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Virtual reality training system for team sport

A virtual reality and training system technology, applied in the field of virtual reality technology, can solve problems such as limited effects and unsatisfactory effects

Inactive Publication Date: 2018-12-04
胡敏君
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, such an abstract training method has limited effect, and requires all the staff to be able to practice on the court.
Traditional tactical training methods are not ideal

Method used

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  • Virtual reality training system for team sport
  • Virtual reality training system for team sport
  • Virtual reality training system for team sport

Examples

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Embodiment Construction

[0014] The following description lists various embodiments of the present application. The following description introduces the basic concept of the application and is not intended to limit the content of the application. The actual scope of the invention should be defined according to the scope of the patent application.

[0015] figure 1 It illustrates a team sports virtual reality training system 100 implemented according to an embodiment of the present application, which includes an electronic tactical board 102 , a server 104 and a virtual reality device 106 . The following embodiments illustrate basketball.

[0016] The electronic tactical board 102 can be realized by any computer equipment such as a tablet, a mobile phone, a desktop computer, etc., for inputting tactics. The electronic tactical board 102 may have input devices such as a touch screen or a mouse. The coach can draw the target trajectory of each player on the touch screen, or input the target trajector...

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PUM

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Abstract

A virtual reality training system for team sports is designed to improve the effectiveness of tactical training with virtual reality technology. A server generates virtual reality data according to atleast one target trajectory of each trainee in tactics.The server generates VR content based on target trajectories of a trainee in a tactic. A VR device (e.g., including a VR head-mounted display) receives the VR content to display the virtual environment and instructs the trainee to practice the target trajectories. The VR device further provides a motion sensor device that detects and returnsthe head pose, actions, and positions of the trainee to the server. The server updates the VR content according to the head pose, actions, and positions of the trainee. The target trajectories are further marked with timing and head orientation to instruct the trainee when to execute each trajectory and where to look for catching ball opportunity.

Description

technical field [0001] This application is about virtual reality technology. Background technique [0002] Player training for team sports -- such as basketball -- includes tactical drills. Generally, the target trajectory of each player is marked with a tactical board to teach players how to implement tactics on the court. However, such an abstract training method has limited effects, and requires all the players to be present before actually practicing on the court. The traditional approach to tactical training is not ideal. Contents of the invention [0003] The present application discloses a virtual reality training system for team sports, wherein the tactical training is realized with virtual reality. [0004] The team sports virtual reality training system realized according to the embodiment of the present application includes a server and a virtual reality device. The server generates virtual reality data based on the target trajectory of the trained players i...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63B71/06A63B69/00
CPCA63B24/0021A63B24/0075A63B69/0071A63B71/0622A63B2225/50A63B2230/62A63B2071/0647A63B2071/0625G09B19/0038G06F3/011G06F3/012A63B2071/0638A63B2071/0636A63B2071/063H04N13/332A63F13/00
Inventor 胡敏君钟明芬蔡菀伦潘则佑许友纶
Owner 胡敏君
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