• Title/Summary/Keyword: snowboard simulator

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Kinematic Study of Lower Extremity Movements in Unskilled and Expert Snowboarders During Snowboard Simulator Exercises (스노보드 시뮬레이터 운동 시 전문가와 비전문가의 하지 운동특성 분석)

  • Park, Sunwoo;Ahn, Soonjae;Kim, Jongman;Shin, Isu;Choi, Eunkyoung;Kim, Youngho
    • Journal of Biomedical Engineering Research
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    • v.36 no.4
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    • pp.109-114
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    • 2015
  • In this study, joint angles of the lower extremity and tibial acceleration and angular velocity were measured during a snowboard simulator exercises in order to evaluate the skill of snowboarders. Ten unskilled and ten expert snowboarders were recruited for the study. A three-dimensional motion capture system and two inertial sensor modules were used to acquire joint movements, acceleration and angular velocity of the lower extremities during snowboard simulator exercises. Pattern variations were calculated to assess variations in the snowboard simulator motion of unskilled and expert snowboarders. Results showed that expert snowboarders showed greater range of motion in joint angles and greater peak to peak amplitude in acceleration and angular velocity for tibia than unskilled snowboarders. The unskilled snowboarders did not show symmetrical shape(same magnitude but opposite direction) in tibial angular velocity during two edge turns in snowboard simulator exercises. The expert snowboarders showed smaller pattern variations for joint angle of lower extremity, tibial acceleration and tibial angular velocity than unskilled snowboarders. Inertial sensor data and pattern variations during the snowboard simulator exercises could be useful to evaluate the skill of snowboarders.

The Development of Game Simulator for Snowboard (스노우보드 게임 시뮬레이터 개발)

  • Kim, Dong-Jin;Yoon, Pyoung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.510-516
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    • 2019
  • In this paper, a snowboard simulator that measures the user's motion and makes the user feel physical changes and enjoy actual snowboarding was developed. The speed and direction of the snowboard are determined by the user's center of gravity. The developed simulator is equipped with four springs on the snowboard plate, so that the slope can change according to the change in the user's weight center and be felt directly. The slope due to the change in the center of gravity of the user is measured using a three-axis acceleration sensor. The friction of the slope generated by the rotation of the snowboard is made possible by the user using the BLDC motor, and the rotation of the snowboard is measured using the hole sensor. For rapid data processing of the simulator, two MCUs are used to transfer the measured data to the PC using the acceleration sensor and motor separately. The developed simulator can experience slopes and friction of the slope directly, and wear measured data and HMD to enjoy more realistic snowboarding.

Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.

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.