CN216755337U - VR-based badminton training system and sensor module - Google Patents
VR-based badminton training system and sensor module Download PDFInfo
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- CN216755337U CN216755337U CN202121470592.5U CN202121470592U CN216755337U CN 216755337 U CN216755337 U CN 216755337U CN 202121470592 U CN202121470592 U CN 202121470592U CN 216755337 U CN216755337 U CN 216755337U
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Abstract
The utility model discloses a VR-based badminton training system and a sensor module, wherein the system combines VR and badminton training, so that a user can also carry out badminton training or competition at home, the appearance of an operating handle is consistent with that of a badminton racket handle, and the top end of the operating handle is provided with a counterweight, so that the hand feeling of a real badminton racket can be restored, the experience feeling is improved, and different users can also install counterweights with different weights according to own requirements. In addition, in the utility model, the operating handle is connected with the counterweight through the threads, so that the firmness degree between the handle and the counterweight is ensured, and the loading and unloading efficiency is also ensured. Finally, the hand-held surface of the operating handle is wrapped with PU hand glue for shock absorption and skid resistance, the bottom of the operating handle is provided with a wrist strap for hooping the wrist, and the operating handle is prevented from being thrown out in the process of swinging the racket by a user through double insurance.
Description
Technical Field
The utility model relates to the technical field of VR simulation, in particular to a badminton training system based on VR.
Background
Virtual Reality (VR) is a computer simulation system that creates and experiences a virtual world, using a computer to create a simulated environment, which is a systematic simulation of multi-source information-fused, interactive three-dimensional dynamic views and physical behaviors to immerse users in the environment. The virtual reality technology mainly comprises the aspects of simulating environment, perception, natural skill, sensing equipment and the like.
And generally, people need to be on the badminton court ground during badminton training or competition, and the badminton training needs to be accompanied to achieve a better training effect.
Therefore, there is a need for a badminton training system based on VR, which can perform badminton training or competition at home and has a high user experience.
Disclosure of Invention
The utility model aims to overcome the defects of the prior art and provides a badminton training system based on VR, which enables a user to train or match badminton at home and is high in experience.
In order to achieve the purpose, the technical scheme provided by the utility model is as follows:
a badminton training system based on VR comprises a VR equipment module, a controller module, a sensor module and a simulation scene module;
the VR equipment module is connected with the controller module and used for providing a scene hologram for a user;
the sensor module is an operating handle, is connected with the controller module and is used for acquiring operation information of a user and transmitting the operation information to the controller module;
the appearance of the operating handle is consistent with that of the badminton racket handle, and the operating handle is provided with a control button, a power switch button and a charging interface; the top end of the operating handle is in threaded connection with a counterweight, and different users can install counterweights with different weights according to the requirements of the users;
the counterweight part is a counterweight round ball or a counterweight round plate;
the simulated scene module is connected with the controller module and used for providing scenes related to the badminton for users.
Further, the VR device module employs a head-mounted display.
Furthermore, the hand-held surface of the operating handle is coated with PU hand glue for shock absorption and skid resistance.
Furthermore, the bottom of the operating handle is provided with a wrist strap for hooping a wrist, and the wrist strap is connected with the bottom of the operating handle through a ring buckle.
Further, the simulation scene module comprises a training scene, a competition scene and an action explanation scene;
the training scene is used for providing a simulation scene for badminton training and providing simulated badminton training experience for users;
the game scene is used for providing a simulation scene of the badminton game and providing simulated game experience for the user;
the action explanation scene is used for providing a simulated action explanation scene and providing simulated action learning experience for the athletes.
Compared with the prior art, the technical scheme has the following principles and advantages:
1. this technical scheme combines together VR and badminton training for the user also can carry out badminton training or match at home.
2. Operating handle's among this technical scheme appearance is unanimous with racket handle appearance, and operating handle's top installs the counterweight for not only can not restore real racket's feeling, promote to experience and feel, the different users can also be according to the counterweight of the different weight of own demand installation.
3. Because need wave the racket constantly in badminton training and match, consequently especially test the firm degree between operating handle and the counterweight, to this, among this technical scheme, through threaded connection between operating handle and the counterweight, both guaranteed the firm degree between handle and the counterweight, guaranteed handling efficiency again.
4. Among this technical scheme, operating handle's handheld surface package has the PU hand that is used for shock attenuation and antiskid to glue, and the bottom is equipped with the wrist strap that is used for hooping the wrist, through the dual fail-safe, prevents that the user from waving the in-process of clapping and throws operating handle away.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the services required to be used in the embodiments or the prior art descriptions will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is also possible for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic structural diagram of a VR-based badminton training system of the present invention;
FIG. 2 is one of the schematic structural diagrams of a sensor module in a VR-based badminton training system according to the present invention (with an operating handle and a weight assembled together);
fig. 3 is a second schematic structural diagram (the operating handle and the counterweight member are separated) of the sensor module in the VR-based badminton training system.
The labels in the figure are:
1-a VR device module; 2-a controller module; 3-a sensor module; 4-simulating a scene module; 5-control the key; 6-power switch key; 7-a charging interface; 8-a counterweight; 9-wrist band; 10-ring buckling; 11-PU hand glue.
Detailed Description
The utility model will be further illustrated with reference to specific examples:
as shown in fig. 1, a VR-based badminton training system includes a VR device module 1, a controller module 2, a sensor module 3, and a simulated scene module 4.
The VR equipment module 1 is connected with the controller module 2 and is used for providing a scene hologram for a user; the sensor module 3 is connected with the controller module 2 and used for acquiring operation information of a user and transmitting the operation information to the controller module 2; the simulation scene module 4 is connected with the controller module 2 and is used for providing a scene related to the badminton for a user.
Specifically, in this embodiment, the VR device module 1 employs a head-mounted display.
Specifically, in this embodiment, as shown in fig. 2 to fig. 3, the sensor module 3 is an operating handle, the shape of the operating handle is the same as that of the handle of the badminton racket, a weight 8 (the weight 8 in this embodiment is a weight ball) is installed at the top end of the operating handle through a thread, a power switch button 6 located below the weight 8 is arranged at the upper portion of the operating handle, a control button 5, a charging interface 7 and a wrist strap 9 are arranged at the bottom of the operating handle, and the wrist strap 9 is connected with the bottom of the operating handle through a buckle 10. In addition, the hand-held surface of the operating handle is coated with PU hand glue 11 for shock absorption and skid resistance.
Specifically, in this embodiment, the simulation scene module 4 includes a training scene, a competition scene, and an action explanation scene; the training scene is used for providing a simulation scene of badminton training and providing simulated badminton training experience for a user; the game scene is used for providing a simulation scene of the badminton game and providing simulated game experience for the user; and the action explanation scene is used for providing a simulated action explanation scene and providing simulated action learning experience for the athletes.
The working principle of the embodiment is as follows:
before starting, a user selects a weight part 8 suitable for the user according to the requirement of the user, and the weight part 8 is arranged on an operating handle; the head-mounted display is worn, and the hand to be held by the operation handle is passed through the wrist band 9 and then the operation handle is gripped.
After the start, the power switch key 6 on the operation handle is turned on, and the simulation scene is selected through the control key 5. In the process of selecting the simulation scene, the operating handle sends a calling instruction to the controller module 2, the controller module 2 calls the simulation scene in the simulation scene module 4, and the called simulation scene is sent to the head-mounted display and displayed by the head-mounted display.
In the action explanation scene, a simulated action explanation scene is provided for the user, and simulated action learning experience is provided for the athlete.
In the training scene, through simulating the badminton training scene, according to giving of virtual training of accompanying, use operating handle to carry out corresponding footwork and running and returning, provide the badminton training experience of emulation for the user.
In the competition scene, a badminton competition scene is simulated, and a user uses a handle to operate, so that the user plays a first person as an athlete on a competition field, plays a badminton competition with each virtual competitor and feels the wonderful of the badminton competition.
This embodiment combines together VR and badminton training for the user also can carry out badminton training or match at home, and in addition, operating handle's appearance is unanimous with racket handle appearance, and operating handle's top installs counterweight 8, makes not only can restore the feeling of true racket, promotes to experience and feels, and different users can also install counterweight 8 of different weights according to the demand of oneself.
Still what is more, because need constantly wave the racket in badminton training and match, consequently especially test the firm degree between operating handle and the weight 8, to this, in this embodiment, through threaded connection between operating handle and the weight 8, both guaranteed the firm degree between handle and the weight 8, guaranteed loading and unloading efficiency again.
Finally, the hand-held surface of the operating handle is wrapped with PU hand glue 11 for shock absorption and skid resistance, the bottom of the operating handle is provided with a wrist strap 9 for hooping the wrist, and the operating handle is prevented from being thrown out in the process of swinging the racket by a user through double insurance.
The above-mentioned embodiments are merely preferred embodiments of the present invention, and the scope of the present invention is not limited thereto, so that variations based on the shape and principle of the present invention should be covered within the scope of the present invention.
Claims (8)
1. A VR-based badminton training system is characterized by comprising a VR equipment module (1), a controller module (2), a sensor module (3) and a simulated scene module (4);
the VR equipment module (1) is connected with the controller module (2) and is used for providing a scene hologram for a user;
the sensor module (3) is an operating handle, is connected with the controller module (2), and is used for acquiring operation information of a user and transmitting the operation information to the controller module (2);
the shape of the operating handle is consistent with that of the badminton racket handle, and the operating handle is provided with a control key (5), a power switch key (6) and a charging interface (7); the top end of the operating handle is in threaded connection with a counterweight (8), and different users can install the counterweight (8) with different weights according to the requirements of the users;
the counterweight piece (8) is a counterweight round ball or a counterweight round plate;
the simulated scene module (4) is connected with the controller module (2) and is used for providing a scene related to the badminton for a user.
2. The VR-based badminton training system of claim 1, wherein the VR equipment module (1) employs a head-mounted display.
3. The VR-based badminton training system of claim 1, wherein the hand-held surface of the operating handle is coated with PU hand glue (11) for shock absorption and slip prevention.
4. A VR based badminton training system as claimed in claim 3, characterised in that the operating handle is provided with a wrist strap (9) at the bottom for looping the wrist, the wrist strap (9) being connected to the bottom of the operating handle by a buckle (10).
5. The VR-based badminton training system of any one of claims 1-4, wherein the simulation scenario module (4) includes a training scenario, a competition scenario, and an action explanation scenario;
the training scene is used for providing a simulation scene of badminton training and providing simulated badminton training experience for a user;
the game scene is used for providing a simulation scene of the badminton game and providing simulated game experience for the user;
the action explanation scene is used for providing a simulated action explanation scene and providing simulated action learning experience for the athletes.
6. The utility model provides a sensor module, its characterized in that, sensor module (3) are operating handle, and this operating handle's appearance is unanimous with racket handle appearance, and top threaded connection has counterweight (8), and different users install counterweight (8) of different weights according to the demand of oneself.
7. A sensor module according to claim 6, characterized in that the weight member (8) is a weight sphere or a weight circular plate.
8. The sensor module according to claim 6 or 7, wherein the operating handle is provided with a control button (5), a power switch button (6) and a charging interface (7).
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CN202121470592.5U CN216755337U (en) | 2021-06-30 | 2021-06-30 | VR-based badminton training system and sensor module |
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CN202121470592.5U CN216755337U (en) | 2021-06-30 | 2021-06-30 | VR-based badminton training system and sensor module |
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