技(北京)有限公司 | Mobile terminal being capable of implementing man-machine interaction and method thereof |
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