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    • 1. 发明申请
    • CODIFICATION AND CUEING SYSTEM FOR HUMAN INTERACTIONS IN TENNIS AND OTHER SPORT AND VOCATIONAL ACTIVITIES
    • 十进制和其他运动和职业活动中的人际交往的指令和调用系统
    • WO2016025460A1
    • 2016-02-18
    • PCT/US2015/044620
    • 2015-08-11
    • ICUEMOTION, LLC
    • METTLER MAY, Berenice
    • A63B71/00A63B71/06A63B102/02A63B69/38A63B60/00A63B49/00
    • A63B71/06A63B69/38G06F19/3481G06K9/00335G06K9/00342
    • The invention consists of a codification and cueing system for the optimization of adversarial or cooperative interactions between human actors engaged in sports and other activities. The system uses measurements from motion sensors to identify key events in the activity and participant's behavior to provide real-time cues to help the actors perform as well as train. The system is illustrated for a tennis application. The codification describes the players' interactions based on court events, such as the ball's trajectory relative to the court, and player behavioral events, such as the stroke phases and court movements. The cueing method can be implemented using different subsets of such events. In its simplest implementation, timing cues are obtained from the stroke backswing initiation, forward swing initiation and impact of the ball on the racket. Following the detection of these events, a signal is transmitted to the adversary where it is used to generate auditory, visual and/or haptic stimuli. These stimuli encode information that help the players anticipate the type of oncoming ball and hence the cue helps select, prepare for and execute the appropriate stroke. The anticipatory cue also primes the players' perceptual processes, directing attention to relevant aspects of the performance.
    • 该发明包括编纂和提示系统,用于优化参与体育运动和其他活动的人类行为者之间的对抗或合作互动。 该系统使用来自运动传感器的测量来识别活动中的关键事件和参与者的行为,以提供实时提示来帮助演员以及训练。 该系统被示出用于网球应用程序。 编纂描述了玩家根据法庭事件的相互作用,例如球相对于法庭的轨迹,以及玩家的行为事件,如中风阶段和法庭移动。 提示方法可以使用这种事件的不同子集来实现。 在其最简单的实现中,从后退开始,向前摆动开始和球对球拍的影响获得时间线索。 在检测到这些事件之后,信号被传送到对手,在那里它用于产生听觉,视觉和/或触觉刺激。 这些刺激编码信息,帮助玩家预测即将到来的球的类型,因此提示有助于选择,准备和执行适当的中风。 预期的提示也会引起玩家的感知过程,引导人们注意表现的相关方面。