CN111672089A - An electronic scoring system and implementation method for multiplayer confrontation projects - Google Patents
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Abstract
Description
技术领域technical field
本发明涉及格斗类竞技比赛的计分系统,具体的说,是涉及一种针对多人对抗类项目的电子计分系统及实现方法。The invention relates to a scoring system for fighting competitions, in particular to an electronic scoring system and an implementation method for multiplayer confrontation projects.
背景技术Background technique
在格斗类武术竞技中,比赛现场采用真人裁判通过肉眼评判进行打分,或者通过参赛者丧失能力而做出的。例如中国武术协会短兵计分系统使用的是数个真人裁判手握无线积分器进行实时打分,最后通过分数对照得出最终结果。这种评分方式消耗了大量的人力成本,同时由于肉眼观察袭击困难,对于攻击的速度、位置、是否做出真实的撞击和损伤都难以得到非常准确的结果,容易发生裁判员有意或无意的误判。In fighting martial arts competitions, real judges are used on the scene to judge the scores with the naked eye, or the competitors are incapacitated. For example, the short-arms scoring system of the Chinese Wushu Association uses several real referees holding wireless integrators for real-time scoring, and finally obtains the final result through score comparison. This scoring method consumes a lot of labor costs. At the same time, due to the difficulty of observing the attack with the naked eye, it is difficult to obtain very accurate results for the speed, position, and whether the actual impact and damage of the attack are made. sentence.
另外一些竞技比赛(例如击剑项目、跆拳道比赛项目)中采用的穿戴传感类的可穿戴设备,这些基于撞击、光敏、力感测装置以及压力等传感器装置的可穿戴式设备,利用安装在身体各个部位的传感器进行打击感应,进而进行打击判断,最终进行裁判评分的计分系统方案。Wearable sensor-based wearable devices used in other competitive competitions (such as fencing, taekwondo competitions), these wearable devices based on impact, light-sensing, force-sensing devices, and pressure-sensing devices are installed on the body. The sensors in each part conduct strike induction, and then make strike judgment, and finally carry out the scoring system scheme of the referee's score.
但是这类评分设备和方法是基于不同的比赛规则的,针对不同的比赛需要穿戴不同的传感器设备,无法对不同比赛的计分系统进行统一。另外,根据不同比赛的规则,需要将穿戴设备固定在参赛者的肢体上,就需要将传感器的形状特征考虑到比赛服装设计中,并且由于传感器需要直接感受攻击方的打击,穿戴设备也需要考虑对传感器的保护进而增加了对于服装的材质以及结构限制。这无疑也就增加了穿戴设备的复杂程度以及高昂的成本,其难以推广。However, such scoring devices and methods are based on different competition rules, and different sensor devices need to be worn for different competitions, so the scoring systems for different competitions cannot be unified. In addition, according to the rules of different competitions, the wearable device needs to be fixed on the participant's limb, and the shape characteristics of the sensor need to be taken into account in the design of the competition clothing, and since the sensor needs to directly feel the attack of the attacker, the wearable device also needs to be considered. The protection of the sensor in turn increases the material and structural constraints on the garment. This undoubtedly increases the complexity and high cost of the wearable device, which is difficult to promote.
上述缺陷,值得解决。The above shortcomings are worth solving.
发明内容SUMMARY OF THE INVENTION
为了克服现有的技术的不足,本发明提供一种针对多人对抗类项目的电子计分系统及实现方法。In order to overcome the deficiencies of the prior art, the present invention provides an electronic scoring system and an implementation method for multiplayer confrontation items.
本发明技术方案如下所述:The technical scheme of the present invention is as follows:
一方面,一种针对多人对抗类项目的电子计分系统,其特征在于,包括:On the one hand, an electronic scoring system for multiplayer confrontation projects, characterized in that it includes:
动作捕捉系统,用于对参赛者各个身体部位的动作捕捉装置进行定位;The motion capture system is used to locate the motion capture device of each body part of the contestant;
及计分机器,所述计分机器实时接收所述动作捕捉系统发送的定位信息,并通过定位信息获取对应参赛者的3D虚拟人体模型,通过3D虚拟人体模型判断是否发生有效碰撞,所述计分机器根据有效碰撞的类型及预定义的计分规则进行计分。and a scoring machine, the scoring machine receives the positioning information sent by the motion capture system in real time, and obtains the 3D virtual human body model of the corresponding contestant through the positioning information, and judges whether an effective collision occurs through the 3D virtual human body model. The scoring machine is scored according to the type of valid collision and the predefined scoring rules.
根据上述方案的本发明,其特征在于,所述动作捕捉系统包括动作捕捉感应器和所述动作捕捉装置,所述动作捕捉感应器与所述动作捕捉装置有线/无线连接,所述动作捕捉装置佩戴于参赛者的不同部位。The present invention according to the above solution is characterized in that the motion capture system includes a motion capture sensor and the motion capture device, the motion capture sensor is wired/wireless connected to the motion capture device, and the motion capture device Wear it on different parts of the contestant.
根据上述方案的本发明,其特征在于,所述动作捕捉装置内设有震动感应器。The present invention according to the above solution is characterized in that a vibration sensor is provided in the motion capture device.
根据上述方案的本发明,其特征在于,所述动作捕捉装置佩戴于人体的头部、胸部、胳膊、手部、大腿部、膝关节、脚部、佩戴武器中的一个或多个部位或武器上。The present invention according to the above solution is characterized in that the motion capture device is worn on one or more parts of the head, chest, arms, hands, thighs, knee joints, feet, wearing weapons of the human body or on the weapon.
根据上述方案的本发明,其特征在于,佩戴所述动作捕捉装置的各个肢体部位或武器分别配置一个或多个属性。The present invention according to the above solution is characterized in that each limb or weapon wearing the motion capture device is configured with one or more attributes respectively.
根据上述方案的本发明,其特征在于,所述动作捕捉系统用于检测六自由度、或九自由度、或十自由度的方位及坐标数据。The present invention according to the above solution is characterized in that the motion capture system is used to detect orientation and coordinate data of six degrees of freedom, or nine degrees of freedom, or ten degrees of freedom.
进一步的,所述动作捕捉系统包括基于主动式或被动式光学捕捉的动作感测系统、基于惯性动捕的惯性传感器系统、基于机械式动捕的结构性感应系统、基于电磁式动捕的电磁感应系统、发热和/或热感测系统、加速度计中的一个或多个。Further, the motion capture system includes a motion sensing system based on active or passive optical capture, an inertial sensor system based on inertial motion capture, a structural sensing system based on mechanical motion capture, and an electromagnetic induction based on electromagnetic motion capture. One or more of a system, a thermal and/or thermal sensing system, an accelerometer.
根据上述方案的本发明,其特征在于,所述动作捕捉装置通过穿戴设备固定于参赛者的肢体或武器上。The present invention according to the above solution is characterized in that the motion capture device is fixed on the limb or weapon of the contestant through a wearable device.
进一步的,所述穿戴设备包括捆绑式固定设备、黏贴式固定设备、机械式和/或结构性固定设备、磁性固定设备中的一种或多种。Further, the wearable device includes one or more of a bundled fixing device, an adhesive fixing device, a mechanical and/or structural fixing device, and a magnetic fixing device.
根据上述方案的本发明,其特征在于,所述计分机器包括:The present invention according to the above scheme is characterized in that the scoring machine comprises:
通信装置,用于实时接收所述动作捕捉系统发送的定位信息;a communication device, configured to receive the positioning information sent by the motion capture system in real time;
及计算装置,所述计算装置根据所述通信装置接收到的定位信息得到对应参赛者的3D虚拟人体模型,通过判断相对两个参赛者的3D虚拟人体模型的体积交叉判断发生疑似碰撞,并通过判断疑似碰撞事件的力度及比赛规则得到计分结果。and a computing device, the computing device obtains the 3D virtual human body model of the corresponding contestant according to the positioning information received by the communication device, judges that a suspected collision occurs by judging the volume intersection of the 3D virtual human body models relative to the two contestants, and passes Judging the strength of the suspected collision incident and the rules of the game to get the scoring result.
进一步的,所述通信装置与所述动作捕捉系统无线连接。Further, the communication device is wirelessly connected to the motion capture system.
进一步的,所述计算装置包括:Further, the computing device includes:
操作界面,用于通过界面操作控制所述计算装置的运行;an operation interface for controlling the operation of the computing device through interface operation;
动作捕捉系统校准模块,用于按照人体结构校准与所述计分机器连接的各个所述动作捕捉装置,形成参赛者的3D虚拟人体模型,并对每个所述动作捕捉装置的属性进行定义;A motion capture system calibration module, used for calibrating each of the motion capture devices connected to the scoring machine according to the human body structure, forming a 3D virtual human body model of the contestant, and defining attributes of each of the motion capture devices;
原始参数与计分规则设定模块,用于对碰撞事件判定过程中的判断参数进行设定,并设定碰撞结果积分的规则;The original parameter and scoring rule setting module is used to set the judgment parameters in the collision event judgment process, and set the rules for the integration of collision results;
计分运算模块,用于根据原始参数判定是否发生碰撞,并对真实碰撞事件进行计分;The scoring operation module is used to determine whether a collision occurs according to the original parameters, and to score the real collision events;
数据连接建立模块,用于建立所述通信装置与所述动作捕捉系统的连接关系。A data connection establishment module is used to establish a connection relationship between the communication device and the motion capture system.
更进一步的,所述动作捕捉系统校准模块生成的3D虚拟人体模型的体积大于实际参赛者的体积。Furthermore, the volume of the 3D virtual human body model generated by the motion capture system calibration module is larger than that of the actual contestant.
更进一步的,所述计分运算模块包括:Further, the scoring operation module includes:
碰撞事件判定单元,用于根据参赛者的3D虚拟人体模型得到参赛者的肢体实时方位、姿势及运动轨迹,判断并得到虚拟碰撞事件;The collision event determination unit is used to obtain the real-time orientation, posture and motion trajectory of the participant's limbs according to the participant's 3D virtual human body model, and to determine and obtain the virtual collision event;
碰撞力度判定单元,根据虚拟碰撞事件发生时的力度指数判断碰撞是否达到设定阈值,达到不同设定阈值的虚拟碰撞事件得到不同得分。The collision strength determination unit judges whether the collision reaches the set threshold according to the strength index when the virtual collision event occurs, and the virtual collision events that reach different set thresholds get different scores.
更进一步的,所述碰撞事件判定单元在得到参赛者的肢体实时方位、姿势及运动轨迹后,判断参赛者佩戴的动作捕捉装置是否发生震动,若发生震动则判定为真实碰撞事件。Furthermore, the collision event determination unit determines whether the motion capture device worn by the contestant vibrates after obtaining the real-time orientation, posture and motion trajectory of the contestant's limbs, and if a vibration occurs, it is determined as a real collision event.
进一步的,所述计分机器还包括输出装置,所述输出装置包括显示输出,所述显示输出与显示器连接,所述计分机器通过所述显示输出将计分结果及计分数据显示在显示器上。Further, the scoring machine further includes an output device, the output device includes a display output, the display output is connected to a display, and the scoring machine displays the scoring result and scoring data on the display through the display output. superior.
更进一步的,所述计算装置还包括信息导出设定模块,用于将所述计分运算模块统计的计分结果及计分数据导出,并发送至所述输出装置。Furthermore, the computing device further includes an information export setting module, configured to export the scoring results and scoring data counted by the scoring operation module, and send them to the output device.
更进一步的,所述输出装置还包括音频输出,所述音频输出与扬声器连接,所述计分机器通过所述音频输出将采集到的音频数据播放至所述扬声器上。Further, the output device further includes an audio output, the audio output is connected to a speaker, and the scoring machine plays the collected audio data to the speaker through the audio output.
进一步的,所述计分机器还包括拾音装置,所述拾音装置接收拾音器的音频信息,并将其发送至所述计算装置内,所述计算装置通过所述通信装置将音频信息发送至参赛者的可播放音频的动作捕捉装置中。Further, the scoring machine further includes a sound pickup device, the sound pickup device receives the audio information of the pickup and sends it to the computing device, and the computing device sends the audio information to the communication device through the communication device. In the contestant's motion capture device that can play audio.
另一方面,一种如上述的针对多人对抗类项目的电子计分系统的实现方法,其特征在于,包括以下步骤:On the other hand, a kind of realization method of the electronic scoring system for the multi-person confrontation class project as above, is characterized in that, comprises the following steps:
S100、参赛者根据每个动作捕捉装置的不同属性佩戴于不同的肢体位置;S100. The contestants wear different limb positions according to different attributes of each motion capture device;
S200、计分机器与动作捕捉系统建立连接,并建立参赛者的3D虚拟人体模型;S200, establish a connection between the scoring machine and the motion capture system, and establish a 3D virtual human body model of the contestant;
S300、所述计分机器实时获取所述动作捕捉装置得到的定位信息;S300, the scoring machine obtains the positioning information obtained by the motion capture device in real time;
S400、所述计分机器根据不同参赛者的3D虚拟人体模型和初始设定的原始参数,实时判定碰撞事件;S400, the scoring machine determines the collision event in real time according to the 3D virtual human body models of different contestants and the original parameters initially set;
S500、所述计分机器根据计分规则实时计算参赛者的得分情况。S500. The scoring machine calculates the scores of the contestants in real time according to the scoring rules.
根据上述方案的本发明,其特征在于,步骤S400具体包括:根据不同参赛者的3D虚拟人体模型的体积交叉判断是否发生疑似碰撞,在判定发生疑似碰撞的基础上,判断该碰撞力度是否超过预定阈值,若超过预定阈值则判定为真实碰撞事件。The present invention according to the above scheme is characterized in that step S400 specifically includes: judging whether a suspected collision has occurred according to the volume intersection of the 3D virtual human body models of different contestants, and on the basis of judging that a suspected collision has occurred, judging whether the collision strength exceeds a predetermined amount Threshold, if it exceeds the predetermined threshold, it is determined as a real collision event.
根据上述方案的本发明,其特征在于,在步骤S500中,实时计分的过程包括:The present invention according to the above scheme is characterized in that, in step S500, the real-time scoring process includes:
(1)根据碰撞前参赛者的肢体运动速度和轨迹,得到碰撞力度参数;(1) According to the movement speed and trajectory of the competitor's body before the collision, the collision strength parameter is obtained;
(2)识别参赛者发生碰撞的具体肢体部位,得出攻击部位和受攻击部位;(2) Identify the specific body parts where the competitor collided, and obtain the attacked and attacked parts;
(3)通过真实碰撞事件的判定,基于计分规则进行实时计分。(3) Real-time scoring is performed based on scoring rules through the determination of real collision events.
根据上述方案的本发明,其有益效果在于,本发明基于动作捕捉系统对参赛者进行动态碰撞检测,并结合不同的比赛规则进行计分,整个系统能够适用于多种比赛规则,减少对参赛者服装的改动,减少了可穿戴设备的相应成本;另外本发明的计分系统和计分方法能够充分还原比赛情况,能够增加比赛评分的准确性,减少误判的情况发生。The present invention according to the above scheme has the beneficial effect that the present invention performs dynamic collision detection on the contestants based on the motion capture system, and scores points in combination with different competition rules. The modification of clothing reduces the corresponding cost of the wearable device; in addition, the scoring system and scoring method of the present invention can fully restore the game situation, increase the accuracy of the game scoring, and reduce the occurrence of misjudgment.
附图说明Description of drawings
图1为针对多人对抗类项目的电子计分系统的系统框图。Figure 1 is a system block diagram of an electronic scoring system for multiplayer confrontation items.
图2为针对多人对抗类项目的电子计分系统的示意图。FIG. 2 is a schematic diagram of an electronic scoring system for multiplayer confrontation items.
图3为参赛者佩戴动作捕捉装置的示意图。Figure 3 is a schematic diagram of a contestant wearing a motion capture device.
图4为计算装置的结构示意图。FIG. 4 is a schematic structural diagram of a computing device.
图5为3D虚拟人体模型的示意图。FIG. 5 is a schematic diagram of a 3D virtual human body model.
图6为3D虚拟人体模型中头部与头部动作捕捉装置关系的示意图。FIG. 6 is a schematic diagram of the relationship between the head and the head motion capture device in the 3D virtual human body model.
图7为参赛者实际动作与3D虚拟人体模型的对比示意图。Figure 7 is a schematic diagram of the comparison between the actual movements of the contestants and the 3D virtual human body model.
图8为本发明的实现流程图。FIG. 8 is a flow chart of the implementation of the present invention.
在图中,1、动作捕捉装置;11、头部动作捕捉装置;12、胳膊动作捕捉装置;13、手部动作捕捉装置;14、胸部动作捕捉装置;15、腿部动作捕捉装置;16、膝关节动作捕捉装置;17、脚部动作捕捉装置;In the figure, 1, motion capture device; 11, head motion capture device; 12, arm motion capture device; 13, hand motion capture device; 14, chest motion capture device; 15, leg motion capture device; 16, Knee joint motion capture device; 17. Foot motion capture device;
2、动作捕捉感应器;2. Motion capture sensor;
3、计分机器;31、头部几何标签;32、胳膊几何标签;33、手部几何标签;34、胸部几何标签;35、腿部几何标签;36、膝关节几何标签;37、脚部几何标签;3. Scoring machine; 31. Head geometry label; 32. Arm geometry label; 33. Hand geometry label; 34. Chest geometry label; 35. Leg geometry label; 36. Knee geometry label; 37. Foot geometry label;
4、显示器;4. Display;
5、参赛者;5. Contestants;
6、比赛场地;6. Competition venue;
7、几何数据坐标系。7. Geometric data coordinate system.
具体实施方式Detailed ways
下面结合附图以及实施方式对本发明进行进一步的描述:The present invention will be further described below in conjunction with the accompanying drawings and embodiments:
如图1至图7所示,一种针对多人对抗类项目的电子计分系统,包括:动作捕捉系统和计分机器。动作捕捉系统用于对参赛者各个身体部位的动作捕捉装置进行定位;计分机器实时接收动作捕捉系统发送的定位信息,并通过定位信息获取对应参赛者的3D虚拟人体模型,通过3D虚拟人体模型判断是否发生有效碰撞,计分机器根据有效碰撞的类型及预定义的计分规则进行计分。As shown in Figures 1 to 7, an electronic scoring system for multi-player confrontation items includes: a motion capture system and a scoring machine. The motion capture system is used to locate the motion capture devices of each body part of the contestant; the scoring machine receives the positioning information sent by the motion capture system in real time, and obtains the 3D virtual human body model corresponding to the contestant through the positioning information. To judge whether a valid collision has occurred, the scoring machine will score according to the type of valid collision and the predefined scoring rules.
一、动作捕捉系统1. Motion Capture System
如图1、图2、图3所示,动作捕捉系统用于检测3自由度(3轴加速计以及3轴陀螺仪)、或9自由度、或10自由度的方位及坐标数据。其包括基于主动式或被动式光学捕捉的动作感测系统、基于惯性动捕的惯性传感器系统、基于机械式动捕的结构性感应系统、基于电磁式动捕的电磁感应系统、发热和/或热感测系统、加速度计中的一个或多个。As shown in Figure 1, Figure 2, and Figure 3, the motion capture system is used to detect orientation and coordinate data with 3 degrees of freedom (3-axis accelerometer and 3-axis gyroscope), or 9 degrees of freedom, or 10 degrees of freedom. It includes motion sensing systems based on active or passive optical capture, inertial sensor systems based on inertial motion capture, structural sensing systems based on mechanical motion capture, electromagnetic sensing systems based on electromagnetic motion capture, thermal and/or thermal One or more of a sensing system, an accelerometer.
动作捕捉系统包括动作捕捉感应器1和动作捕捉装置2。The motion capture system includes a motion capture sensor 1 and a
1、动作捕捉感应器1. Motion capture sensor
动作捕捉感应器2位于比赛场地6外(或边缘位置),其与动作捕捉装置1有线/无线连接。动作捕捉感应器2将参赛者5安置于身上各个部位的一定数量的动作捕捉装置1进行动作捕捉。The
2、动作捕捉装置2. Motion capture device
(1)动作捕捉装置1佩戴于参赛者5的不同身体部位或武器,通过记录不同身体部位是否受到攻击和/或发出攻击,作为有效计分的基础。(1) The motion capture device 1 is worn on different body parts or weapons of the contestant 5, and it is used as the basis for effective scoring by recording whether different body parts are attacked and/or attacked.
(2)动作捕捉装置通过穿戴设备固定于参赛者的肢体或武器上。穿戴设备包括捆绑式固定设备、黏贴式固定设备、机械式和/或结构性固定设备、磁性固定设备中的一种或多种。(2) The motion capture device is fixed on the participant's limb or weapon through the wearable device. Wearable devices include one or more of bundled fixing devices, adhesive fixing devices, mechanical and/or structural fixing devices, and magnetic fixing devices.
在本实施例中,佩戴动作捕捉装置1的各个肢体部位或武器分别配置一个或多个属性,包括攻击属性、防御属性、脆弱属性,以便计分机器能够根据详细的计分规则进行计分。例如:手部可以定义为攻击属性和防守属性,头部可以定义为脆弱属性等。本发明不以上述属性定义为限,例如在另一实施例中,各个肢体部位可不配置对应属性,仅定义有效部位即可,(胸部定义为有效部位,手腕定义为无效部位或减分部位,在比赛过程中,攻击胸部记录正分,攻击手腕记录零分或负分)。在其他实施例中还可进行其他定义,此处不做详述。In this embodiment, each limb or weapon wearing the motion capture device 1 is configured with one or more attributes, including attack attribute, defense attribute, and vulnerability attribute, so that the scoring machine can score according to detailed scoring rules. For example, the hand can be defined as an attacking attribute and a defensive attribute, the head can be defined as a vulnerable attribute, etc. The present invention is not limited to the above attribute definitions. For example, in another embodiment, each limb part may not be configured with corresponding attributes, and only valid parts can be defined. During the game, an attack on the chest is scored as a positive score, and an attack on the wrist is scored as zero or negative). Other definitions can also be made in other embodiments, which will not be described in detail here.
以人体的各个肢体部位或武器分别配置一个或多个属性为例:Take the configuration of one or more attributes for each limb or weapon of the human body as an example:
动作捕捉装置佩戴于人体的攻击部位和/或受攻击部位,具体包括头部、胸部、胳膊、手部、大腿部、膝关节、脚部、佩戴武器中的一个或多个部位,进而形成头部动作捕捉装置11、胳膊动作捕捉装置12、手部动作捕捉装置13、胸部动作捕捉装置14、腿部动作捕捉装置15、膝关节动作捕捉装置16、脚部动作捕捉装置17。The motion capture device is worn on the attacked and/or attacked parts of the human body, specifically including one or more parts of the head, chest, arms, hands, thighs, knee joints, feet, and wearing weapons, thereby forming Head
优选的,在满足进行运动测量打分位置的前提下,动作捕捉装置佩戴于参赛者不直接面对攻击的部位,降低了穿戴设备的复杂性和降低了对装置的保护需求,既能满足各类武术比赛的竞赛服装穿戴,又排除了参赛者在着装方面的限制,降低整体方案成本的同时提高了设定打分标准的灵活性。Preferably, on the premise of meeting the position of the movement measurement and scoring, the motion capture device is worn on the part where the contestant does not directly face the attack, which reduces the complexity of the wearable device and reduces the protection requirements for the device, which can not only meet the needs of various types of The wearing of competition clothing in martial arts competitions also eliminates the restrictions on contestants in terms of clothing, which reduces the overall cost of the program and improves the flexibility of setting scoring standards.
参赛者不同身体部位佩戴的不同动作捕捉装置与计分机器定义的初始参数相吻合。例如,计分机器中设定的动作捕捉装置默认为脑部,则参赛者将次动作捕捉装置佩戴于后脑勺部位。The different motion capture devices worn by the contestants on different body parts matched the initial parameters defined by the scoring machine. For example, the default motion capture device set in the scoring machine is the brain, and the contestant wears the secondary motion capture device on the back of the head.
优选的,在本实施例中,动作捕捉装置内设有震动感应器,通过震动感应器判断动作捕捉装置的位置是否发生碰撞,以及判断碰撞的类型。在其他实施例中,参赛者的武器或肢体部位还佩戴有撞击、光敏、力感测装置以及压力等传感器装置,使得计分机器额外获得传感器的力参数数据,并用于增加判断碰撞事件的准确性(力参数数据可替代计分装置所计算出的估算数据,如撞击判断以及力度判断)使得计分装置所得出的计分更加的准确以及可靠。Preferably, in this embodiment, a vibration sensor is provided in the motion capture device, and the vibration sensor is used to determine whether the position of the motion capture device collides, and to determine the type of collision. In other embodiments, the competitor's weapon or body part is also equipped with sensor devices such as impact, photosensitive, force sensing device and pressure, so that the scoring machine additionally obtains the force parameter data of the sensor and is used to increase the accuracy of judging the collision event. (Force parameter data can replace the estimated data calculated by the scoring device, such as impact judgment and strength judgment), which makes the scoring obtained by the scoring device more accurate and reliable.
优选的,参赛者还佩戴有盔甲等撞击保护装置,利用其抗刺穿和抗撕裂特性,以保护穿戴者免受因撞击而导致的伤害。这些伤害来源于击打、抛掷或者施加至参赛者的其他力,包括来自参赛者落至或相对于一个接触表面(例如地面、围绕竞技场的护壁、藩篱或笼子)的力、刺穿(例如武器)或撕裂力、和/或武器、身体部位或任何其他物体(例如地面) 击打参赛者的撞击。Preferably, the contestant also wears impact protection devices such as armor, and uses its anti-piercing and anti-tear properties to protect the wearer from injury caused by impact. These injuries result from hitting, throwing, or other forces applied to the competitor, including force from the competitor falling on or relative to a contact surface (such as the ground, parapets surrounding an arena, fence, or cage), puncturing (such as weapon) or tearing force, and/or the impact of a weapon, body part or any other object (such as the ground) hitting the competitor.
二、计分机器2. Scoring machine
如图4至图7所示,计分机器与动作捕捉系统连接(优选为无线通信连接),实时地接收动作捕捉系统发送的定位信息,并进行实时计分运算(包括核对、处理、分析和报告力参数数据、计算一个或多个结果(例如分数)),并将生成结果输出显示。As shown in Figures 4 to 7, the scoring machine is connected to the motion capture system (preferably wireless communication connection), receives the positioning information sent by the motion capture system in real time, and performs real-time scoring operations (including checking, processing, analyzing and Report force parameter data, calculate one or more results (e.g. scores), and display the resulting output.
计分机器为台式电脑、笔记本电脑、智能手机、平板电脑、虚拟现实一体机等电子设备中的一种或多种。其包括计算机系统或网络(包括LAN、WAN、因特网或云)或具有处理容量和向视觉显示器发送数据(包括但不限于实时或接近实时地发送数据)的能力的任何其他装置(例如嵌入式硬件)。The scoring machine is one or more of electronic devices such as desktop computers, notebook computers, smart phones, tablet computers, and virtual reality all-in-one machines. It includes a computer system or network (including LAN, WAN, Internet, or cloud) or any other device (such as embedded hardware) that has the processing capacity and the ability to send data to a visual display, including but not limited to real-time or near-real-time data ).
1、计分机器包括通信装置。1. The scoring machine includes a communication device.
通信装置用于实时接收动作捕捉系统发送的定位信息,用于与每一个参赛者身上佩戴的动作捕捉装置通信,使得能够将6自由度数据从每个参赛者通信至计分机器。The communication device is used to receive the positioning information sent by the motion capture system in real time, and is used to communicate with the motion capture device worn on each competitor, so that 6-DOF data can be communicated from each competitor to the scoring machine.
在一个实施例中,通信装置为单向通信装置,使得动作捕捉系统将检测到的动作捕捉装置的位置信息发送至计分机器。在另一个实施例中,通信装置为多向通信装置,不仅可以使得计分机器接收动作捕捉系统发送来的位置信息,还能将计分机器得到的数据(包括累积分数、或者来自教练的语音数据)返回至参赛者的动作捕捉装置。优选的,通信装置是单信道或多信道的,多信道通信使得能够同时发送通信和/或同时接收通信。In one embodiment, the communication device is a one-way communication device such that the motion capture system transmits the detected location information of the motion capture device to the scoring machine. In another embodiment, the communication device is a multi-directional communication device, which not only enables the scoring machine to receive the location information sent by the motion capture system, but also transmits the data obtained by the scoring machine (including accumulated scores, or the voice from the coach). data) back to the competitor's motion capture device. Preferably, the communication device is single-channel or multi-channel, multi-channel communication enabling simultaneous transmission of communications and/or simultaneous reception of communications.
在一个优选实施例中,穿戴设备还包括参赛者头部的耳机和麦克风,从而使得参赛者能够在一个信道上接收教练的指示,在另一个信道上通过麦克风向教练会话。如果比赛中有多个参赛者参与(即团队比赛),则可包括额外的信道,以使得竞技场上的团队参赛者可相互通信。In a preferred embodiment, the wearable device further includes an earphone and a microphone on the competitor's head, so that the competitor can receive instructions from the coach on one channel and talk to the coach through the microphone on another channel. If multiple players are participating in the game (ie, a team game), additional channels may be included so that the team players in the arena can communicate with each other.
优选的,通信装置采用无线通讯方法,包括任何一合适的无线通讯手段,例如蓝牙、局域网络、网路云等。Preferably, the communication device adopts a wireless communication method, including any suitable wireless communication means, such as Bluetooth, local area network, network cloud, and the like.
2、计分机器包括计算装置。2. The scoring machine includes a computing device.
计算装置与动作捕捉系统的方位数据建立链接,进而进行原始参数设定;以及根据通信装置接收到的定位信息得到对应参赛者的3D虚拟人体模型,通过判断相对两个参赛者的3D虚拟人体模型的体积交叉判断发生疑似碰撞,并通过判断疑似碰撞事件的力度及比赛规则得到计分结果。The computing device establishes a link with the orientation data of the motion capture system, and then sets the original parameters; and obtains the 3D virtual human body model of the corresponding contestant according to the positioning information received by the communication device, and judges the relative 3D virtual human body model of the two contestants. The volume cross-judgment of a suspected collision occurs, and the scoring result is obtained by judging the strength of the suspected collision and the rules of the game.
计算装置内的软件系统为可在计分机器上运行的软件模组,其运行环境可为任意合适的操作系统(例如Windows OS、Linux OS、Mac OS、Android OS等),其运行方式可为任何运行方式,例如本地安装运行或者云端运算等。根据不同运行环境的不同,该软件系统可以基于不同的编程语言(包括C、C++、C#、PHP、Java等)。The software system in the computing device is a software module that can run on the scoring machine, and its running environment can be any suitable operating system (such as Windows OS, Linux OS, Mac OS, Android OS, etc.), and its running mode can be Any operation mode, such as local installation operation or cloud computing, etc. According to different operating environments, the software system can be based on different programming languages (including C, C++, C#, PHP, Java, etc.).
计算装置与动作捕捉系统建立连接后,能实时地输送方位(不少于6自由度的方位)数据,计算装置内的计分软件获取计分机器处理器以及数据库的访问权限,进而获取动作捕捉系统提供的实时方位数据,储存至内存数据库。After the connection between the computing device and the motion capture system is established, it can transmit azimuth (azimuth with no less than 6 degrees of freedom) data in real time. The real-time orientation data provided by the system is stored in an in-memory database.
如图4所示,计算装置包括操作界面、动作捕捉系统校准模块、原始参数与计分规则设定模块、计分运算模块、数据连接建立模块等。As shown in FIG. 4 , the computing device includes an operation interface, a motion capture system calibration module, an original parameter and scoring rule setting module, a scoring operation module, a data connection establishment module, and the like.
(1)操作界面(1) Operation interface
操作界面用于通过界面操作控制计算装置的运行。The operation interface is used to control the operation of the computing device through the interface operation.
计算装置通过计算机运行计分软件后开启的软件用户操作界面,通常是使用鼠标以及键盘作为输入手段进行针对软件各类参数的修改、建立、增加、删减以及各项指令下达的虚拟操作界面。The software user operation interface opened by the computing device after running the scoring software on the computer is usually a virtual operation interface for modifying, establishing, adding, deleting and issuing various instructions for various parameters of the software by using a mouse and a keyboard as input means.
优选的,用户通过操作界面进行动作捕捉系统的校准、设定原始参数与计分规则、以及设定信息导出的相关操作。Preferably, the user performs related operations of calibrating the motion capture system, setting the original parameters and scoring rules, and deriving the setting information through the operation interface.
(2)动作捕捉系统校准模块(2) Motion capture system calibration module
动作捕捉系统校准模块用于按照人体结构校准与计分机器连接的各个动作捕捉装置,形成参赛者的3D虚拟人体模型,并对每个动作捕捉装置的属性进行定义。具体的:The motion capture system calibration module is used to calibrate each motion capture device connected to the scoring machine according to the human body structure, form a 3D virtual human model of the contestant, and define the properties of each motion capture device. specific:
如图3、图5所示,计算装置按照人体结构校准所有连接中的动作捕捉装置,允许给每个动作捕捉装置赋予标签,该标签的性质可为不同项目规则服务。优选的,计算装置辨别每个动作捕捉装置所对应的参赛者肢体部位,并设定对应的肢体部位标签及相应属性。As shown in Figures 3 and 5, the computing device calibrates all connected motion capture devices according to the anatomy, allowing each motion capture device to be assigned a tag whose properties may serve different project rules. Preferably, the computing device identifies the body part of the contestant corresponding to each motion capture device, and sets the corresponding body part label and corresponding attribute.
在本实施例中,肢体部位标签包括但不限于:头部几何标签31、胳膊几何标签32、手部几何标签33、胸部几何标签34、腿部几何标签35、膝关节几何标签36、脚部几何标签37、及武器标签等。根据肢体标签部位的不同,肢体部位标签的属性包括可用于攻击的部位(属性)、可受到攻击的部位(属性)、脆弱的部位(属性)等。In this embodiment, the limb part tags include but are not limited to:
计算装置与动作捕捉系统连接并校准后,得到每一个动作捕捉装置对应的肢体部位的几何数据,并运用三维模型构造原理进行结构生成对应的几何数据坐标系7,进而形成参赛者的3D虚拟人体模型。肢体部位的几何数据具体包括,头部体积几何数据(形状及尺寸)(如图6所示)、胸部体积几何数据(形状及尺寸)、胳膊体积几何数据(形状及尺寸)、手部体积几何数据(形状及尺寸)、大腿体积几何数据(形状及尺寸)、小腿体积几何数据(形状及尺寸)、脚部体积几何数据(形状及尺寸)、武器体积几何数据(形状及尺寸)。After the computing device and the motion capture system are connected and calibrated, the geometric data of the limbs corresponding to each motion capture device are obtained, and the corresponding geometric data coordinate system 7 is generated by using the three-dimensional model construction principle to form the 3D virtual human body of the contestant. Model. The geometric data of the limbs specifically includes: head volume geometric data (shape and size) (as shown in Figure 6), chest volume geometric data (shape and size), arm volume geometric data (shape and size), hand volume geometry Data (shape and size), thigh volume geometry (shape and size), calf volume geometry (shape and size), foot volume geometry (shape and size), weapon volume geometry (shape and size).
由于参赛者肢体与其穿戴的动作捕捉装置的相对位置需要被采集,然后提供给计算装置,使得3D虚拟人体模型中的位置与动作捕捉装置所提供的方位坐标处于相同的相对位置。Since the relative positions of the contestants' limbs and the motion capture device they wear need to be collected and then provided to the computing device, the position in the 3D virtual human body model and the azimuth coordinates provided by the motion capture device are in the same relative position.
优选的,动作捕捉系统校准模块可以通过系统调试着的设定建立对应的几何数据坐标系,也可以引用相关世界平均值数据作为默认值。在一个实施例中,相对位置在软件中为默认值,参赛者需要在穿戴动作捕捉装置时按照这个默认值去校准穿戴位置,例如计算装置默认头部动作捕捉装置的位置是坐标在人的后脑勺中央位置,因此参赛者需按照此默认值进行穿戴;在另一实施例中,这个相对位置可在软件操作界面中进行调试,按照现实中参赛者的穿戴位置进行校准。Preferably, the motion capture system calibration module can establish the corresponding geometric data coordinate system through the settings of the system debugging, and can also refer to the relevant world average data as the default value. In one embodiment, the relative position is a default value in the software, and the contestant needs to calibrate the wearing position according to this default value when wearing the motion capture device. For example, the default position of the head motion capture device of the computing device is the coordinates of the back of the person's head The center position, so the contestant needs to wear according to this default value; in another embodiment, this relative position can be debugged in the software operation interface, and calibrated according to the actual wearing position of the contestant.
如图7所示,按照人体结构组合所有校准后的几何数据,生成代表着参赛者身体结构体积形状以及尺寸的3D虚拟人体模型(参赛者的盔甲以及特殊着装的形状体积也对应在3D虚拟人体模型中模拟重现),并以空间数据结构储存管理于计分机器,允许计分软件实时调用并运算基于此数据的各种信息,例如击打判定、得分判定、犯规判定等。其结果导致此虚拟人体模型的体积和形状与参赛者的真实人体完全或接近一致。As shown in Figure 7, combine all the calibrated geometric data according to the human body structure to generate a 3D virtual human body model representing the volume, shape and size of the participant's body structure (the shape and volume of the participant's armor and special clothing also correspond to the 3D virtual human body Simulation and reproduction in the model), and store and manage it in the scoring machine in a spatial data structure, allowing the scoring software to call and calculate various information based on this data in real time, such as hitting judgment, scoring judgment, foul judgment, etc. As a result, the volume and shape of this virtual mannequin is exactly or nearly identical to the contestant's real human body.
根据动作捕捉装置提供的实时方位数据更新3D虚拟人体模型的各个肢体部位的方位与坐标,使得参赛者的实际肢体动作通过动作捕捉装置传递给计分软件并通过3D虚拟人体模型进行实时模拟。例如当参赛者穿戴在手部的动作捕捉装置实时传递给计分机器其方位数据,此数据被计分软件读取并实时更新至虚拟人体手部的方位,以此来达成让虚拟人体的手部姿势与参赛者真实的手部姿势一致或接近一致,并以此类推至所有部位,直至虚拟人体的肢体动作能够实时或者接近实时的模拟参赛者的实时肢体动作。根据上述模拟方法得到每一个参赛者的3D虚拟人体模型。The orientation and coordinates of each limb of the 3D virtual human body model are updated according to the real-time orientation data provided by the motion capture device, so that the actual limb movements of the contestants are transmitted to the scoring software through the motion capture device and simulated in real time through the 3D virtual human body model. For example, when a contestant wears a motion capture device on the hand and transmits its position data to the scoring machine in real time, the data is read by the scoring software and updated to the position of the virtual human hand in real time, so as to achieve the virtual human hand. The posture of the body is the same or close to the real hand posture of the contestant, and so on to all parts, until the limb movements of the virtual human body can simulate the real-time limb movements of the contestant in real time or near real time. According to the above simulation method, a 3D virtual human body model of each contestant is obtained.
相同的,动作捕捉装置提供的方位数据会将所有3D虚拟人体模型按照参赛者的真实相对位置进行校准。例如在某一实施例中,参赛者A与参赛者B在比赛现场中站立,两者之间距离为1米,高度一致,则生成的3D虚拟人体模型也同样的拥有1米的距离以及高度一致,参赛者的虚拟人物之间的距离将会真实地反应参赛者在真实世界中的实际距离。Likewise, the orientation data provided by the motion capture device will calibrate all 3D virtual body models to the true relative positions of the contestants. For example, in a certain embodiment, contestant A and contestant B are standing in the competition site, the distance between the two is 1 meter, and the height is the same, then the generated 3D virtual human body model also has a distance and height of 1 meter. Consistently, the distance between the contestants' avatars will truly reflect the contestant's actual distance in the real world.
在另一种实施例中,参赛者使用此计分系统进行了比赛后,计分装置可利用储存的空间结构数据将整个比赛通过CGI的方式进行播放,并允许暂定、快进、倒退等操作。In another embodiment, after the contestants use the scoring system to play the game, the scoring device can use the stored spatial structure data to play the entire game by means of CGI, and allow tentative, fast-forward, rewind, etc. operate.
(3)原始参数与计分规则设定模块(3) Original parameter and scoring rule setting module
原始参数与计分规则设定模块用于对碰撞事件判定过程中的判断参数进行设定,并设定碰撞结果积分的规则。根据需要的不同,在一个实施例中,用户可通过操作界面对原始参数与计分规则的设定参数进行修改、增加以及删除;在另一个实施例中,所有原始参数与计分规则的设定默认值在计分装置中设定,并无法在软件操作界面中修改、删除以及增加。The original parameter and scoring rule setting module is used to set the judgment parameters in the collision event judgment process, and set the rules for the integration of collision results. According to different needs, in one embodiment, the user can modify, add and delete the original parameters and the setting parameters of the scoring rules through the operation interface; in another embodiment, all the original parameters and the setting parameters of the scoring rules The default value is set in the scoring device and cannot be modified, deleted or added in the software operation interface.
原始参数与计分规则是一系列计分装置中预设和/或可设定的变量值或常数变数,其用于提供计分装置在运算碰撞事件(判定参赛者打到另一个参赛者)以及实时计分时所引用的参数。原始参数与计分规则包括但不限于:The original parameters and scoring rules are a series of preset and/or settable variable values or constant variables in the scoring device, which are used to provide the scoring device in calculating the collision event (determining that a competitor hits another competitor) And the parameters referenced when scoring in real time. Original parameters and scoring rules include but are not limited to:
A. 可用于攻击的部位标签。A. Site tags that can be used for attack.
在一个实施例中,可以对部位类型进行限定,包括钝器、尖锐、柔软等。在另一个实施例中,此类标签也可为一种数值,例如用来形容尖锐程度的数值或硬度的数值。In one embodiment, the site type may be defined, including blunt, sharp, soft, and the like. In another embodiment, such a label may also be a numerical value, such as a numerical value used to describe the degree of sharpness or a numerical value of hardness.
B. 不可用于攻击的部位标签。B. Site tags not available for attack.
C. 可攻击的部位标签。C. Attackable site tags.
在一个实施例中,可以对部位类型进行限定,包括普通、脆弱、强硬等。在另一个实施例中,此类标签也可为一种数值,例如用来形容强度程度的数值或脆弱程度的数值。In one embodiment, the site type may be defined, including normal, fragile, tough, and the like. In another embodiment, such a label may also be a numerical value, such as a numerical value describing a degree of strength or a numerical value of the degree of fragility.
D. 不可攻击的部位标签。D. Unattackable part tags.
E. 疑似碰撞阈值(距离单位)。E. Suspected collision threshold (distance units).
F. 有效速度阈值(速度单位)。F. Valid Speed Threshold (speed units).
G. 碰撞判断敏感度阈值。G. Collision judgment sensitivity threshold.
H. 震动判断阈值(基于震动感应装置)。H. Vibration Judgment Threshold (Based on Vibration Sensing Device).
I. 计分规则设定。I. Scoring rules setting.
(4)计分运算模块(4) Scoring operation module
计分运算模块用于根据原始参数判定是否发生碰撞,并对真实碰撞事件进行计分。其包括了碰撞事件判定单元和碰撞力度判定单元,还可以包括计分判定以及信息导出单元。The scoring operation module is used to determine whether a collision occurs according to the original parameters, and score the real collision events. It includes a collision event judging unit and a collision strength judging unit, and may also include a scoring judging and information deriving unit.
A、碰撞事件判定单元A. Collision event determination unit
碰撞事件判定单元用于根据参赛者的3D虚拟人体模型得到参赛者的肢体实时方位、姿势及运动轨迹,判断并得到虚拟碰撞事件。The collision event determination unit is used to obtain the real-time orientation, posture and motion trajectory of the participant's limbs according to the participant's 3D virtual human body model, and to determine and obtain the virtual collision event.
在本实施例中,计算装置通过每一次从动作捕捉系统处所接收到的定位信息来进行一次运算(每一次的定位信息运算称为“一帧”),每一帧读取最新的动作捕捉装置的定位参数并更新至所有参赛者的3D虚拟人体模型来反映真实肢体的实时的方位、姿势以及运动轨迹,进而生成的所有虚拟肢体与真实世界中所有参赛者的肢体处于接近于同样的方位、运动轨迹与姿势。In this embodiment, the computing device performs an operation on the positioning information received from the motion capture system each time (each operation of the positioning information is referred to as "one frame"), and each frame reads the latest motion capture device The positioning parameters are updated to the 3D virtual human body models of all participants to reflect the real-time orientation, posture and motion trajectory of the real limbs, and then all the virtual limbs generated are in close to the same orientation as the limbs of all participants in the real world. Movement trajectory and posture.
基于上述设定,当参赛者A的真实肢体在现实世界中与另一个参赛者B的真实肢体发生了撞击时,计算装置中的参赛者A的虚拟肢体也应与参赛者B的虚拟肢体发生了同样或接近于同样的撞击,判断得到虚拟碰撞事件。通过得到的虚拟碰撞事件与动作捕捉装置所传递的动作轨迹、速度进行相关力量判读,并达到辅助比赛打分的目的。Based on the above settings, when the real limb of competitor A collides with the real limb of another competitor B in the real world, the virtual limb of competitor A in the computing device should also collide with the virtual limb of competitor B If the collision is the same or close to the same, the virtual collision event is judged. Through the obtained virtual collision event and the motion trajectory and speed transmitted by the motion capture device, the relevant force is interpreted, and the purpose of assisting the scoring of the game is achieved.
现有的动作捕捉装置的定位刷新频率并不一定完全满足具有高速肢体动作特征的竞技项目,当真实碰撞的发生点时间出现在了定位设备刷新频率的缺口中时,则此次真实发生的碰撞会无法被虚拟肢体所模拟。在一个具体实施例中,动作捕捉装置的定位刷新频率为0.02秒一帧,某一次参赛者之间所产生的真实碰撞发生在了动作捕捉装置刷新后0.02秒的过程中,并且在下一次定位刷新时双方真实肢体已经脱离了碰撞状态时,参赛者的虚拟肢体就无法反应此次撞击并导致计分出现了误差。为了降低这种误差出现率,本发明的计算装置引入相关的误差控制机制以及手段。The positioning refresh rate of the existing motion capture device does not necessarily fully meet the competitive events with the characteristics of high-speed body movements. When the time of the actual collision occurs in the gap of the refresh rate of the positioning equipment, the actual collision occurs this time. cannot be simulated by virtual limbs. In a specific embodiment, the positioning refresh rate of the motion capture device is 0.02 seconds per frame, and a real collision between contestants occurs in the process of 0.02 seconds after the motion capture device is refreshed, and the next positioning refresh When the real limbs of the two sides are out of the collision state, the virtual limbs of the contestants cannot respond to the impact and lead to errors in the scoring. In order to reduce the occurrence rate of such errors, the computing device of the present invention introduces relevant error control mechanisms and means.
在一个优选实施例中,动作捕捉装置内设有震动感应器,震动感应器作为动作捕捉系统的一部分实时的传递震动参数与定位参数至计分机器。同时碰撞事件判定单元对当前的每一帧进行实时碰撞判定:In a preferred embodiment, the motion capture device is provided with a shock sensor, and the shock sensor, as a part of the motion capture system, transmits the shock parameters and positioning parameters to the scoring machine in real time. At the same time, the collision event determination unit performs real-time collision determination for each current frame:
(a)所有参赛者的3D虚拟人体模型被赋予相应的碰撞体(Collider),此碰撞体全面覆盖参赛者的3D虚拟人体模型,保证计算装置能监测参赛者的3D虚拟人体模型之间的接触或交叉。(a) The 3D virtual human body models of all contestants are assigned the corresponding colliders, which fully cover the contestants’ 3D virtual human body models to ensure that the computing device can monitor the contact between the contestants’ 3D virtual human body models. or cross.
在此基础上,碰撞体的体积通过参数调整得到比参赛者的实际体积大,此参数可在初始参数设定环节中让系统调试者设定。On this basis, the volume of the collision body is larger than the actual volume of the contestant through parameter adjustment. This parameter can be set by the system debugger in the initial parameter setting link.
例如,在一种情况中,参赛者A的实际腰围为68cm,其对应半径为10.82cm。当初始参数设定值为2cm时,其腰围半径设定为10.82+2=12.82cm,虚拟肢体的碰撞体的腰围将会被设定为80.51cm,并以此类推至全身。上述示例将参赛者的腰围视为圆形,当肢体形状为其他形状时,采取不同的数学公式进行计算,最终实现碰撞体的体积大于实际参赛者的体积。For example, in one case, competitor A's actual waist circumference is 68 cm, which corresponds to a radius of 10.82 cm. When the initial parameter setting value is 2cm, its waist radius is set to 10.82+2=12.82cm, the waist of the virtual limb collider will be set to 80.51cm, and so on to the whole body. In the above example, the waist circumference of the contestant is regarded as a circle. When the shape of the limb is other shapes, different mathematical formulas are used for calculation, and finally the volume of the collision body is larger than that of the actual contestant.
现实世界中参赛者A的实际肢体在靠近至参赛者B的实际肢体2cm或更近时,其3D虚拟人体模型就已经接触到了参赛者B的虚拟肢体碰撞体,进而就已经得出虚拟肢体接触的信号。In the real world, when the actual limb of contestant A is 2cm or closer to the actual limb of contestant B, the 3D virtual human body model has already touched the virtual limb collision body of contestant B, and then the virtual limb contact has been obtained. signal of.
(b)在虚拟肢体接触的信号被判定出现后,进一步的监测相应肢体标签上的震动感应器是否传递了有效的震动参数。(b) After the signal of virtual limb contact is determined to appear, further monitor whether the vibration sensor on the corresponding limb label transmits valid vibration parameters.
如出现有效震动参数,则判定碰撞出现;如无有效震动参数,则不会判定碰撞出现。If there are valid vibration parameters, it is determined that a collision occurs; if there are no valid vibration parameters, it is not determined that a collision occurs.
在另一个优选实施例中,系统调试者可规定肢体能够主动撞击其他物体的有效速度阈值。当“可用于攻击的部位”速度达到阈值,即开始记录其在此状态下的运动距离,并开始于每帧进行射线投射。In another preferred embodiment, the system debugger can specify the effective speed threshold at which the limb can actively strike other objects. When the speed of the "available for attack" reaches the threshold, it starts recording its movement distance in this state, and starts ray casting every frame.
(a)两次采样之间的差值运算(a) Difference operation between two samples
运动捕捉装置的定位刷新频率有限,当运动速度极快时,碰撞可能会出现在两次运动捕捉采样之间,在这种情况下,无法通过模型体积接触的方式来判定碰撞。The positioning refresh rate of the motion capture device is limited. When the motion speed is extremely fast, the collision may occur between two motion capture samples. In this case, the collision cannot be determined by the model volume contact.
为避免因定位频率有限而遗漏碰撞,计算装置在每一帧都基于达到运动阈值的物体,自其上一帧的位置,向当前位置发射射线,检验是否与其他物理刚体产生碰撞。如产生碰撞,则判定撞击出现。In order to avoid missing collisions due to the limited positioning frequency, the computing device emits rays from the position of the previous frame to the current position based on the object that has reached the motion threshold in each frame to check whether it collides with other physical rigid bodies. If a collision occurs, it is determined that the collision occurs.
(b)预判(b) Anticipation
动作捕捉装置的检测频率同样会造成检测的滞后性。The detection frequency of the motion capture device also causes detection lag.
针对该问题,计算装置基于物体当前位置,向检测到的最新速度方向发射射线,如检测到该射线与刚体的碰撞,且距离小于阈值,则判定撞击出现。In response to this problem, the computing device emits a ray in the direction of the latest detected velocity based on the current position of the object. If the collision between the ray and the rigid body is detected, and the distance is less than the threshold, it is determined that the collision occurs.
需要注意的是,如果所选定位设备的精准度和刷新率达到项目标准,上述两种误差控制可选机制可不被开启。It should be noted that if the accuracy and refresh rate of the selected positioning device meet the project standards, the above two optional error control mechanisms may not be enabled.
B、碰撞力度判定单元B. Collision force determination unit
碰撞力度判定单元根据虚拟碰撞事件发生时的力度指数判断碰撞是否达到设定阈值,达到不同设定阈值的虚拟碰撞事件得到不同得分。在上述第一种误差控制可选机制中,碰撞事件判定单元在得到参赛者的肢体实时方位、姿势及运动轨迹后,判断参赛者佩戴的动作捕捉装置是否发生震动,若发生震动则判定为真实碰撞事件。The collision strength determination unit judges whether the collision reaches a set threshold according to the strength index when the virtual collision event occurs, and virtual collision events that reach different set thresholds get different scores. In the above-mentioned first optional error control mechanism, the collision event determination unit determines whether the motion capture device worn by the contestant vibrates after obtaining the real-time orientation, posture and motion trajectory of the contestant's limbs, and if there is vibration, it is determined to be true collision event.
在一个具体实施例中,碰撞过程中的所有相互碰撞的肢体均会受到牵扯。例如,手部肢体与头部肢体的撞击,使得手部和头部都会承受到撞击。In a specific embodiment, all colliding limbs are involved during the collision. For example, a collision of a limb of the hand with a limb of the head causes both the hand and the head to be impacted.
(a)使用碰撞参数进行力度指数的判定(a) Use the collision parameters to determine the strength index
碰撞参数包括:碰撞发生前的肢体相对行驶速度(碰撞肢体的距离的缩小速度)、碰撞发生前N秒的肢体行驶距离。The collision parameters include: the relative travel speed of the limb before the collision (the reduction speed of the distance of the collision limb), and the travel distance of the limb N seconds before the collision.
在本实施例中,绝对的瞬时速度将不会产生撞击;而另一方面,运动也不会因距离而无限积累能量。因此设定碰撞前的运动距离阈值(如0.5米)。在到达此阈值前,撞击力度随运动距离增大;到达阈值后,运动距离的增大不会继续增加撞击力度。In this embodiment, the absolute instantaneous velocity will not produce impact; on the other hand, motion will not accumulate energy infinitely due to distance. Therefore, set a threshold of movement distance before collision (eg 0.5 meters). Before reaching this threshold, the impact force increases with the movement distance; after reaching the threshold, the increase in the movement distance will not continue to increase the impact force.
(b)使用辅助碰撞参数进行力度指数的辅助判定(b) Auxiliary determination of the force index using auxiliary collision parameters
第一类为经受力度计算的肢体的类型标签(或数值),其包括脆弱部位(或代表脆弱程度的数值)、强硬部位(或待变强硬程度的数值)及普通部位(或形容部位各类状态的数值)。The first category is the type label (or value) of the limb subjected to the force calculation, which includes the vulnerable part (or the value representing the degree of vulnerability), the tough part (or the value of the degree to be toughened), and the ordinary part (or various types of descriptions). status value).
第二类为撞击到的肢体的类型标签(或数值),其包括钝器(代表物体钝力的数值)、尖锐(代表物体尖锐的数值)及柔软(待变物体柔软的数值)。The second category is the type label (or value) of the impacted limb, which includes blunt (value representing the blunt force of the object), sharp (value representing the sharpness of the object), and soft (value representing the softness of the object to be deformed).
在另一个具体实施例中,计算机器辨别“攻击方”、“防御方”或同为“格挡方”,参与辨别地因素包括参与碰撞部位的肢体类型标签、参与碰撞部位的当前绝对速度(即,相对世界的速度)。In another specific embodiment, the computing machine discriminates "attacker", "defender" or both "blockers", and the factors involved in the discrimination include the label of the limb type of the part involved in the collision, the current absolute speed of the part involved in the collision ( i.e., relative world speed).
(a)当“可用于攻击的部位”碰撞“可攻击的部位”时判定:可用于攻击的部位为攻击方,可攻击的部位为防御方。(a) When the "attackable part" collides with the "attackable part", it is determined that the attackable part is the attacker, and the attackable part is the defender.
(b)当“可用于攻击的部位”碰撞“可用于攻击的部位时”: 如参赛者 A 绝对速度达到阈值,参赛者B 绝对速度不达到阈值,则判定为 参赛者A 进攻、参赛者B 防御;如果双方绝对速度都不达到阈值,则判定为“无碰撞”;如果双方绝对速度都打到阈值,则双方都判定为格挡。(b) When the "parts that can be used for attack" collide with the "parts that can be used to attack": If the absolute speed of competitor A reaches the threshold and the absolute speed of competitor B does not reach the threshold, it will be judged that competitor A is attacking and competitor B is Defense; if the absolute speed of both parties does not reach the threshold, it is judged as "no collision"; if the absolute speed of both parties hits the threshold, it is judged as a block by both parties.
在判定出攻击方,防御方,或者格挡后,计算防御方所承受的力度指数。After determining the attacker, defender, or block, calculate the strength index of the defender.
C、计分判定单元C. Scoring determination unit
碰撞事件触发并计算得出力度参数后,计算装置进一步的按照预设计分规则进行打分或犯规惩罚。计分过程可能但不必要的引用相关初始参数设定,计分规则设定以及触碰和力度判定结果进行实时运算,得出参赛者双方实时得分情况。After the collision event is triggered and the strength parameters are calculated, the computing device further scores or punishes fouls according to the pre-designed scoring rules. In the scoring process, it is possible but unnecessary to refer to the relevant initial parameter settings, scoring rule settings, and touch and strength judgment results for real-time calculation to obtain the real-time scores of both contestants.
(5)数据连接建立模块(5) Data connection establishment module
数据连接建立模块用于建立通信装置与动作捕捉系统的连接关系。The data connection establishment module is used to establish the connection relationship between the communication device and the motion capture system.
在一个优选实施例中,计分机器内还设有安装装置,一来用于保障来自穿戴设备的通信,以使得各个不同的动作捕捉装置的数据检测以及到计分机器的通信是安全的(例如保护免遭第三方篡改);二来用于保障通信(包括观看比赛和相关CGI、访问相关联的音频数据,包括解说、教练和参赛者的通信、宣告、音乐、广播稿等)。In a preferred embodiment, the scoring machine is further provided with an installation device, which is used to ensure the communication from the wearable device, so that the data detection of each different motion capture device and the communication to the scoring machine are safe ( For example, to protect against tampering by third parties); and secondly, to secure communications (including watching games and related CGI, accessing associated audio data, including commentary, coach and competitor communications, announcements, music, broadcast transcripts, etc.).
(6)信息导出设定模块(6) Information export setting module
信息导出设定模块用于将计分运算模块统计的计分结果及计分数据导出,并发送至输出装置。The information export setting module is used to export the scoring results and scoring data counted by the scoring operation module, and send them to the output device.
3、计分机器还包括输出装置。3. The scoring machine also includes an output device.
(1)显示输出(1) Display output
输出装置包括显示输出,显示输出与视觉显示器连接,计分机器通过显示输出将计分结果及计分数据以CGI影像的方式显示在视觉显示器上,使得参赛者、教练或领队、观众中的一个或多个所看到(不管是位于本地竞技场内,还是在远处观看比赛)。The output device includes a display output, and the display output is connected to the visual display. The scoring machine displays the scoring results and scoring data on the visual display in the form of CGI images through the display output, so that one of the competitors, the coach or the team leader, and the audience is displayed. or more than one sees (whether in a local arena or watching a game from a distance).
计分装置根据比赛规则导出相关信息及参数,具体包括:有效得分、竞赛选手累计得分、犯规事件、扣分信息、胜出信息导出、比赛流程信息显示以时间排序的虚拟人体方位参数。The scoring device derives relevant information and parameters according to the competition rules, specifically including: effective points, accumulative points of contestants, foul events, point deduction information, exporting of winning information, and display of game process information and chronological parameters of the virtual human body.
CGI影像包括了将所有参赛者得分情况以及每次有效击打的力度指数进行数据可视化处理并显示。进一步的,视觉显示器还示出参赛者的解剖学的CGI呈现图,示出了力被施加在何处。例如,参赛者的呈现图示出了击打发生在哪里(例如棍、武器或其他物体(例如击打下颌的棒球棒)的印记),添加对击打的力和力量的多维表示。The CGI images include data visualization and display of the scores of all contestants and the strength index of each effective hit. Further, the visual display also shows a CGI rendering of the competitor's anatomy, showing where the force is being applied. For example, a contestant's presentation shows where the blow occurred (eg, the imprint of a stick, weapon, or other object (eg, a baseball bat hitting the jaw)), adding a multi-dimensional representation of the force and power of the blow.
击打的“损伤值(damage value)”还能够表示为送出击打的参赛者的得分、接受击打的参赛者的一个或多个扣分,或者二者的组合。在一个实施方案中,损伤值还被表示为击打的视觉呈现图,比方说例如棍或棒球棒击打下颌的艺术印记,使用一个对应的压力图示出接受者下颌上的力的相关分布。损伤值可进一步被表示为击打的视觉呈现图,又比方说表示为艺术印记,但是被重新校准以模拟边缘的武器击打(例如视觉上以剑或矛替代棍)。The "damage value" of a hit can also be expressed as a score for the contestant delivering the hit, one or more deductions for the contestant receiving the hit, or a combination of the two. In one embodiment, the damage value is also represented as a visual representation of the blow, say for example an artistic imprint of a stick or baseball bat hitting the jaw, using a corresponding pressure map showing the relative distribution of forces on the recipient's jaw . The damage value may further be represented as a visual representation of the blow, also as an artistic imprint, for example, but recalibrated to simulate edged weapon strikes (eg, visually replacing a stick with a sword or spear).
计分机器包括用于处理计算机图形(包括视频)的能力。在一个布置中,可实时或近乎实时地观看搏斗,通过击打数据覆盖图或者击打数据的其他显示、动作回放以及计算机生成的图形显示击打“损伤”指示参赛者在何处被击中以及每次击中或者累积的袭击对参赛者的损伤值。CGI装置(例如软件)可额外包括图像字符以能够情景显示、搏斗目标和其他视觉显示元素,用于搏斗回放、建模或游戏玩法。The scoring machine includes capabilities for processing computer graphics, including video. In one arrangement, fights can be viewed in real-time or near real-time, with hit data overlays or other displays of hit data, motion replays, and computer-generated graphical displays of hit "injuries" indicating where competitors were hit And the damage value of each hit or cumulative attack to the competitor. CGI devices (eg, software) may additionally include glyphs to enable contextual displays, combat objectives, and other visual display elements for combat playback, modeling, or gameplay.
在一个实施方案中,计分装置包括CGI装置(例如软件),以图形化显示力参数数据和用于多维(例如2D、3D、4D)呈现与比赛相关的计算机生成影像,其表现为在参赛者的视频记录上的图形覆盖图,或作为参赛者的CGI呈现图。这对于真实比赛和模拟比赛、以及对于真实和模拟比赛的组合是有用的,增强了观看比赛时的观者体验,包括以互动方式和出于训练和/或娱乐(例如游戏)目的,观看者可以实时、近乎实时或延伸到未来、或者在动作回放期间。In one embodiment, the scoring device includes a CGI device (eg, software) to graphically display force parameter data and for multi-dimensional (eg, 2D, 3D, 4D) presentation of game-relevant computer-generated imagery that appears during the competition A graphic overlay on the contestant's video recording, or as a CGI rendering of the contestant. This is useful for real and simulated games, and for combinations of real and simulated games, enhancing the viewer experience when watching games, including interactively and for training and/or entertainment (eg, gaming) purposes, the viewer Can be in real-time, near real-time, or extended into the future, or during action playback.
优选的,计分机器还可解释击打的结果。例如:其被尖锐的武器(例如剑或矛)所致,而不是实际使用的具体武器,并使用CGI将结果呈现为艺术印记;使用CGI装置可提供损伤的模拟,从而使得观众或观看者可看到参赛者(例如在实战状态)的表现,或者使用带刃的武器而非无刃的武器原本会承受的损伤程度;多次的击打或力(包括同时的击打或力)可被记录和同时观看、或者选择性地在视觉显示器上观看。Preferably, the scoring machine also interprets the results of the blows. For example: it is caused by a sharp weapon (such as a sword or spear) rather than the specific weapon actually used, and using CGI to present the result as an artistic imprint; using a CGI device can provide a simulation of the damage, allowing the viewer or viewer to See the performance of the competitor (eg in real combat), or the level of damage that would have been sustained with a bladed weapon rather than a bladeless weapon; multiple blows or forces (including simultaneous blows or forces) can be Record and view simultaneously, or selectively view on a visual display.
优选的,CGI装置可以是计分机器的一个集成部分,或者通过任何合适的通信装置并使用任何合适的通信协议连接至计分机器。Preferably, the CGI device may be an integral part of the scoring machine or be connected to the scoring machine through any suitable communication means and using any suitable communication protocol.
(2)音频输出(2) Audio output
输出装置还包括音频输出,音频输出与扬声器连接,计分机器通过音频输出将采集到的音频数据播放至扬声器上。使得能够通过一个或多个扬声器接收(例如从计分机器或从外部连接源接收)音频数据和/或通过计分及其导出的音频信息(例如计分指令或语音),这样音频数据能够被参赛者、教练或领队、观众中的一个或多个所听到(包括本地竞技场内和远处视频观看比赛者)。The output device further includes an audio output, the audio output is connected with the speaker, and the scoring machine plays the collected audio data to the speaker through the audio output. Enables the receipt of audio data (such as from a scoring machine or from an externally connected source) through one or more speakers and/or through scoring and its derived audio information (such as scoring instructions or speech) so that the audio data can be Hearing by one or more of the competitor, the coach or team leader, and the audience (including those who are video-watching the game in the local arena and from a distance).
4、计分机器还包括拾音装置。4. The scoring machine also includes a pickup device.
拾音装置接收拾音器的音频信息,并将其发送至计算装置内,计算装置通过通信装置将音频信息发送至参赛者的可播放音频的动作捕捉装置中。The pickup device receives the audio information of the pickup and sends it to the computing device, and the computing device sends the audio information to the contestant's motion capture device that can play audio through the communication device.
拾音装置使得能够通过一个或多个扬声器接收(例如从计分机器或从外部连接源接收)音频数据(例如语音),这样音频数据能够被参赛者、教练或领队、观众中的一个或多个所听到。The pickup device enables audio data (such as speech) to be received (such as from a scoring machine or from an externally connected source) through one or more speakers so that the audio data can be used by one or more of the competitors, coaches or leaders, spectators all heard.
在一个优选实施例中,计分机器还包括超慢运动视频回放装置,使得能够在视觉显示器上观看,例如将每秒100帧的记录减慢至每秒1帧。In a preferred embodiment, the scoring machine also includes a super slow motion video playback device to enable viewing on a visual display, eg slowing down a recording of 100 frames per second to 1 frame per second.
如图8所示,一种针对多人对抗类项目的电子计分系统的实现方法,包括以下步骤:As shown in Figure 8, an implementation method of an electronic scoring system for multiplayer confrontation projects includes the following steps:
S100、参赛者根据每个动作捕捉装置的不同属性佩戴于不同的肢体位置。S100. The contestants wear different limb positions according to different attributes of each motion capture device.
参赛者需把定位设备固定在身体各个部位,固定的具体方式需根据计分装置初始设置的参数所吻合。如计分装置初始设定中定位设备被默认为处于参赛者的后脑勺部位,则参赛者需按照此设定将定位设备固定于后脑勺部位。以此推类。Contestants need to fix the positioning equipment on each part of the body, and the specific method of fixation should be consistent with the parameters initially set by the scoring device. If the positioning device is defaulted to be at the back of the contestant's head in the initial setting of the scoring device, the contestant must fix the positioning device to the back of the head according to this setting. And so on.
S200、计分机器与动作捕捉系统建立连接(包括有线或无线连接),并建立参赛者的3D虚拟人体模型。S200, the scoring machine establishes a connection with the motion capture system (including wired or wireless connection), and establishes a 3D virtual human body model of the contestant.
通过初设设定所形成的的参赛者全身或部分肢体或使用器械的定位识别,通过已知信息进行参赛者的身体构造模拟。具体方法为:根据定位设备所在的位置,对应初始设定所匹配的参赛者以及参赛者的身体部分,进行身体构造模拟。The positioning and identification of the competitor's whole body or part of the body or the equipment used by the initial setting is formed, and the body structure simulation of the competitor is carried out through the known information. The specific method is as follows: according to the position of the positioning device, corresponding to the contestant and the body part of the contestant matched by the initial setting, the body structure simulation is carried out.
如通过计分机器初始设定所识别的头部定位器,根据其所在方位以及朝向在其位置生成一个局域范围来代表参赛者真实的头部尺寸和方位,此区域范围参数可通过人为设置或可使用世界平均值,参数为人体头部长度、宽度、厚度等。以此类推,计分机器将会继续根据胸部定位设备位置(可选的包括手部,腿部,足部,器械定位等),生成一个局域范围,此区域范围参数可通过人为设置或可使用世界平均值,参数为人体的三围数据等。最终在评分系统软件内通过定位设备的识别,实时模拟所有参赛者的肢体形状、位置和取向。For example, the head locator identified by the initial setting of the scoring machine generates a local area according to its position and orientation to represent the real head size and orientation of the contestant. This area range parameter can be set manually. Or the world average can be used, and the parameters are the length, width, thickness, etc. of the human head. By analogy, the scoring machine will continue to locate the equipment position (optionally including hands, legs, feet, equipment positioning, etc.) according to the chest, and generate a local area range. The area range parameters can be manually set or can be The world average is used, and the parameters are the measurements of the human body, etc. Finally, through the identification of the positioning device in the scoring system software, the limb shapes, positions and orientations of all contestants are simulated in real time.
优选的,虚拟环境下物体的尺寸应略大于对应物体的实际尺寸(如头部的圆形虚拟碰撞体在虚拟环境中应大于使用者头部的实际尺寸)。这是为了在所有疑似碰撞的情况下都去触发系统打分机制,以免漏判出现的碰撞。Preferably, the size of the object in the virtual environment should be slightly larger than the actual size of the corresponding object (for example, the circular virtual collision body of the head should be larger than the actual size of the user's head in the virtual environment). This is to trigger the system scoring mechanism in all cases of suspected collisions, so as to avoid missed collisions.
计分机器与动作捕捉系统建立连接后,还需对参赛者佩戴的动作捕捉装置进行校准和识别。校准和识别的方法可使用手动识别和/或智能识别,:After the scoring machine is connected to the motion capture system, the motion capture device worn by the contestants needs to be calibrated and identified. Methods of calibration and identification can use manual identification and/or intelligent identification,:
在一种实施例中,操作者将会通过计分机器的操作界面手动辨别每一个动作捕捉装置所对应的参赛者肢体部位;在另一种实施例中,计分机器通过每一个动作捕捉装置所处的位置进行智能识别以及标志肢体部位的标签,具体的依照人体结构的分布识别各个动作捕捉装置的标签。如位于最高方位的装置给与头部标签,低于头部标签装置的装置给与胸部标签,位于胸部标签装置两侧的装置给与手部标签,以此类推直至所有装置都赋予标签。In one embodiment, the operator will manually identify the body part of the contestant corresponding to each motion capture device through the operation interface of the scoring machine; in another embodiment, the scoring machine will pass each motion capture device The location is intelligently identified and the label of the limb is marked, and the label of each motion capture device is specifically identified according to the distribution of the human body structure. For example, the device in the highest position is assigned a head tag, the device below the head tag device is assigned a chest tag, the devices located on both sides of the chest tag device are assigned a hand tag, and so on until all devices are assigned tags.
在另一种实施例中,计分机器首先通过智能识别进行标签赋予,之后仍允许用户动过操作界面进行修改。In another embodiment, the scoring machine first assigns labels through intelligent identification, and then still allows the user to modify through the operation interface.
S300、计分机器实时获取动作捕捉装置得到的定位信息。S300, the scoring machine acquires the positioning information obtained by the motion capture device in real time.
S400、计分机器根据不同参赛者的3D虚拟人体模型和初始设定的原始参数,实时判定碰撞事件。S400, the scoring machine determines the collision event in real time according to the 3D virtual human body models of different contestants and the original parameters initially set.
为了补充大部分民用定位设备的性能不足问题(特指定位设备的定位频率的不足所导致的参赛者肢体动作运动轨迹数据采集的不完整性),计分机器根据定位系统所成功采集的参赛者肢体运动数据进一步的使用轨迹判断机制进行肢体运动轨迹的提前量预测,并且使用此提前量预测为所依据的数据点进行撞击事件的检测。In order to supplement the problem of insufficient performance of most civilian positioning equipment (the incompleteness of the data collection of participants' limb movements caused by insufficient positioning frequency of specific positioning equipment), the scoring machine is based on the number of participants successfully collected by the positioning system. The limb movement data further uses the trajectory judgment mechanism to predict the advance of the limb movement trajectory, and uses the advance prediction as the data point on which the impact event is detected.
(1)根据不同参赛者的3D虚拟人体模型的体积交叉判断是否发生疑似碰撞。(1) Determine whether a suspected collision has occurred according to the crossover of the volumes of the 3D virtual human models of different contestants.
(2)在判定发生疑似碰撞的基础上,对碰撞进行评估打分,判断该碰撞力度是否超过预定阈值,若超过预定阈值则判定为真实碰撞事件;若没超过则判定为非碰撞。评估打分取决于:(2) On the basis of judging the occurrence of a suspected collision, evaluate and score the collision to determine whether the collision intensity exceeds a predetermined threshold. If it exceeds the predetermined threshold, it is determined as a real collision event; if it does not, it is determined as a non-collision. The assessment is scored based on:
A、疑似碰撞时,双方参赛者交叉物体间的最小距离。A. In the event of a suspected collision, the minimum distance between the objects intersected by the two competitors.
B、疑似碰撞时,物体的相对运动状态:距离缩小为正分,且分数随距离缩小的速度递增;如距离增大,则离开判定,直接判定为非碰撞。B. When there is a suspected collision, the relative motion state of the object: the distance is reduced as a positive score, and the score increases with the speed of the distance reduction; if the distance increases, it is judged to leave, and it is directly judged as non-collision.
C、震荡:振幅越大分数越高。C. Oscillation: The larger the amplitude, the higher the score.
S500、计分机器根据计分规则实时计算参赛者的得分情况。S500. The scoring machine calculates the scores of the contestants in real time according to the scoring rules.
实时计分的过程包括:The real-time scoring process includes:
(1)根据碰撞前参赛者的肢体运动速度和轨迹,得到碰撞力度参数;(1) According to the movement speed and trajectory of the competitor's body before the collision, the collision strength parameter is obtained;
(2)识别参赛者发生碰撞的具体肢体部位,得出攻击部位和受攻击部位;(2) Identify the specific body parts where the competitor collided, and obtain the attacked and attacked parts;
(3)通过真实碰撞事件的判定,基于计分规则进行实时计分。(3) Real-time scoring is performed based on scoring rules through the determination of real collision events.
根据具体比赛规则,通过调整软件参数,设置得分标准。该实现方法可适用于短兵比赛、跆拳道比赛、剑道比赛、西洋剑比赛等赛制,根据不同的碰撞部位,碰撞力度等参数决定比赛胜出方与败北方。According to the specific competition rules, set the scoring standard by adjusting the software parameters. This implementation method can be applied to short-handed competitions, taekwondo competitions, kendo competitions, western sword competitions and other competition systems. According to different collision parts, collision strength and other parameters, the winner and the loser of the competition are determined.
A、判断攻击方与被击中方A. Determine the attacker and the hit party
体积交叉部位为身体或头部等非攻击类部位的一方成为被击中方;The side whose volume intersection is a non-attack part such as the body or head becomes the hit side;
体积交叉部位为手部/器械、足部等攻击性部位的一方成为攻击方;The one whose volume intersecting part is the aggressive part such as the hand/equipment and foot becomes the attacking party;
理论上可以允许双方皆为攻击方或被击中方。In theory, it is possible to allow both sides to be the attacker or the hit.
B、计算碰撞力度B. Calculate the collision force
力度根据碰撞发生前,攻击方的肢体移动速度,移动距离,以及被击打方的被击打部位的相对移动速度计算得出。The strength is calculated based on the movement speed and distance of the attacker's limbs before the collision, and the relative movement speed of the hit part of the hit party.
应当理解的是,对本领域普通技术人员来说,可以根据上述说明加以改进或变换,而所有这些改进和变换都应属于本发明所附权利要求的保护范围。It should be understood that, for those skilled in the art, improvements or changes can be made according to the above description, and all these improvements and changes should fall within the protection scope of the appended claims of the present invention.
上面结合附图对本发明专利进行了示例性的描述,显然本发明专利的实现并不受上述方式的限制,只要采用了本发明专利的方法构思和技术方案进行的各种改进,或未经改进将本发明专利的构思和技术方案直接应用于其它场合的,均在本发明的保护范围内。The patent of the present invention has been exemplarily described above in conjunction with the accompanying drawings. Obviously, the realization of the patent of the present invention is not limited by the above methods, as long as various improvements made by the method concept and technical solutions of the patent of the present invention are adopted, or no improvement is made. It is within the protection scope of the present invention to directly apply the concept and technical solution of the patent of the present invention to other occasions.
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