A63B2071/0636

SPORT TRAINING METHOD AND SYSTEM AND HEAD-MOUNTED VR DEVICE
20230001283 · 2023-01-05 ·

A sport training method and system and a head-mounted VR device are disclosed. The method is performed by a head-mounted VR device. The head-mounted VR device is wirelessly connected to a hand-motion tracker and a foot-motion tracker. The method comprises: displaying a virtual demonstrative action; acquiring 6DOF head-motion data, 6DOF hand-motion data and 6DOF foot-motion data of the user; fusing the 6DOF hand-motion data and the 6DOF foot-motion data with the 6DOF head-motion data; calculating motion data of different parts of a human body according to the data that have been fused; and comparing the motion data of the different parts of the human body obtained by the calculation with standard sport training data of the virtual demonstrative action, and if a degree of similarity is greater than a threshold, determining that an action of a human-body part meets a training standard, and if not, displaying a corresponding prompting message in a virtual reality scene to prompt a human-body part whose action is not standard.

SYSTEMS AND METHODS FOR ANIMATING A SIMULATED FULL LIMB FOR AN AMPUTEE IN VIRTUAL REALITY
20230023609 · 2023-01-26 ·

A system and method for generating simulated full limb animations in real time based on sensor and tracking data. A computing environment for receiving and processing tracking data from one or more sensors, for mapping tracking data onto a 3D model having a skeletal hierarchy and a surface topology, and for rendering an avatar for display in virtual reality. A method for animating a full-bodied avatar from tracking data collected from an amputee. A means for determining, predicting, or modulating movements an amputee intends to make with his or her simulated full limb. A modified inverse kinematics method for arbitrarily and artificially overriding a position and orientation of a tracked end effector. Synchronous virtual reality therapeutic activities with predefined movement patterns that may modulate animations.

Method for Calibrating an Extended Reality Headset for Use with Exercise Equipment

A method calibrates an extended reality headset to be worn by a user for use with a piece of exercise equipment having at least one exercise device. The method includes the step of inputting data identifying physical parameters of the at least one exercise device. An operation space is then identified about the at least one exercise device for the user to occupy while using the piece of exercise equipment. A digital control space is then presented with control inputs allowing the user to control the piece of exercise equipment and/or to control the digital rendering of the extended reality environment. A digital rendition of the piece of exercise equipment and the at least one exercise device is rendered in the view of the user wearing the extended reality headset while operating the piece of exercise equipment.

OBJECT FITTING USING QUANTITATIVE BIOMECHANICAL-BASED ANALYSIS

Systems and methods are disclosed for generating a 3D avatar and object fitting recommendations using a biomechanical analysis of observed actions with a focus on representing actions through computer-generated 3D avatars. Physical quantities of biomechanical actions can be measured from the observations, and the system can analyze these values, compare them to target or optimal values, and use the observations and known biomechanical capabilities to generate the 3D avatars and object fitting recommendations.

Embedding a trainer in virtual reality (VR) environment using chroma-keying

A virtual reality (VR) system comprising a head-mounted display (HMD) and handheld controller set is enhanced to provide a more realistic end user VR experience. According to this disclosure, a chroma-keyed trainer is embedded in the VR environment for use in workouts. This creates the illusion that the trainer is with the user in the virtual room. To create this effect, the trainer is filmed using a chroma key setup (e.g., a green screen background) and with standard cameras. The video is used in the headset with the keyed color (green) removed. As the training video is rendered, a set of virtual reality (VR) events that have been synchronized to movements of the trainer in the training video are output to the user so that the trainer actively participates in the workout with the user.

Light field display system for sporting events

A light field (LF) display system for displaying holographic content (e.g., a holographic sporting event or holographic content to augment a holographic sporting event) to viewers in an arena. The LF display system in the arena includes LF display modules tiled together to form an array of LF modules. The array of LF modules create a holographic object volume for displaying the holographic content in the arena. The array of LF modules displays the holographic content to viewers in the viewing volumes. The LF display system can be included in a LF sporting event network. The LF sporting event network allows holographic content to be created at one location and presented at another location. The LF sporting event network includes a network system to manage the digital rights of the holographic sporting event content.

QUANTITATIVE, BIOMECHANICAL-BASED ANALYSIS WITH OUTCOMES AND CONTEXT

Systems and methods are disclosed for generating a 3D avatar using a biomechanical analysis of observed actions with a focus on representing actions through computer-generated 3D avatars. Physical quantities of biomechanical actions can be measured from the observations, and the system can analyze these values, compare them to target or optimal values, and use the observations and known biomechanical capabilities to generate 3D avatars.

Measurement and reconstruction of the golf launching scene in 3D

A method, including scanning a golf club to obtain scanning information; inputting the scanning information into a processing system; using at least one camera positioned behind and in-line to a golf swing direction and at least one lighting unit to obtain a series of images of a golf club during the golf swing; converting the series of images into parameterized motion representations; using at least one radar to obtain a radar signal; inputting the parameterized motion representations and the radar signal into the processing system; receiving golf club parameters and golf swing parameters as an output of the processing system; and generating a visual model of the golf club and the golf swing in a virtual space using the golf club parameters and the golf swing parameters.

VISION-BASED MOTION CAPTURE SYSTEM FOR REHABILITATION TRAINING

There is included a method and apparatus comprising computer code configured to cause a processor or processors to perform obtaining video data including at least one body part of a person, selecting keypoints of the at least one body part based on a predetermined rehabilitation category, extracting a motion feature of the at least one body part from the video data, scoring the motion feature based on the predetermined rehabilitation category, and generating a display illustrating the motion feature and said scoring of the motion feature.

VR OMNI-DIRECTIONAL EXERCISE MACHINE WITH TERRAIN ENVIRONMENT SIMULATION FUNCTION
20230031046 · 2023-02-02 ·

A VR (virtual reality) omni-directional exercise machine with a terrain environment simulation function is provided. The VR omni-directional exercise machine includes a protective ring, a protective ring supporting rod, a protective ring supporting column, an exercise platform, a control machine, and VR head-mounted display, wherein the protective ring is arranged above the exercise platform and is connected to the protective ring supporting column through the protective ring supporting rod, and the bottom of the protective ring supporting column is fixedly connected to the outer side of the exercise platform; a moving vertical rod module lattice is arranged in the exercise platform, the moving vertical rod module lattice and the VR head-mounted display are both connected to the control machine, and the control machine is used to coordinate and control the movement of the moving vertical rod module lattice according to an terrain environment displayed in the VR head-mounted display.