• Title/Summary/Keyword: Sports Robot

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A Study on Changes in Future Sports According to the Introduction of Baseball Robot Umpire (야구 로봇 심판 도입에 따른 미래 스포츠 변화에 관한 연구)

  • Park, Hyoung-Kil;Jung, Young-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.93-103
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    • 2021
  • The purpose of this study is to explore changes in future sports by introducing baseball robot umpire. The study was conducted using qualitative research methods, and participants selected five baseball fans who were interested in baseball. The results of the study are as follows. First, baseball fans expressed displeasure with the frequent misjudgment in Korean Professional Baseball game, and doubted the fairness of the umpire's judgment. And repeated misjudgment of professional baseball has contributed to the decline in viewing and viewing of baseball. Second, baseball fans were positive about the introduction of robot umpire as a way to reduce bad calls in baseball games, and considered the accuracy, consistency, and recordability of robot umpire to complement their limitations. Third, the application of baseball robot umpire will serve as a basis for strengthening the fairness and efficiency of baseball games, which will positively change the image of sports. As a result, the introduction of robot umpire in baseball games could exert desirable influence on people and contribute to restoring the ethics of sports and strengthening fairness.

Development of Tennis Training Machine in Ourdoor Environment with Human Tracking (사용자 추적 기능을 가진 야외용 테니스 훈련용 장치 개발)

  • Yang, Jeong-Yean
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.424-431
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    • 2020
  • This paper focused on the development of sports robot that detects a human player and shots a serve ball automatically. When robot technologies apply to the sports machine, the domain problems occurs such as outdoor environments and playing condition to recognize the visual and the vocal modalities. Gaussian mixture model and Kalman filter are used to detect the player's position in the left, right, and depth direction and to avoid the noises caused by the player's posture variation around the net. The sports robot is designed by the pan-tilt structure to shot a serve ball by pneumatic control under the multi layered software architecture. Finally, the proposed tracking and the machine performance are discussed by experimental results.

Strategy for Sprint Race of Humanoid Robot (휴머노이드 로봇의 스프린트 경기 전략)

  • Gill, Woo-Ram;Ryoo, Young-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.5
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    • pp.390-395
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    • 2016
  • In this paper, a sprint race of human and that of humanoid robot are compared. Sprint race is one of the most popular sports games of human. HuroCup organized by FIRA is the most representative sports event of humanoid robots. The rules of the sprint race in HuroCup are explained and the strategy for the sprint race that humanoid robots can play is proposed. A child-sized humanoid robot is designed and developed so that it can play to follow the rules of the sprint race. The algorithm of the game strategy is applied to the robot, and the robot's performance is tested. Eventually, in HuroCup, it is verified that the developed humanoid robot is suitable to perform the sprint race.

Harmonic Motion-based Simulator Design for Multipurpose Sports Simulation

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.163-169
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    • 2015
  • This study proposes a sports simulation device with various harmonics generation. The proposed system is composed of 6 degrees of freedom simulator devices and three types of sports simulation such as walking, snowboard, and jet-ski. In this research, every joint movement is designed with a crank-and-slider mechanism, which is efficient for generating continuous curvature smoothly. Contrary to the conventional spatial simulator with linear actuators, harmonics generation and its spatial combinations become the crucial issue in this research. The harmonic pattern in each joint is modelled for generating smooth curvatures that are also superposed for achieving overall motions. In addition, the targeted motions of sports simulations have different physical factors of periodic gait motion, frictionless surface, and buoyant effects, which are respectively designed by integrating three dimensional graphics information.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

A Study on Analysis of Pilates-related Patent Information (필라테스 분야 특허 정보 분석에 관한 연구)

  • Chi, Dong-Cheol;Kim, Jong-Hyuck
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.513-519
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    • 2022
  • The 4th industrial revolution has made our life convenient, and the development of new technologies has brought affluent life. Considering that the 4th industrial revolution is a next-generation industrial revolution led by robot technology, life science, and artificial intelligence, the need for convergence research in sports field stimulated the continuous efforts for the academic foundation of sports. Recently, as interest in home training has increased due to the COVID-19 pandemic, the Pilates has also attracted much attentions demand for related supplies has increased. This is an demonstration that COVID-19 has had an impact on the sports industry ecosystem. The purpose of this study was, accordingly, to identify current trends through accurate patent information related to Pilates and to provide basic data for future studies on sports convergence industry and sports intellectual property. For the purpose, based on the data from Jan. 1 to Dec. 31, 2021 provided by KIPRIS (www.kipris.or.kr), the patent information search service provided by the Korean Intellectual Property Office, patent status analysis, international patent classification (IPC) patent analysis, and detailed patent analysis by classification were performed.

A Deep Learning Algorithm for Fusing Action Recognition and Psychological Characteristics of Wrestlers

  • Yuan Yuan;Yuan Yuan;Jun Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.3
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    • pp.754-774
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    • 2023
  • Wrestling is one of the popular events for modern sports. It is difficult to quantitatively describe a wrestling game between athletes. And deep learning can help wrestling training by human recognition techniques. Based on the characteristics of latest wrestling competition rules and human recognition technologies, a set of wrestling competition video analysis and retrieval system is proposed. This system uses a combination of literature method, observation method, interview method and mathematical statistics to conduct statistics, analysis, research and discussion on the application of technology. Combined the system application in targeted movement technology. A deep learning-based facial recognition psychological feature analysis method for the training and competition of classical wrestling after the implementation of the new rules is proposed. The experimental results of this paper showed that the proportion of natural emotions of male and female wrestlers was about 50%, indicating that the wrestler's mentality was relatively stable before the intense physical confrontation, and the test of the system also proved the stability of the system.

Integrated Dynamics Control System for SUV with Front Brake Force and Front Steering Angle (전륜 제동력 및 전륜 조향각을 이용한 SUV 차량의 통합운동제어시스템 개발)

  • Song, Jeonghoon
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.21 no.5
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    • pp.22-27
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    • 2022
  • An integrated front steering system and front brake system (FSFB) is developed to improve the stability and controllability of an SUV. The FSFB simultaneously controls the additional steering angle and front brake pressure. An active front steering system (AFS) and an active front brake system (AFB) are designed for comparison. The results show that the FSFB enhances the lateral stability and controllability regardless of road and running conditions compared to the AFS and AFB. As a result, the yaw rate of the SUV tracks the reference yaw rate, and the side slip angle decreases. In addition, brake pressure control is more effective than steering angle control in improving the stability and steerability of the SUV on a slippery road. However, this deteriorates comfort on dry or wet asphalt.

Gait Pattern Generation for Lower Extremity Exoskeleton Robot and Verification of Energy Efficiency (하지 착용형 외골격 로봇의 효율적 보행패턴 생성 및 에너지 효율성 검증)

  • Kim, Wan-Soo;Lee, Seung-Hoon;Ryu, Jae-Kwan;Baek, Joo-Hyun;Kim, Dong-Whan;Han, Jung-Soo;Han, Chang-Soo
    • Journal of the Korean Society for Precision Engineering
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    • v.29 no.3
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    • pp.346-353
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    • 2012
  • The purpose of this study is to verify the energy efficiency of the integrated system combining human and a lower extremity exoskeleton robot when it is applied to the proposed gait pattern. Energy efficient gait pattern of the lower limb was proposed through leg function distribution during stance phase and the dynamic-manipulability ellipsoid (DME). To verify the feasibility and effect of the redefined gait trajectory, simulations and experiments were conducted under the conditions of walking on level ground and ascending and descending from a staircase. Experiments to calculate the metabolic cost of the human body with or without the assistance of the exoskeleton were conducted. The energy consumption of the lower extremity exoskeleton was assessed, with the aim of improving the efficiency of the integrated system.