Agility training method

By randomly appearing icons on the display terminal and recording user click behavior and calculating agility scores, the problem of lack of interactivity and autonomous evaluation in the prior art is solved, and the user's training enthusiasm and interactivity are enhanced.

CN119139676APending Publication Date: 2024-12-17GUANGZHOU DCOLOUR OPTOELECTRONIC TECH CO LTD
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Patent Information

Application Number
CN202411135679.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-19
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

The existing agility training methods lack interactivity and autonomous evaluation functions, resulting in low user enthusiasm for training.

Method used

By randomly appearing on the display terminal, the user records the reaction time and error times after clicking, calculates the average reaction time and error rate, generates agility scores, and uploads the scores to the server for ranking display.

Benefits of technology

This enables users to independently evaluate agility, improve training enthusiasm, and increase interactivity through multi-user rankings.

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Abstract

The invention relates to the technical field of exercise training, and particularly discloses an agility training method, which comprises the following steps of: starting a display terminal, and enabling icons to randomly appear at different positions on the display terminal; a user clicks an icon on a display terminal, whether the user accurately clicks the icon or not is judged, if the user accurately clicks the icon, the time needed for clicking the icon is recorded as the reaction time, and if the user does not accurately click the icon, the number of times that the icon is not accurately clicked is recorded as the error number; the user repeatedly clicks the icon for multiple times to correspondingly obtain the reaction time and the error frequency, and the agility score is calculated for the user according to the average reaction time and the error rate; and uploading the agility scores matched with the users to a server, and arranging and displaying the agility scores corresponding to the multiple users on a display terminal from high to low after the agility scores are analyzed and processed by the server. According to the method, the user can autonomously evaluate the agility, and the training enthusiasm is improved.
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Description

Technical Field

[0001] The invention relates to the technical field of sports training, and in particular to an agility training method. Background Art

[0002] Agility is a comprehensive indicator that measures a person's physical flexibility, coordination and reaction speed. Currently, most agility training methods use mechanical equipment. The training process is relatively monotonous and lacks competition. It does not have an interactive evaluation function, which results in low user enthusiasm for training, and users cannot independently evaluate their own agility. Summary of the invention

[0003] The purpose of the present invention is to provide an agility training method, which enables users to independently evaluate their agility and improve their training enthusiasm.

[0004] In order to achieve the above object, the present invention provides an agility training method, comprising:

[0005] Starting the display terminal so that icons appear randomly at different positions on the display terminal;

[0006] The user clicks the icon on the display terminal, and it is determined whether the user has accurately clicked the icon. If the user has accurately clicked the icon, the time required to click the icon is recorded as the reaction time. If the user has not accurately clicked the icon, the number of times the user has not accurately clicked the icon is recorded as the number of errors.

[0007] The user repeatedly clicks the icon multiple times, and the corresponding reaction time and the number of errors are obtained. The average reaction time is calculated according to the reaction time, the error rate is calculated according to the number of errors, and the agility score is calculated for the user according to the average reaction time and the error rate;

[0008] The agility scores matched by the users are uploaded to a server, and the agility scores corresponding to multiple users are analyzed and processed by the server and then displayed on the display terminal in descending order.

[0009] In some embodiments, the interval time at which the icon randomly appears at different positions on the display terminal is 100-300 ms, and the interval time is configured as the period of a single click of the icon on the display terminal by the user.

[0010] In some embodiments, the method for determining whether the user has accurately clicked the icon is:

[0011] In one of the cycles, if the click position of the user on the display terminal and the position of the icon on the display terminal have an overlapping area, it is determined that the user has accurately clicked the icon;

[0012] In one of the cycles, if the click position of the user on the display terminal and the position of the icon on the display terminal do not have an overlapping area, it is determined that the user has not accurately clicked the icon.

[0013] In some embodiments, the method for determining whether the user has accurately clicked the icon is:

[0014] Within one of the cycles, the area where the user's click position on the display terminal overlaps with the position of the icon on the display terminal is recorded as a, and the area where the user's click position on the display terminal is recorded as b. If a / b≥0.6, it is determined that the user has accurately clicked the icon; if a / b<0.6, it is determined that the user has not accurately clicked the icon.

[0015] In some embodiments, the area of ​​the click position of the user on the display terminal is not smaller than the area of ​​the location of the icon on the display terminal.

[0016] In some embodiments, the display terminal uses a serial port screen.

[0017] In some embodiments, the user clicks the icon on the display terminal using a finger.

[0018] In some embodiments, the server analyzes and processes the agility scores corresponding to the multiple users, including:

[0019] The agility scores corresponding to multiple users are transmitted to the server via communication. The server processes the agility scores corresponding to multiple users to arrange the agility scores from high to low. The arranged agility scores are transmitted to the display terminal via communication.

[0020] In some embodiments, the agility score satisfies the following relationship,

[0021] Y=m / s-(nm)*r

[0022] Among them, Y represents the agility score, n represents the number of times the user clicks the icon, m represents the number of times the user accurately clicks the icon, s represents the average reaction time, and r represents the error rate.

[0023] In some embodiments, the number of times a user clicks an icon satisfies the following relationship, n≥10.

[0024] The present invention provides an agility training method, which has the following beneficial effects compared with the prior art:

[0025] By the user repeatedly clicking the icon multiple times, the corresponding reaction time and the number of errors are obtained, the average reaction time is calculated according to the reaction time, the error rate is calculated according to the number of errors, and the agility score is calculated for the user according to the average reaction time and the error rate, so that the user can evaluate his agility independently; by uploading the agility scores matched by the users to the server, the agility scores corresponding to multiple users are analyzed and processed by the server and then arranged and displayed on the display terminal from high to low, which can enhance the users' training enthusiasm. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] Figure 1 A schematic diagram of a flow chart of an agility training method provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0027] The technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all the embodiments.

[0028] It should be understood that, in the description of the present application, the terms "upper", "lower", "vertical", "horizontal", "top", "bottom", "inside", "outside", etc., indicating the orientation or positional relationship are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present application and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation on the present application. The terms "first" and "second" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance or implicitly indicating the number of technical features indicated, that is, the features defined as "first" and "second" may explicitly or implicitly include one or more of the features. In addition, unless otherwise specified, "multiple" means two or more.

[0029] In addition, the technical features involved in the different embodiments of the present application described below can be combined with each other as long as they do not conflict with each other.

[0030] Agility training is an important type of sports training that can effectively improve an individual's agility. Agility ladders, also called speed ladders, are usually used to train agility. A soft ladder or a rope ladder placed flat on the ground is used as the object to perform an activity or game similar to hopscotch to train agility. In this regard, during the training process, users cannot independently evaluate their agility, which is not conducive to improving training enthusiasm. In view of this, an embodiment of the present invention provides an agility training method, which is implemented on a display terminal so that users can independently evaluate their agility and improve their training enthusiasm.

[0031] Figure 1FIG. 1 is a flow chart of the agility training method provided by an embodiment of the present invention. Figure 1 As shown, the agility training method provided by the embodiment of the present invention includes: step S1 to step S4.

[0032] In step S1, the display terminal is started, and icons are randomly displayed at different positions on the display terminal. During the training process, the positions of icons are randomly displayed on the display terminal, so that users cannot predict the positions of icons in advance, which is conducive to agility training.

[0033] In step S2, the user clicks the icon on the display terminal to determine whether the user has accurately clicked the icon. If the user has accurately clicked the icon, the time required to click the icon is recorded as the reaction time. If the user has not accurately clicked the icon, the number of times the icon has not been accurately clicked is recorded as the number of errors. When determining whether the user has accurately clicked the icon, there are only two results: accurate click or inaccurate click, to ensure the accuracy of the training results.

[0034] In step S3, the user repeatedly clicks the icon for many times, and the corresponding reaction time and number of errors are obtained. The average reaction time is calculated based on the reaction time, and the error rate is calculated based on the number of errors. The agility score is calculated for the user based on the average reaction time and the error rate. Among them, the average reaction time is the arithmetic mean of the reaction time obtained by the user repeatedly clicking the icon. If the number of times the user accurately clicks the icon is 0, the average reaction time is 0. The error rate is the ratio of the number of errors obtained by the user repeatedly clicking the icon to the number of times the icon is repeatedly clicked. If the number of times the user does not accurately click the icon is 0, the error rate is 0.

[0035] In step S4, the agility scores matched by the users are uploaded to the server, and the agility scores corresponding to multiple users are analyzed and processed by the server and displayed in descending order on the display terminal. During training, the agility scores of multiple users can be ranked, so that users can evaluate their agility independently and improve their training enthusiasm.

[0036] In some embodiments, the interval time for icons to randomly appear at different positions on the display terminal is 100-300ms, and the interval time is configured as the period of a single click of the icon on the display terminal by the user. In this embodiment, the shorter the interval time, the shorter the user's reaction time, and the greater the training difficulty; the longer the interval time, the longer the user's reaction time, and the lower the training difficulty. Users can adjust the training difficulty independently to meet their own training requirements.

[0037] In some embodiments, a method for determining whether a user has accurately clicked an icon includes: step S21 and step S22.

[0038] Step S21: within a cycle, if the click position of the user on the display terminal and the position of the icon on the display terminal have an overlapping area, it is determined that the user has accurately clicked the icon.

[0039] Step S22: within a cycle, if the click position of the user on the display terminal and the location of the icon on the display terminal do not have an overlapping area, it is determined that the user has not accurately clicked the icon.

[0040] Based on the above embodiments, the user's finger only needs to touch the icon to be determined as accurately clicking the icon.

[0041] In some other embodiments, the method for determining whether the user has accurately clicked on the icon includes: step S23.

[0042] Step S23, within one cycle, the area where the user's click position on the display terminal overlaps with the icon's position on the display terminal is recorded as a, and the area where the user's click position on the display terminal is recorded as b. If a / b≥0.6, it is determined that the user has accurately clicked the icon. If a / b<0.6, it is determined that the user has not accurately clicked the icon.

[0043] Based on the above embodiment, the area of ​​the icon touched by the user's finger needs to meet a certain ratio value to be judged as an accurate click on the icon, and the larger the ratio value, the greater the training difficulty.

[0044] In some embodiments, the area of ​​the click position of the user on the display terminal is not less than the area of ​​the icon on the display terminal. In this embodiment, the user can completely cover the icon during the click process.

[0045] In one embodiment, the display terminal uses a serial port screen. The serial port screen can be configured to be a secondary developed intelligent serial port control display screen, which refers to a TFT color LCD display control module with serial port communication, which can be connected to external devices such as PLC, inverter, temperature control instrument, data acquisition module, etc., and use the display screen to display relevant data, and write parameters or input operation instructions through input units such as touch screen, buttons, mouse, etc., so as to realize information interaction between users and machines. In order to realize the training method of the present invention.

[0046] In one embodiment, the user clicks the icon on the display terminal with a finger. In this embodiment, user training is more convenient.

[0047] In some embodiments, the agility scores corresponding to the multiple users are analyzed and processed by the server, including: step S41.

[0048] Step S41: The agility scores corresponding to the multiple users are transmitted to the server via communication. The server processes the agility scores corresponding to the multiple users, arranges the agility scores from high to low, and transmits the arranged agility scores to the display terminal via communication, so that the user can understand the ranking of his or her agility score among the crowd.

[0049] In some embodiments, the agility score satisfies the following relationship,

[0050] Y=m / s-(nm)*r

[0051] Among them, Y represents the agility score, n represents the number of times the user clicks the icon, m represents the number of times the user accurately clicks the icon, s represents the average reaction time, and r represents the error rate.

[0052] Based on the above embodiment, the agility score is positively correlated with the number of times the user accurately clicks on the icon, and negatively correlated with the average reaction time, the number of times the user inaccurately clicks on the icon, and the error rate.

[0053] In some embodiments, the number of times the user clicks the icon satisfies the following relationship, n≥10. The more times the user clicks the icon, the more accurate the result of the agility score is, and it is helpful for the user to improve the user's agility.

[0054] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and substitutions can be made without departing from the technical principles of the present invention. These improvements and substitutions should also be regarded as the scope of protection of the present invention.

Claims

1. An agility training method, characterized in that: include: Starting the display terminal so that icons appear randomly at different positions on the display terminal; The user clicks the icon on the display terminal, and it is determined whether the user has accurately clicked the icon. If the user has accurately clicked the icon, the time required to click the icon is recorded as the reaction time. If the user has not accurately clicked the icon, the number of times the user has not accurately clicked the icon is recorded as the number of errors. The user repeatedly clicks the icon multiple times, and the corresponding reaction time and the number of errors are obtained. The average reaction time is calculated according to the reaction time, the error rate is calculated according to the number of errors, and the agility score is calculated for the user according to the average reaction time and the error rate; The agility scores matched by the users are uploaded to a server, and the agility scores corresponding to multiple users are analyzed and processed by the server and then arranged and displayed on the display terminal from high to low.

2. The agility training method according to claim 1, characterized in that: The interval time for the icon to randomly appear at different positions on the display terminal is 100-300ms, and the interval time is configured as the period of a single click of the icon on the display terminal by the user.

3. The agility training method according to claim 2, characterized in that: The method for judging whether the user has accurately clicked the icon is as follows: In one of the cycles, if the click position of the user on the display terminal and the position of the icon on the display terminal have an overlapping area, it is determined that the user has accurately clicked the icon; In one of the cycles, if the click position of the user on the display terminal and the position of the icon on the display terminal do not have an overlapping area, it is determined that the user has not accurately clicked the icon.

4. The agility training method according to claim 2, characterized in that: The method for judging whether the user has accurately clicked the icon is as follows: Within one of the cycles, the area where the user's click position on the display terminal overlaps with the position of the icon on the display terminal is recorded as a, and the area where the user's click position on the display terminal is recorded as b. If a / b≥0.6, it is determined that the user has accurately clicked the icon; if a / b<0.6, it is determined that the user has not accurately clicked the icon.

5. The agility training method according to claim 3 or 4, characterized in that: The area of ​​the position clicked by the user on the display terminal is not smaller than the area of ​​the position where the icon is located on the display terminal.

6. The agility training method according to claim 1, characterized in that: The display terminal adopts a serial port screen.

7. The agility training method according to claim 1, characterized in that: The user clicks the icon on the display terminal with a finger.

8. The agility training method according to claim 1, characterized in that: The server analyzes and processes the agility scores corresponding to the multiple users, including: The agility scores corresponding to multiple users are transmitted to the server via communication. The server processes the agility scores corresponding to multiple users to arrange the agility scores from high to low. The arranged agility scores are transmitted to the display terminal via communication.

9. The agility training method according to claim 1, characterized in that: The agility score satisfies the following relationship, Y=m / s-(nm)*r Among them, Y represents the agility score, n represents the number of times the user clicks the icon, m represents the number of times the user accurately clicks the icon, s represents the average reaction time, and r represents the error rate.

10. The agility training method according to claim 9, characterized in that: The number of times a user clicks an icon satisfies the following relationship, n≥10.

Citation Information

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