Patterned rope skipping device

By designing a fancy jump rope device, the problems of traditional jump rope equipment, such as handle stability, weight and length adjustment, space limitations, insufficient interactivity, and lack of feedback, have been solved. This has resulted in a stable, personalized, interactive, and motivating exercise experience, thereby improving user satisfaction.

CN119280756AInactive Publication Date: 2025-01-10KANGHELISHE KINDERGARTEN DONGSHENG DISTRICT ORDOS CITY
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Patent Information

Application Number
CN202411592729.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-08
Publication Date
2025-01-10
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Traditional jump rope equipment has limitations in terms of handle stability, weight and length adjustment, space constraints, insufficient interactivity, and lack of intelligent feedback and incentive mechanisms, which affect the user experience and motivation to exercise.

Method used

A fancy rope skipping device was designed, comprising a handle shell, gloves, a rotation control component, a winding base, a rope, and a counterweight ball. Combining an accelerometer, gyroscope, and magnetometer, it captures movements in real time and simulates the trajectory of a rope skipping rope through a smart simulation system, providing a virtual rope effect and supporting multi-person interaction and incentive mechanisms.

Benefits of technology

It improves the stability and safety of the handle, meets personalized needs, enhances the user experience in confined spaces, increases interactivity and competitiveness, provides real-time feedback and motivation, and enhances users' interest and sustained motivation in sports.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of sports devices, and discloses a pattern rope skipping device which comprises a handle shell and gloves used in cooperation with the handle shell, one end of the handle shell is connected with a rotating part through a rotating control assembly, a winding base is fixed to the inner wall of the rotating part, and a mounting cylinder is arranged at the other end of the handle shell; the middle of the mounting cylinder is connected with a rope body through a rotating shaft, one end of the rope body is wound around the winding base, the other end of the rope body is connected with a balance weight ball through a quick release assembly, the balance weight ball is used for flexibly adjusting the weight of the handle according to the weight adapted to a user, and an accelerometer, a gyroscope and a magnetometer are arranged in the handle shell. The stability of the handle is enhanced through magnetic cooperation, personalized requirements are met in combination with the adjustable balance weight and the rope length, immersive experience is improved through virtual rope simulation, global real-time competition and interaction are achieved through a network, meanwhile, a user is stimulated to continuously move through a refueling and reward mechanism, and the limitation of a traditional skipping rope is solved.
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Description

Technical Field

[0001] The invention relates to the technical field of sports devices, in particular to a fancy rope skipping device. Background Art

[0002] As a simple and efficient fitness tool, traditional rope skipping is widely used in various occasions. However, with the diversification of user needs and the development of technology, the limitations of traditional rope skipping are gradually emerging. For example, in complex rope skipping movements, the handle is easy to slip off, affecting the user experience and safety; in a small space or special environment, the rope is prone to entanglement or collision when using a rope skipping rope, resulting in limited smoothness of movement. In addition, traditional rope skipping equipment generally lacks intelligence and interactivity, and users' exercise data is difficult to record and feedback in real time. The training process is boring and it is difficult to maintain long-term interest in sports.

[0003] Although the existing ropeless skipping rope solves the problem of space limitation, its sports experience is far less realistic than that of rope skipping rope. It lacks the swinging feeling and sports feedback brought by the physical rope, resulting in users not being able to feel the feel and effect of traditional skipping rope during training. At the same time, most existing skipping rope equipment cannot flexibly adjust the weight and length according to the actual needs of users, lacking personalization and adaptability. In addition, skipping rope is usually isolated and lacks the function of interaction and competition with other users. Traditional skipping rope equipment is difficult to provide users with rich social and competitive experiences, and cannot provide the necessary incentives and feedback during exercise, which reduces the user's enthusiasm for exercise. Summary of the invention

[0004] In view of the deficiencies in the prior art, the present invention provides a fancy rope skipping device, which solves the problems of limitations of traditional rope skipping in handle stability, weight and length adjustment, limited space, insufficient interactivity, and lack of intelligent feedback and incentive mechanisms.

[0005] To achieve the above objectives, the present invention is implemented through the following technical solutions: a fancy rope skipping device, including a handle shell, and a glove used in conjunction with the handle shell, wherein one end of the handle shell is connected to a rotating part through a rotation control component, a winding seat is fixed to the inner wall of the rotating part, and a mounting cylinder is provided at the other end of the handle shell, a rope body is connected to the middle part of the mounting cylinder through a rotating shaft, one end of the rope body is wound around the outside of the winding seat, and the other end of the rope body is connected to a weight ball through a quick-release component, which is used to flexibly adjust the weight of the handle according to the weight adapted by the user, an accelerometer, a gyroscope and a magnetometer are provided in the handle shell, and the accelerometer, the gyroscope and the magnetometer are electrically connected to a smart jump simulation system, which is used to capture the user's ropeless rope skipping movements in real time, intelligently simulate the trajectory of rope fancy rope skipping, and synchronously present the dynamic effect of the virtual rope on the connected device.

[0006] Preferably, the rotation control assembly includes an electromagnetic clutch, which is arranged on the connecting end of the rotating part, and the other end of the electromagnetic clutch is connected to one end of a connecting sleeve, and the other end of the connecting sleeve is connected to the handle shell through a one-way bearing.

[0007] Preferably, the quick-release assembly includes a mounting cover, which is fixed to the end of the rope body, a spiral rod is fixed to the inner wall of the mounting cover groove, a connecting seat is fixed to the outer wall of the counterweight ball, and the outer wall of the spiral rod is threadedly connected to the inner wall of the threaded groove in the middle of the connecting seat.

[0008] Preferably, the installation tube is connected to a limiting tube on the side facing the inside of the handle shell, and the outside of the rope body passes through the middle of the limiting tube.

[0009] Preferably, a magnet tube is provided in the handle shell, and a plurality of magnet blocks are provided in the palm area of ​​the glove.

[0010] Preferably, a switch button is provided on the mounting tube, and a warning light is provided on the outer wall of the winding seat.

[0011] Preferably, the Zhiyue simulation system includes: The control and communication module is responsible for the core control of the system and realizes wireless transmission of data and communication between processors; Data processing and AI analysis module, which is used to process data from sensors and analyze the user's rope skipping movements through AI, identify rope skipping movements and provide real-time feedback; A virtual rope simulation module, which is used to simulate the physical trajectory of a rope skipping rope and present the movement of the virtual rope through a display device or AR technology; The user interface and display module is used to provide the user with an interactive interface of the system and display the real-time dynamic effect of the virtual rope skipping; Data storage and feedback module, which is used to record the user's skipping data and provide long-term exercise analysis and feedback; Interactive module, which is used to realize multi-person rope skipping competition and social interaction; The cheering and motivation module is used to provide users with motivation and encouragement mechanisms, and motivate users to achieve their goals through voice and visual feedback.

[0012] Preferably, the data processing and AI analysis module includes: A data preprocessing unit, which is used to filter, denoise and preprocess the raw data collected by the sensor; AI motion recognition unit, which is used to analyze the user's arm motion data through a pre-trained deep learning model to identify specific rope skipping movements; The trend prediction unit is used to predict the user's next action based on the user's action trend, so as to adjust the display trajectory of the virtual rope in advance.

[0013] Preferably, the virtual rope simulation module comprises: A physics engine unit, which is used to generate virtual rope motion that conforms to physical laws by calculating the motion trajectory of the handle, simulating the swing, collision and rotation effects of rope skipping; A visual rendering unit, which is used to dynamically display the simulated rope trajectory through a graphics rendering engine, so that the virtual rope is presented on the screen or AR device with a real effect; The rope interaction effect unit is used to process the interaction between the rope and the ground and obstacle virtual objects.

[0014] Preferably, the interaction module includes: A multiplayer game unit, which is used to support users to play real-time multiplayer games with friends or other users around the world; Teamwork unit, which is used to allow users to form teams to perform jump rope challenges; The virtual rope skipping scene unit is used to enhance the immersiveness of the competition and provide interactive effects in the virtual scene.

[0015] Working principle: When using the device, the user can wear gloves and then hold the handle shell. At this time, the magnet block on the glove will attract the magnet tube inside the handle shell, thereby helping the handle shell to be held stably in the hand, thereby avoiding the problem of it falling off easily when performing fancy movements during use. After holding the handle shell, the user can long press the switch button to turn on the Bluetooth and WiFi of the device, and it can be connected to the Bluetooth and WIFI of the connected device. At this time, the prompt light turns on green. During use, if the weight of the counterweight ball is not suitable for the user, the connecting seat can be rotated to separate the spiral rod from the connecting seat, and then the counterweight ball of appropriate weight is rotated, and the connecting seat is rotated in the opposite direction so that the spiral groove in the connecting seat is connected to the spiral rod. Then the user can rotate the rotating part according to his own habits to adjust the length of the rope body and control the distance between the counterweight ball and the installation cylinder. If the length between the counterweight ball and the installation cylinder is to be shortened, the electromagnetic clutch is closed, and then the rotating part is rotated clockwise to drive the winding seat to rotate in the synchronous direction so that the rope body is wrapped around the outside of the winding seat. At this time, the length of the rope body is shortened. If the length between the counterweight ball and the installation cylinder is to be increased, the electromagnetic clutch is opened, and then the rotating part is rotated counterclockwise to drive the winding seat to rotate in the synchronous direction so that the rope body is detached from the outside of the winding seat. After the length adjustment is completed, the electromagnetic clutch is closed, and the rotating part cannot rotate counterclockwise. During use, the rope body follows the swing and jump of the user to produce a movement trend. At this time, the accelerometer, gyroscope, magnetometer and other sensors inside the handle shell accurately capture the movement trajectory of the hand, including the frequency of jumping and the amplitude of swinging. After preliminary processing, these data are transmitted to the data processing and AI analysis module through the wireless communication module.

[0016] During the data processing stage, the system will filter and denoise these raw data. Next, the AI ​​module analyzes the user's movements based on the pre-trained model and identifies the current type of rope skipping movements. For example, when the user makes complex movements such as crossing hands and double shaking, the AI ​​will quickly identify and provide real-time feedback through the model. At the same time, the system can also predict the next movement based on the trend of the user's movements to ensure that the movement trajectory of the virtual rope skipping is synchronized with the user's actual movements.

[0017] After the AI ​​analysis is completed, the virtual rope simulation module in the system will use the physics engine to simulate the swing and rotation effects of the rope based on the user's motion data. This virtual rope is generated based on the motion trajectory of the handle and can accurately simulate the physical characteristics of the skipping rope, such as the amplitude of the swing and the rebound effect when hitting the ground. The generated virtual rope is dynamically presented through graphics rendering technology, and the user can see the movement trajectory of the rope in real time on the screen, just like using a real skipping rope.

[0018] The user interface not only displays the virtual effect of skipping rope, but also provides other data such as the number of skipping ropes, calories consumed, etc. In addition, the system supports multiple interactive modes, and users can compete with other skipping rope enthusiasts around the world in real time. During the competition, the system will synchronize the skipping rope data of multiple users through the network and display the current competition progress and ranking. This interaction increases the fun and sense of competition of the system.

[0019] In order to motivate users to keep exercising, the system has built-in refueling and reward mechanisms. When users reach certain preset goals, the system will give encouragement through voice prompts and visual effects, such as dynamic effects such as the rope glowing or virtual sparks appearing when skipping rope. This feedback mechanism not only increases users' sense of achievement, but also helps them maintain motivation to exercise.

[0020] The present invention provides a fancy rope skipping device, which has the following beneficial effects: 1. The present invention makes the handle more stable in the user's hand by wearing (17) on the user's hand and attracting (10) inside the handle, thereby preventing the handle from falling off when performing fancy movements, improving the safety and comfort of the user during rope skipping, especially reducing the probability of accidents during complex movements such as cross-hand jumping.

[0021] 2. The present invention designs a detachable (16) and (6) length adjustment mechanism, so that the user can quickly adjust the weight of the handle and the length of the rope to meet personalized needs. This solves the problem that most existing devices cannot flexibly adjust the weight and length according to the actual needs of the user, resulting in poor adaptability of the device and difficulty in meeting the needs of users with different physical strength, height and training goals.

[0022] 3. The present invention simulates the physical trajectory of rope skipping and displays the user's actual rope skipping movements on a display or AR device through a virtual rope, thereby effectively making up for the deficiency of existing devices that cannot use ropes in small spaces or special environments, and solves the problems of rope entanglement and collision during rope skipping. Users can achieve an immersive experience of ropeless rope skipping in a limited space, solving the problem of lack of reality in traditional ropeless rope skipping.

[0023] 4. The present invention is connected through the network, and users can compete with other users around the world in real time. The system will synchronously display the skipping progress, ranking and results of each user, which increases the fun and competitiveness of skipping and solves the limitation of traditional skipping rope that lacks interactivity.

[0024] 5. The present invention uses the built-in cheering and reward mechanism in the system to motivate users to continue exercising through voice prompts, visual effects and reward mechanisms. When the user completes a certain goal, the system will give motivational feedback through dynamic special effects, which enhances the user's sense of achievement and motivation for continued participation. This design effectively solves the problem of lack of feedback and motivation in traditional rope skipping. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] Figure 1 is a schematic diagram of a hand grip handle of the present invention; Figure 2 is a three-dimensional diagram of the device of the present invention; Figure 3 An exploded view of the handle shell of the present invention; Figure 4 is a schematic diagram of a quick-release assembly of the present invention; Figure 5 is a schematic diagram of a rotation control assembly of the present invention; Figure 6 It is a schematic diagram of the winding seat of the present invention; Figure 7 is a schematic diagram of the glove of the present invention; Figure 8 A flow chart for the electromagnetic clutch of the present invention; Fig. 9 It is a framework diagram of the system of the present invention; Fig.10 This is a framework diagram of the AI ​​analysis module of the present invention; Fig.11 It is a framework diagram of the virtual rope simulation module of the present invention; Fig.12 It is a framework diagram of the interaction module of the present invention.

[0026] Among them, 1. handle shell; 2. rotating part; 3. winding seat; 4. installation tube; 5. limit tube; 6. rope body; 7. electromagnetic clutch; 8. connecting sleeve; 9. one-way bearing; 10. magnet tube; 11. switch button; 12. prompt light; 13. installation cover; 14. spiral rod; 15. connecting seat; 16. counterweight ball; 17. gloves; 18. magnet block; 19. accelerometer; 20. gyroscope; 21. magnetometer. DETAILED DESCRIPTION

[0027] The technical solution of the present invention will be described clearly and completely below in conjunction with the accompanying drawings of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0028] Please refer to the attached Figure 1 -Attached Figure 2 and attached Figure 7 -Attached Figure 8The embodiment of the present invention provides a fancy rope skipping device, including a handle shell 1, and a glove 17 used in conjunction with the handle shell 1. One end of the handle shell 1 is connected to a rotating part 2 through a rotation control component, and a winding seat 3 is fixed to the inner wall of the rotating part 2. A mounting cylinder 4 is provided at the other end of the handle shell 1, and a rope body 6 is connected to the middle part of the mounting cylinder 4 through a rotating shaft. One end of the rope body 6 is wound around the outside of the winding seat 3, and the other end of the rope body 6 is connected to a weight ball 16 through a quick-release component, which is used to flexibly adjust the weight of the handle according to the weight adapted by the user. An accelerometer 19, a gyroscope 20 and a magnetometer 21 are provided in the handle shell 1, and the accelerometer 19, the gyroscope 20 and the magnetometer 21 are electrically connected to a smart jump simulation system, which is used to capture the user's ropeless rope skipping movements in real time, intelligently simulate the trajectory of rope fancy rope skipping, and synchronously present the dynamic effect of the virtual rope on the connected device.

[0029] Specifically, the magnetic cooperation between the handle shell 1 and the glove 17 effectively enhances the stability of the grip, especially when performing difficult tricks, avoiding the problem of the handle slipping, and improving the safety of use. Secondly, the device is designed with a detachable weight ball 16, so that the user can flexibly adjust the weight of the skipping rope according to their own needs, thereby achieving a personalized training experience and meeting the needs of different intensity sports.

[0030] The adjustable length of the rope body 6 further improves the adaptability of the device. Users of different heights or skipping habits can easily adjust the length of the rope to ensure comfort and flexibility. At the same time, the sensors such as the accelerometer 19, gyroscope 20 and magnetometer 21 built into the handle can accurately capture the user's skipping movements, and combined with the Zhiyue simulation system, realize an intelligent fancy skipping experience. The system simulates the skipping trajectory in real time through sensor data. Even when the user is skipping without a rope, the user can get the real feeling of skipping with a rope through the dynamic display of the virtual rope, which is particularly suitable for scenes with limited space.

[0031] Please refer to the attached Figure 3 The rotation control component includes an electromagnetic clutch 7, which is arranged on the connecting end of the rotating part 2. The other end of the electromagnetic clutch 7 is connected to one end of a connecting sleeve 8, and the other end of the connecting sleeve 8 is connected to the handle shell 1 through a one-way bearing 9.

[0032] Specifically, the user can rotate the rotating part 2 according to his own habits, adjust the length of the rope body 6, and control the distance between the counterweight ball 16 and the mounting cylinder 4. If the length between the counterweight ball 16 and the mounting cylinder 4 is to be shortened, the electromagnetic clutch 7 is closed, and then the rotating part 2 is rotated clockwise to drive the winding seat 3 to rotate in the synchronous direction, so that the rope body 6 is wound around the outside of the winding seat 3. At this time, the length of the rope body 6 is shortened. If the length between the counterweight ball 16 and the mounting cylinder 4 is to be increased, the electromagnetic clutch 7 is opened, and then the rotating part 2 is rotated counterclockwise to drive the winding seat 3 to rotate in the synchronous direction, so that the rope body 6 is disengaged from the outside of the winding seat 3. After the length adjustment is completed, the electromagnetic clutch 7 is closed, and the rotating part 2 cannot rotate counterclockwise at this time.

[0033] Please refer to the attached Figure 4 The quick-release assembly includes a mounting cover 13, which is fixed to the end of the rope body 6. A screw rod 14 is fixed to the inner wall of the groove of the mounting cover 13, and a connecting seat 15 is fixed to the outer wall of the counterweight ball 16. The outer wall of the screw rod 14 is threadedly connected to the inner wall of the threaded groove in the middle of the connecting seat 15.

[0034] Specifically, during use, if the weight of the counterweight ball 16 is not suitable for the user, the connecting seat 15 can be rotated to separate the spiral rod 14 from the connecting seat 15, and then the counterweight ball 16 of appropriate weight can be rotated, and the connecting seat 15 can be rotated in the opposite direction to connect the spiral groove in the connecting seat 15 to the spiral rod 14. This design solves the problem that most existing equipment cannot flexibly adjust the weight according to the actual needs of the user, resulting in poor adaptability of the equipment.

[0035] Please refer to the attached Figure 5 The mounting tube 4 is connected to the limiting tube 5 on the inner side of the handle shell 1 , and the outer part of the rope body 6 passes through the middle part of the limiting tube 5 .

[0036] Specifically, the limiting tube 5 can limit the moving direction of the rope body 6 .

[0037] Please refer to the attached Figure 6 A magnet tube 10 is arranged in the handle shell 1, and a plurality of magnet blocks 18 are arranged in the palm area of ​​the glove 17.

[0038] Specifically, when using the device, the user can wear gloves 17 and then hold the handle shell 1. At this time, the magnet block 18 on the glove 17 will be attracted to the magnet tube 10 in the handle shell 1, thereby helping the handle shell 1 to be stably held in the hand, making the handle more stable in the user's hand, preventing the handle from falling off when performing fancy movements, improving the safety and comfort of the user during rope skipping, especially reducing the probability of accidents during complex movements such as cross-hand jumping.

[0039] Please refer to the attached Fig. 9 A switch button 11 is provided on the mounting tube 4 , and a prompt light 12 is provided on the outer wall of the winding seat 3 .

[0040] Specifically, long press the switch button 11 to turn on the Bluetooth and WiFi of the device, and the device can be connected to the Bluetooth and WiFi of the connected device. At this time, the prompt light 12 lights up green.

[0041] Please refer to the attached Figure 1 -Attached Figure 2 , Zhiyue simulation system includes: The control and communication module is responsible for the core control of the system and realizes wireless transmission of data and communication between processors; Data processing and AI analysis module, which is used to process data from sensors and analyze the user's rope skipping movements through AI, identify rope skipping movements and provide real-time feedback; A virtual rope simulation module, which is used to simulate the physical trajectory of a rope skipping rope and present the movement of the virtual rope through a display device or AR technology; The user interface and display module is used to provide the user with an interactive interface of the system and display the real-time dynamic effect of the virtual rope skipping; Data storage and feedback module, which is used to record the user's skipping data and provide long-term exercise analysis and feedback; Interactive module, which is used to realize multi-person rope skipping competition and social interaction; The cheering and motivation module is used to provide users with motivation and encouragement mechanisms, and motivate users to achieve their goals through voice and visual feedback.

[0042] Specifically, during use, the rope body 6 follows the swing and jump of the user to generate a movement trend. At this time, the sensors such as the accelerometer 19, gyroscope 20 and magnetometer 21 inside the handle shell 1 accurately capture the movement trajectory of the hand, including the frequency of jumping and the amplitude of swinging. After preliminary processing, these data are transmitted to the data processing and AI analysis module through the wireless communication module.

[0043] During the data processing stage, the system will filter and denoise these raw data. Next, the AI ​​module analyzes the user's movements based on the pre-trained model and identifies the current type of rope skipping movements. For example, when the user makes complex movements such as crossing hands and double shaking, the AI ​​will quickly identify and provide real-time feedback through the model. At the same time, the system can also predict the next movement based on the trend of the user's movements to ensure that the movement trajectory of the virtual rope skipping is synchronized with the user's actual movements.

[0044] After the AI ​​analysis is completed, the virtual rope simulation module in the system will use the physics engine to simulate the swing and rotation effects of the rope based on the user's motion data. This virtual rope is generated based on the motion trajectory of the handle and can accurately simulate the physical characteristics of the skipping rope, such as the amplitude of the swing and the rebound effect when hitting the ground. The generated virtual rope is dynamically presented through graphics rendering technology, and the user can see the movement trajectory of the rope in real time on the screen, just like using a real skipping rope.

[0045] The user interface not only displays the virtual effect of skipping rope, but also provides other data such as the number of skipping ropes, calories consumed, etc. In addition, the system supports multiple interactive modes, and users can compete with other skipping rope enthusiasts around the world in real time. During the competition, the system will synchronize the skipping rope data of multiple users through the network and display the current competition progress and ranking. This interaction increases the fun and sense of competition of the system.

[0046] In order to motivate users to keep exercising, the system has built-in refueling and reward mechanisms. When users reach certain preset goals, the system will give encouragement through voice prompts and visual effects, such as dynamic effects such as the rope glowing or virtual sparks appearing when skipping rope. This feedback mechanism not only increases users' sense of achievement, but also helps them maintain motivation to exercise.

[0047] Please refer to the attached Fig.10 , data processing and AI analysis modules include: A data preprocessing unit, which is used to filter, denoise and preprocess the raw data collected by the sensor; AI motion recognition unit, which is used to analyze the user's arm motion data through a pre-trained deep learning model to identify specific rope skipping movements; The trend prediction unit is used to predict the user's next action based on the user's action trend, so as to adjust the display trajectory of the virtual rope in advance.

[0048] Specifically, sensors (such as accelerometer 19, gyroscope 20 and magnetometer 21) collect user's motion data in real time, including arm acceleration, rotation angle and motion trajectory. Since these sensor data may be affected by environmental noise and other interference, the data preprocessing unit cleans and optimizes the data through filtering algorithms (such as low-pass filters). Filtering algorithms such as Kalman filtering or weighted moving average are used to remove noise and smooth data to ensure that subsequent analysis data is more stable and accurate.

[0049] The preprocessed data is passed through the AI ​​action recognition unit, which recognizes specific rope skipping action patterns from the arm motion data based on pre-trained deep learning models (such as convolutional neural networks (CNN) or long short-term memory networks (LSTM). This unit can accurately identify the user's fancy movements by analyzing data features such as arm acceleration and angle changes. During the training process, the system uses large-scale data sets for model learning to improve the accuracy of action recognition.

[0050] By analyzing the user's current movement trajectory and speed, the trend prediction unit uses time series models (such as LSTM or GRU) to predict the user's next movement. For example, if the user has just completed a double shake action, the system can predict that the user may perform a similar high-intensity fancy action next. Based on these predictions, the system adjusts the trajectory of the virtual rope in advance to ensure that the display of the virtual rope runs synchronously with the user's movement, avoiding delays between movement and visual feedback.

[0051] Please refer to the attached Fig.11 , the virtual rope simulation module includes: A physics engine unit, which is used to generate virtual rope motion that conforms to physical laws by calculating the motion trajectory of the handle, simulating the swing, collision and rotation effects of rope skipping; A visual rendering unit, which is used to dynamically display the simulated rope trajectory through a graphics rendering engine, so that the virtual rope is presented on the screen or AR device with a real effect; The rope interaction effect unit is used to process the interaction between the rope and the ground and obstacle virtual objects.

[0052] Specifically, the physics engine generates the physical motion trajectory of the virtual rope based on the motion trajectory of the handle. It calculates the swing, rotation and collision effects of the rope in space based on the speed, angle and direction of the handle. The physics engine is usually based on the Newtonian mechanics model to simulate the resistance, gravity and elasticity of the rope in the air, so that it can show natural physical reactions under different actions. In terms of formula, common physical simulations include the motion equation based on the particle model: F=ma Among them, F is the force on the rope during the swing, m is the mass of the rope, and a is the acceleration of the rope. By calculating the force and acceleration, the physics engine can determine the swing amplitude and speed of the rope.

[0053] The rotational motion of the rope can be described by the conservation of angular momentum: L = Iω Where L is the angular momentum, I is the moment of inertia of the rope, and ω is the angular velocity. By the conservation of angular momentum, changes in the rope's rotation can be directly affected by the action of the handle.

[0054] After the physics engine generates the rope's motion trajectory, the visual rendering unit uses graphics rendering technology to convert the physical model of the rope's motion into a dynamic image that the user can see. The rendering unit usually projects the simulated three-dimensional physical object onto a screen or AR device through a graphics engine such as OpenGL, DirectX, or Unity, presenting a realistic visual effect.

[0055] During the rendering process, it is necessary to process lighting, shadows, reflections and other effects to make the rope's movement and appearance closer to reality. At the same time, the rendering unit adjusts the visual effects of the rope according to its material properties (such as thickness and elasticity) to make the rope's dynamic performance more realistic.

[0056] The rope interaction effect unit handles the collision and rebound of the rope with the ground or obstacles in the virtual environment. When the user swings the handle, the rope will collide with the ground or other virtual objects during movement. The system uses collision detection algorithms to simulate the interaction between the rope and these objects.

[0057] The basis of collision detection is the distance calculation formula, which determines the contact point between the rope and the object in space: D= When the distance d reaches a certain threshold, the system determines that a collision has occurred and handles the rebound or stop of the rope according to the collision mechanics. The rebound effect of the rope can be handled by conservation of momentum and energy to ensure that the physical reaction after each contact with the ground is in line with reality.

[0058] For example, when the rope hits the ground, the system calculates the rebound height of the rope or the swing of the rope stops, simulating an interactive experience similar to the real environment.

[0059] Please refer to the attached Fig.12 , the interactive modules include: A multiplayer game unit, which is used to support users to play real-time multiplayer games with friends or other users around the world; Teamwork unit, which is used to allow users to form teams to perform jump rope challenges; The virtual rope skipping scene unit is used to enhance the immersiveness of the competition and provide interactive effects in the virtual scene.

[0060] Specifically, in the multiplayer competition unit, users connect to the network through the system's wireless communication module, and the system will synchronize in real time based on the user's skipping data (such as the number of times, speed, and fancy movements), and display the competition status of all participants. The progress and results of the competition can be updated in real time in the form of a leaderboard, enhancing the competitiveness of the competition.

[0061] The workflow is as follows: The user enters the multiplayer competition mode and the system connects all contestants through the network.

[0062] The system captures each user's motion data through sensors, transmits and synchronizes it to the central server in real time.

[0063] Each user's progress (such as number of jumps, completion speed) will be displayed on the competition interface, and the ranking will be dynamically adjusted based on performance.

[0064] The teamwork unit enhances the interactivity of cooperation by allowing multiple users to form a team and complete the rope skipping challenge together. The system will set an overall goal, such as the total number of rope skipping or complex tricks performed by the team, and users will work together to achieve the goal.

[0065] Workflow: Users choose to join the teamwork mode, and the system assigns task objectives to each team.

[0066] The sports data of each team member is synchronized to the team progress bar in real time to show the overall completion status.

[0067] Team members can see each other's real-time progress and achieve the skipping rope task together through collaboration.

[0068] The virtual rope skipping scene unit creates different rope skipping environments for users through a graphics rendering engine to enhance immersion. Users can compete or challenge in a virtual environment, and dynamic elements in the scene (such as audience, lighting, and background changes) increase interactivity.

[0069] Workflow: The user selects a virtual scene, and the system generates a three-dimensional image of the scene through a graphics rendering engine and displays it on the device.

[0070] During the game, the system updates the interactive elements in the scene (such as audience cheers, background changes, etc.) in real time according to the user's movement data and progress to enhance the sense of immersion.

[0071] The changes in the scene are synchronized with the user's movement performance. For example, when the user completes a difficult trick, the system will generate special effects or applause.

[0072] Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that various changes, modifications, substitutions and variations may be made to the embodiments without departing from the principles and spirit of the present invention, and that the scope of the present invention is defined by the appended claims and their equivalents.

Claims

1. A fancy rope skipping device, comprising a handle shell (1), and a glove (17) for use with the handle shell (1), characterized in that: One end of the handle shell (1) is connected to a rotating part (2) via a rotating control component, a winding seat (3) is fixed to the inner wall of the rotating part (2), a mounting tube (4) is provided at the other end of the handle shell (1), a rope body (6) is connected to the middle part of the mounting tube (4) via a rotating shaft, one end of the rope body (6) is wound around the outside of the winding seat (3), and the other end of the rope body (6) is connected to a weight ball (16) via a quick release component, which is used to flexibly adjust the weight of the handle according to the weight adapted by the user, an accelerometer (19), a gyroscope (20) and a magnetometer (21) are provided in the handle shell (1), and the accelerometer (19), the gyroscope (20) and the magnetometer (21) are electrically connected to a smart jump simulation system, which is used to capture the user's ropeless skipping movements in real time, intelligently simulate the trajectory of rope fancy skipping, and synchronously present the dynamic effect of a virtual rope on the connected device.

2. The fancy rope skipping device according to claim 1, characterized in that: The rotation control assembly comprises an electromagnetic clutch (7), wherein the electromagnetic clutch (7) is arranged on a connection end of the rotating part (2), the other end of the electromagnetic clutch (7) is connected to one end of a connecting sleeve (8), and the other end of the connecting sleeve (8) is connected to the handle housing (1) via a one-way bearing (9).

3. The fancy rope skipping device according to claim 1, characterized in that: The quick-release assembly comprises a mounting cover (13), the mounting cover (13) being fixed to the end of the rope body (6), a screw rod (14) being fixed to the inner wall of the groove of the mounting cover (13), a connecting seat (15) being fixed to the outer wall of the weight ball (16), and the outer wall of the screw rod (14) being threadedly connected to the inner wall of the thread groove in the middle of the connecting seat (15).

4. The fancy rope skipping device according to claim 1, characterized in that: The mounting tube (4) is connected to a limiting tube (5) on the inner side of the handle shell (1), and the outer portion of the rope body (6) passes through the middle of the limiting tube (5).

5. The fancy rope skipping device according to claim 1, characterized in that: A magnet tube (10) is arranged in the handle shell (1), and a plurality of magnet blocks (18) are arranged in the palm area of ​​the glove (17).

6. The fancy rope skipping device according to claim 1, characterized in that: A switch button (11) is provided on the installation cylinder (4), and a warning light (12) is provided on the outer wall of the winding seat (3).

7. The fancy rope skipping device according to claim 1, characterized in that: The Zhiyue simulation system includes: The control and communication module is responsible for the core control of the system and realizes wireless transmission of data and communication between processors; Data processing and AI analysis module, which is used to process data from sensors and analyze the user's rope skipping movements through AI, identify rope skipping movements and provide real-time feedback; A virtual rope simulation module, which is used to simulate the physical trajectory of a rope skipping rope and present the movement of the virtual rope through a display device or AR technology; The user interface and display module is used to provide the user with an interactive interface of the system and display the real-time dynamic effect of the virtual rope skipping; Data storage and feedback module, which is used to record the user's skipping data and provide long-term exercise analysis and feedback; Interactive module, which is used to realize multi-person rope skipping competition and social interaction; The cheering and motivation module is used to provide users with motivation and encouragement mechanisms, and motivate users to achieve their goals through voice and visual feedback.

8. The fancy rope skipping device according to claim 7, characterized in that: The data processing and AI analysis module includes: A data preprocessing unit, which is used to filter, denoise and preprocess the raw data collected by the sensor; AI motion recognition unit, which is used to analyze the user's arm motion data through a pre-trained deep learning model to identify specific rope skipping movements; The trend prediction unit is used to predict the user's next action based on the user's action trend, so as to adjust the display trajectory of the virtual rope in advance.

9. The fancy rope skipping device according to claim 7, characterized in that: The virtual rope simulation module comprises: A physics engine unit, which is used to generate virtual rope motion that conforms to physical laws by calculating the motion trajectory of the handle, simulating the swing, collision and rotation effects of rope skipping; A visual rendering unit, which is used to dynamically display the simulated rope trajectory through a graphics rendering engine, so that the virtual rope is presented on the screen or AR device with a real effect; The rope interaction effect unit is used to process the interaction between the rope and the ground and obstacle virtual objects.

10. The fancy rope skipping device according to claim 7, characterized in that: The interaction module includes: A multiplayer game unit, which is used to support users to play real-time multiplayer games with friends or other users around the world; Teamwork unit, which is used to allow users to form teams to perform jump rope challenges; The virtual rope skipping scene unit is used to enhance the immersiveness of the competition and provide interactive effects in the virtual scene.