Immersive child physical training game system and device

By designing an immersive children's physical training game system including projection module, main data acquisition module, audio output module, intelligent interactive terminal and monitoring bracelet, many problems of children's physical training methods have been solved, and training under any weather conditions is achieved, saving space and reducing costs, and providing diversified gamified training methods, enhancing the fun and interactiveness of the training, and improving training effects and efficiency.

CN119785972AInactive Publication Date: 2025-04-08GUANGZHOU61LEARN INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510120521.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-25
Publication Date
2025-04-08
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The existing physical training methods of children are problematic in dependence on weather environment, large area, expensive construction, single training methods, poor interaction, and manual recording of training data.

Method used

Design an immersive children's physical fitness training game system and device, including a projection module, a main data acquisition module, an audio output module, an intelligent interactive terminal and a monitoring bracelet. The game content is projected through the projection module, the main data acquisition module captures and analyzes training movements, the audio output module provides voice prompts, the intelligent interactive terminal evaluates the action standard and records the results, and monitors the bracelet to monitor the heart rate and training time.

Benefits of technology

It realizes training under any weather conditions, saving space and reducing costs, providing diversified gamified training methods, enhancing the fun and interactivity of training, improving training effects and efficiency, reducing teachers' work burden, and ensuring the safety and standardization of training.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an immersive child physical training game system and device. The system comprises a projection module, a main data acquisition module, an audio output module, an intelligent interaction terminal and a monitoring bracelet. The projection module flexibly configures the number of projectors and a projection mode according to a site, and performs immersive projection on training game content; the main data acquisition module captures data by using a TOF laser radar, a depth camera and a 3D structured light camera and transmits the data to the intelligent interaction terminal; the audio output module provides voice prompt to enhance interactivity; the monitoring bracelet is made of a silica gel material and records the heart rate of the child, and the exercise intensity is calculated through a linear regression mathematical model and reminded. The children physical training game system comprises an information login authentication module, a video recording module, a training management module, a data comparison module, a user interaction module, a file recording module and the like. The system and the device solve the problems that traditional children physical training is limited by weather sites, single in training mode, poor in interactivity, inconvenient in data recording and the like, and have the remarkable beneficial effects of breaking through environmental limitation, reducing cost, improving training interestingness and effect, realizing intelligent data management and the like.
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Description

Technical Field

[0001] The present invention relates to an immersive children's physical fitness training system, and in particular to an immersive children's physical fitness training game system and device. Background Art

[0002] With the continuous development of society and the continuous improvement of people's living standards, schools and kindergartens have higher and higher requirements for children's physical training. Existing children's physical training is mostly conducted outdoors or indoors, and has the following shortcomings: outdoor playgrounds have certain requirements for the weather environment, indoor playgrounds occupy a large area and are expensive, children's physical training methods are monotonous and boring, children's physical training content is poorly interactive, and training data needs to be recorded manually, which has limitations on children's training and is not conducive to teachers conducting physical training for children and recording training results. Although there are also children's physical training games based on interactive projection on the market, they cannot judge the standardization of children's movements and data statistics; and the children's physical fitness testing equipment on the market, but mostly tests and statistics single movements, but lacks immersive interactive training game content. Summary of the invention

[0003] In order to solve the current situation, the present invention aims to provide a children's physical training game system and device that has no requirements on weather environment, occupies a small area and is low in cost, has diversified and gamified children's physical training methods, has highly interactive children's physical training content, is more suitable for children's training, and can assist teachers in training and recording children's physical fitness.

[0004] The present invention is achieved through the following technical solutions:

[0005] An immersive children's physical training game system and device, consisting of a projection module, a main data acquisition module, an audio output module, an intelligent interactive terminal, and a monitoring bracelet. The projection module, the main data acquisition module, the audio output module, and the monitoring bracelet are all connected to the intelligent interactive terminal. The intelligent interactive terminal is equipped with a children's physical training game system. The projection module projects the children's physical training game content onto a training ground. The main data acquisition module is used to capture character images and click and touch data, and transmit the captured data to the intelligent interactive terminal. The audio output module provides a voice prompt function. The children's physical training game system judges the collected data through a posture estimation algorithm, evaluates whether the training movements are standard, and prompts and records the training results through images, text, and voice. The monitoring bracelet can monitor the heart rate of children and record training time.

[0006] Furthermore, the projection module can configure the number of projectors according to the size and shape of the actual training ground. Projection methods include but are not limited to single-wall projection, three-wall U-shaped projection, single-wall plus ground L-shaped projection, and three-wall plus ground projection. This module is responsible for projecting the children's physical training game content onto the training ground in an immersive manner.

[0007] Furthermore, the main data acquisition module includes a TOF laser radar, a depth camera, and a 3D structured light camera. The TOF laser radar can quickly and accurately obtain the distance information between the trainee and the device, the depth camera can capture the trainee's depth image and obtain the three-dimensional information of the human body, and the 3D structured light camera is used for high-precision facial recognition and object surface reconstruction. This module is responsible for capturing the trainee's image, facial recognition, and click touch data, and transmitting this data to the intelligent interactive terminal in real time to provide data support for subsequent motion analysis and interaction.

[0008] Furthermore, the intelligent interactive terminal is the core part of the device. The children's physical training game system can receive the data transmitted by the main data acquisition module and use advanced posture estimation algorithms to conduct in-depth analysis of the data. By identifying the key points of the human body and tracking the movement trajectory, it can determine whether the training movements are standard, provide voice prompts and record the training results. The intelligent interactive terminal is also responsible for coordinating the work between various modules to achieve the overall operation and control of the system.

[0009] Furthermore, the audio output module provides voice prompts for the content of children's physical fitness interactive training. During running training, it prompts "speed up, you can run faster!"; during balance training, it reminds "keep balance, pay attention to posture", etc. Through rich and diverse voice prompts, the interactivity and fun of training are increased, and children are guided to better complete the training movements.

[0010] Furthermore, the monitoring bracelet is made of silicone material, which is soft and comfortable and will not irritate children's skin. It can track children's heart rate in real time to help teachers understand children's exercise intensity and cardiopulmonary health. At the same time, the monitoring bracelet can also record training time and feed back these data to the smart interactive terminal in real time. For the method of evaluating exercise intensity, the smart interactive terminal will call a mathematical model to calculate heart rate and exercise intensity. A linear regression function is used to describe the relationship between heart rate H and exercise intensity I: I = aH + b, where a and b are coefficients obtained by fitting a large amount of experimental data. For example, the heart rate data of children of different ages at various exercise intensities in the terminal are called, and the least squares method is used for fitting to determine the values ​​of a and b. When the monitoring bracelet measures the child's real-time heart rate H t When the current exercise intensity I is calculated by the above formula t . If I tIf the exercise intensity exceeds the range of exercise intensity suitable for the child's age group (for example, the suitable exercise intensity range for children is the exercise intensity corresponding to the maximum heart rate of 4000-6000), the system will issue a reminder through the audio output module, such as "The exercise intensity is too high, please reduce the speed appropriately" or "The exercise intensity is too low, you can speed up the pace" to ensure safe and effective training.

[0011] Furthermore, the children's physical fitness training game system includes:

[0012] Information login and authentication module: collect children’s appearance through 3D structured light camera, record children’s information, match and establish children’s information files.

[0013] Video recording module: Teachers can use the depth camera to customize the required training movements and enter the movement standard library.

[0014] Training management module: contains a variety of children's physical training animation contents, a variety of supporting training scene animations, and can also make training games based on recorded action videos. The management module is connected to the cloud and has the functions of updating, expanding, sharing and upgrading.

[0015] Data comparison module: By estimating the posture of the human body in the input image or video, that is, identifying the positions of the key points of the human body, these key points usually include the head, shoulders, elbows, wrists, hips, knees and ankles, which together form a human skeleton model. In order to more accurately evaluate the child's movements, the terminal calls the calculation module to calculate the joint angles. To calculate the arm lifting angle, let the coordinates of the shoulder key point be A(x A ,y A ), the coordinates of the elbow key point are B(x B ,y B ), establish a rectangular coordinate system with the shoulder as the origin, and the horizontal direction as the x-axis. Then the arm raising angle θ can be calculated by the tangent function: The calculated angle is compared with the corresponding angle in the standard action library. If the deviation between the actual angle and the standard angle exceeds the set threshold (such as ±5°), the system generates a correction prompt message. At the same time, when analyzing the continuity and fluency of the action, the root mean square error (RMSE) function can be used. Assume that the coordinate sequence of a key point in a standard action within a period of time is (x s1 ,y s1 ),(x s2 ,y s2 ),···,(x sn ,y sn ), the key point coordinate sequence corresponding to the child’s actual action is (x a1 ,y a1 ),(x a2 ,y a2 ),···,(xan ,y an ), the RMSE calculation formula is: The smaller the RMSE value, the closer the child's movements are to the standard movements, and the better the movement coherence and fluency. When the RMSE value is greater than the set threshold, the system prompts the child to adjust the rhythm and amplitude of the movement.

[0016] User interaction module: It has a variety of human-computer interaction methods, and controls the data comparison module, training management module, and information entry module through TOF laser radar, depth camera, and infrared camera.

[0017] File record module: collects data from the data comparison module and data feedback provided by the monitoring bracelet, organizes and records the children's training results, and stores children's information files.

[0018] The immersive children's physical fitness training game system and device of the present invention show significant beneficial effects based on the comparison with the prior art, as follows:

[0019] First, the present invention overcomes the dependence of traditional children's physical training on weather conditions. Through immersive projection technology, it is not limited by outdoor climate conditions and can be trained in any weather conditions, ensuring the continuity and stability of children's physical training.

[0020] Secondly, the present invention solves the problem that indoor playgrounds occupy a large area and are expensive. Through the flexible configuration of the projection module, not only space is saved, but also costs are greatly reduced, so that more schools and kindergartens can afford high-quality physical training equipment, provide a variety of gamification training methods, enrich the content of children's physical training, and enhance the fun and interactivity of training. The use of posture estimation algorithms enables the training system to evaluate the standardization of children's movements in real time and provide feedback in a timely manner, greatly improving the training effect.

[0021] In addition, the present invention realizes the automatic recording and analysis of children's training data through the coordinated use of intelligent interactive terminals and monitoring bracelets, which reduces the workload of teachers and improves training efficiency. The heart rate monitoring function of the monitoring bracelet helps teachers understand children's exercise intensity and cardiopulmonary health in real time to ensure the safety of training. The immersive training environment and gamified training content stimulate children's interest and make them more willing to participate in physical training. Through high-precision data acquisition and posture estimation technology, the standardization of training movements is ensured, which helps children form correct exercise habits. The system automatically records training data, and performs data analysis and storage through the cloud, providing teachers with intuitive feedback on training effects. The voice prompt function and various interactive methods make the training process more vivid and interesting, and increase children's learning and training motivation.

[0022] In summary, the immersive children's physical training game system and device of the present invention not only solves many problems in the prior art, but also shows obvious beneficial effects in improving training effects, reducing costs, and enhancing interactivity. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 This is a training flow chart of the immersive children's physical fitness training game system of the present invention

[0024] Figure 2 The projection method of the immersive children's physical training game device of the present invention is DETAILED DESCRIPTION

[0025] The following is a detailed description of a specific embodiment of an immersive children's physical fitness training game system and device of the present invention.

[0026] An immersive children's physical training game system and device, consisting of a projection module, a main data acquisition module, an audio output module, an intelligent interactive terminal, and a monitoring bracelet. The projection module, the main data acquisition module, the audio output module, and the monitoring bracelet are all connected to the intelligent interactive terminal. The intelligent interactive terminal is equipped with a children's physical training game system. The projection module projects the children's physical training game content onto a training ground. The main data acquisition module is used to capture character images and click and touch data, and transmit the captured data to the intelligent interactive terminal. The audio output module provides a voice prompt function. The children's physical training game system judges the collected data through a posture estimation algorithm, evaluates whether the training movements are standard, and prompts and records the training results through images, text, and voice. The monitoring bracelet can monitor the heart rate of children and record training time.

[0027] Implementation of the projection module

[0028] In this embodiment, the projection module includes at least one high-definition projector, and the number of projectors can be flexibly configured according to the size and shape of the actual training venue. For example, in an indoor training venue of about 25 square meters, Figure 2 Three high-definition projectors are equipped, using a three-wall U-shaped projection method to project children's physical training game content onto the training ground in an immersive manner.

[0029] Information Login Authentication Module In this embodiment, the children's physical training game system includes an information login authentication module, which collects the child's appearance through a 3D structured light camera. The specific operation is as follows:

[0030] Start the 3D structured light camera to capture the child's appearance.

[0031] The collected data are input into the information processing system to record the basic information of the children.

[0032] The collected faces are matched through facial recognition algorithms to create a child information file.

[0033] Store children's information files for subsequent training management module calls.

[0034] Video recording module, which allows teachers to use the depth camera to customize the required training movements and enter the movement standard library. The specific operations are as follows:

[0035] The teacher selects the “Record Action” function through the interface.

[0036] The system starts the depth camera and the teacher completes the recording of the training movements according to the prompts.

[0037] After recording is completed, the system automatically edits and optimizes the action video to ensure that the action is standard and standardized, and stores the action video in the action standard library for use by the training management module.

[0038] Training management module, this module contains a variety of children's physical training animation content, as well as supporting training scene animation. The specific operations are as follows:

[0039] The system provides a variety of training animations for users to choose from, such as running, jumping, throwing, etc.

[0040] Users can choose training scenes according to their needs, such as playground, gym, etc.

[0041] The system also supports the production of training games based on recorded action videos to increase the fun of training.

[0042] By connecting to the cloud, training content can be updated, expanded, shared and upgraded

[0043] Data comparison module This module estimates the posture of the human body in the input image or video and identifies the position of the key points of the human body. The specific operations are as follows:

[0044] The system uses a depth camera to capture video of children's movements during training.

[0045] Using computer vision technology, key points in the video, such as the head, shoulders, elbows, wrists, etc., are identified.

[0046] Analyze the relative positions and movement trajectories of key points to identify the human body's movement capabilities.

[0047] Compare the identified actions with the preset standard action library to determine whether there is any deviation.

[0048] If there are deviations, the system will generate correction prompts and visually mark the key points that need to be adjusted, while giving specific correction suggestions through text and sound.

[0049] The user interaction module uses TOF laser radar, depth camera, and 3D structured light camera to achieve a variety of human-computer interaction methods. The specific operations are as follows:

[0050] Users control the information entry module through the TOF laser radar and interact with it by clicking.

[0051] Somatosensory interaction is performed through the depth camera and the training management module.

[0052] The file record module collects the data provided by the data comparison module and the monitoring bracelet, organizes and records the child's training results, and stores the child's information file. The specific operations are as follows:

[0053] The system automatically collects data during training, such as movement accuracy, heart rate, energy consumption, etc.

[0054] Combine this data with the child's information profile to generate a training report.

[0055] Training reports are available for teachers and parents to view to understand the children's training progress.

[0056] The embodiments of the present invention are described in detail above, but the present invention is not limited to the described embodiments. For those skilled in the art, various changes, modifications, substitutions and variations of these embodiments are made without departing from the principles and spirit of the present invention, and still fall within the protection scope of the present invention.

Claims

1. An immersive children's physical training game system and device, consisting of a projection module, a main data acquisition module, an audio output module, an intelligent interactive terminal, and a monitoring bracelet. The projection module, the main data acquisition module, the audio output module, and the monitoring bracelet are all connected to the intelligent interactive terminal. The intelligent interactive terminal is equipped with a children's physical training game system. The projection module projects the children's physical training game content onto the training ground. The main data acquisition module is used to capture character images and click and touch data, and transmit the captured data to the intelligent interactive terminal. The audio output module provides a voice prompt function. The children's physical training game system uses a posture estimation algorithm to judge the collected data, evaluate whether the training movements are standard, and provide images, text, voice prompts and record training results. The monitoring bracelet can monitor the child's heart rate and record training time.

2. An immersive children's physical fitness training game system and device according to claim 1, characterized in that: The projection module can configure the number of projectors according to the size and shape of the actual training venue. The projection methods include but are not limited to single-wall projection, three-wall U-shaped projection, single-wall plus ground L-shaped projection, and three-wall plus ground projection. This module is responsible for projecting the children's physical training game content onto the training venue in an immersive way.

3. The immersive children's physical fitness training game system and device according to claim 1, characterized in that: The main data acquisition module includes a TOF laser radar, a depth camera, and a 3D structured light camera. The TOF laser radar can quickly and accurately obtain the distance information between the trainee and the device, the depth camera can capture the trainee's depth image and obtain the three-dimensional information of the human body, and the 3D structured light camera is used for high-precision facial recognition and object surface reconstruction. This module is responsible for capturing the trainee's image, facial recognition, and click touch data, and transmitting this data to the intelligent interactive terminal in real time to provide data support for subsequent motion analysis and interaction.

4. The immersive children's physical fitness training game system and device according to claim 1, characterized in that: The intelligent interactive terminal is the core part of the device. The children's physical training game system can receive the data transmitted by the main data acquisition module and use advanced posture estimation algorithms to conduct in-depth analysis of the data. By identifying the key points of the human body and tracking the movement trajectory, it can determine whether the training movements are standard, provide voice prompts and record the training results. The intelligent interactive terminal is also responsible for coordinating the work between various modules to achieve the overall operation and control of the system.

5. The immersive children's physical fitness training game system and device according to claim 1, characterized in that: The audio output module provides voice prompts for the content of children's physical fitness interactive training. During running training, it prompts "speed up, you can run faster!"; during balance training, it reminds "keep balance, pay attention to posture", etc. Through rich and diverse voice prompts, the interactivity and fun of training are increased, and children are guided to better complete the training movements.

6. The immersive children's physical fitness training game system and device according to claim 1, characterized in that: The monitoring bracelet is made of silicone material, which is soft and comfortable and will not irritate children's skin. It can track children's heart rate in real time to help teachers understand children's exercise intensity and cardiopulmonary health. At the same time, the monitoring bracelet can also record training time and feed back these data to the smart interactive terminal in real time. For the method of evaluating exercise intensity, the smart interactive terminal will call a mathematical model to calculate heart rate and exercise intensity. A linear regression function is used to describe the relationship between heart rate H and exercise intensity I: I = aH + b, where a and b are coefficients obtained by fitting a large amount of experimental data. For example, the heart rate data of children of different ages at various exercise intensities in the terminal are called, and the least squares method is used for fitting to determine the values ​​of a and b. When the monitoring bracelet measures the child's real-time heart rate H t When the current exercise intensity I is calculated by the above formula t . If I t If the exercise intensity exceeds the range suitable for the child's age group (for example, the suitable exercise intensity range for children is 40%-60% of the maximum heart rate), the system will issue a reminder through the audio output module, such as "The exercise intensity is too high, please reduce the speed appropriately" or "The exercise intensity is too low, you can speed up the pace" to ensure safe and effective training.

7. The immersive children's physical fitness training game system and device according to claim 1, characterized in that: The children's physical fitness training game system comprises: Information login and authentication module: collect children’s appearance through 3D structured light camera, record children’s information, match and establish children’s information files. Video recording module: Teachers can use the depth camera to customize the required training movements and enter the movement standard library. Training management module: contains a variety of children's physical training animation contents, a variety of supporting training scene animations, and can also make training games based on recorded action videos. The management module is connected to the cloud and has the functions of updating, expanding, sharing and upgrading. Data comparison module: By estimating the posture of the human body in the input image or video, that is, identifying the positions of the key points of the human body, these key points usually include the head, shoulders, elbows, wrists, hips, knees and ankles, which together form a human skeleton model. In order to more accurately evaluate the child's movements, the terminal calls the calculation module to calculate the joint angles. To calculate the arm lifting angle, let the coordinates of the shoulder key point be A(x A ,y A ), the coordinates of the elbow key point are B(x B ,y B ), establish a rectangular coordinate system with the shoulder as the origin, and the horizontal direction as the x-axis. Then the arm raising angle θ can be calculated by the tangent function: The calculated angle is compared with the corresponding angle in the standard action library. If the deviation between the actual angle and the standard angle exceeds the set threshold (such as ±5°), the system generates a correction prompt message. At the same time, when analyzing the continuity and fluency of the action, the root mean square error (RMSE) function can be used. Assume that the coordinate sequence of a key point in a standard action within a period of time is (x s1 ,y s1 ),(x s2 ,y s2 ),···,(x sn ,y sn ), the key point coordinate sequence corresponding to the child’s actual action is (x a1 ,y a1 ),(x a2 ,y a2 ),···,(x an ,y an ), the RMSE calculation formula is: The smaller the RMSE value, the closer the child's movements are to the standard movements, and the better the movement coherence and fluency. When the RMSE value is greater than the set threshold, the system prompts the child to adjust the rhythm and amplitude of the movement. User interaction module: It has a variety of human-computer interaction methods, and controls the data comparison module, training management module, and information entry module through TOF laser radar, depth camera, and infrared camera. File record module: collects data from the data comparison module and data feedback provided by the monitoring bracelet, organizes and records the children's training results, and stores children's information files.