Intelligent finger training handgrip and method
By designing an intelligent finger training gripper that combines a Hall effect sensor and an electromagnetic actuator, it achieves a combination of independent and holistic finger training, supports active and passive training modes, and features high-precision data acquisition and rich interactive functions. This solves the problems of limited functionality and poor portability in existing technologies, thus improving the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SHANGHAI UNIV
- Filing Date
- 2025-03-07
- Publication Date
- 2026-04-24
AI Technical Summary
Existing finger training devices are limited in function, unable to achieve independent finger training and overall coordination training, lacking a combination of active and passive training, and are large in size, complex in structure, poor in portability, insufficient in interactivity, and lack data collection and analysis functions, thus failing to meet the needs of home rehabilitation.
A smart finger training grip strength device was designed, which combines a detection and interaction mechanism and a training drive mechanism. It adopts Hall effect sensors and electromagnetic actuators to realize active and passive training modes, and captures hand movements through IMU sensors. It supports Bluetooth connection and game interaction, and integrates multiple sensors for high-precision data acquisition and feedback.
It combines independent and holistic finger training, supports active and passive training modes, features high-precision data acquisition and rich interactive functions, and is suitable for home rehabilitation and entertainment, enhancing the user experience.
Smart Images

Figure CN119838193B_ABST
Abstract
Description
Technical Field
[0001] This invention belongs to the field of finger coordination training technology, specifically relating to an intelligent finger grip strength training device and method. Background Technology
[0002] Hand grip strength is an important indicator of hand function and is widely used in rehabilitation medicine, sports training, and daily health monitoring. Currently, the most common grip strength trainers or finger training devices on the market fall into the following categories: 1. Those that utilize the elastic deformation of mechanical springs to achieve grip strength training; these devices are simple in structure and low in cost, but have limited functionality, only providing passive whole-hand grip strength training and failing to meet the independent training needs of the fingers. They also lack the ability to record and provide feedback on training data. 2. Electronic grip strength measurement devices; these use force sensors to collect and display grip strength data; these devices are typically used in professional rehabilitation settings or sports testing. While some hand rehabilitation devices possess data feedback capabilities, they are bulky, expensive, and cannot combine active and passive training. 3. Intelligent hand rehabilitation devices: Some hand rehabilitation devices provide passive training via external drive units (such as motors or pneumatic components), while simultaneously recording rehabilitation data using sensors. However, these devices suffer from the following problems: complex structure, large drive system size, difficulty in portability, and inability to meet home rehabilitation needs; high power consumption and insufficient battery life, failing to meet the requirements for extended use; and a lack of diverse interactive functions, such as integration with entertainment or games, resulting in a relatively limited user experience.
[0003] In summary, existing finger training devices have the following defects or problems: 1. The devices have limited functions and cannot achieve independent finger training or overall coordination training; 2. The devices generally lack a combination of active and passive training, making it difficult to adapt to the needs of different rehabilitation training stages; 3. Some devices are large and complex in structure, with poor portability, making them unsuitable for home use; 4. The devices lack interactivity during use, failing to stimulate users' interest in exercise through entertainment or games, thus affecting rehabilitation effects; 5. The data collection and analysis functions are incomplete, lacking accurate feedback on changes in users' grip strength and rehabilitation progress. Summary of the Invention
[0004] To address the aforementioned technical problems, this invention provides an intelligent finger training grip strength device and method.
[0005] To achieve the above objectives, the present invention is implemented through the following technical solution:
[0006] A smart finger training grip strength device includes a detection and interaction mechanism that cooperates with an acupressure training mechanism disposed on the detection and interaction mechanism. The detection and interaction mechanism includes an interaction shell, a grip plate at the inner bottom end of the interaction shell, and a detection plate that cooperates with the acupressure training mechanism on the grip plate.
[0007] Preferably, the acupressure training mechanism includes four finger sleeve bases respectively disposed on the detection plate to cooperate with the fingers. A finger sleeve button is fitted inside the finger sleeve base to cooperate with the fingers. A guide groove is provided at the center of the bottom end of the finger sleeve button. A guide rail is fitted inside the guide groove to cooperate with the guide groove. A finger sleeve groove is fitted inside the finger sleeve base to cooperate with the button finger sleeve. A guide rail groove is provided at the bottom end of the finger sleeve groove to connect with the bottom end of the guide rail.
[0008] Preferably, a button spring is provided inside the finger sleeve button, and the button spring is in clearance fit with an annular groove provided inside the finger sleeve button along the center of the guide groove; limit blocks are symmetrically provided at the bottom end of the finger sleeve button.
[0009] Preferably, the limiting block cooperates with the limiting grooves provided on both sides of the finger sleeve base, and the limiting grooves are provided with an upper limiting ring and a lower limiting ring that cooperate with the limiting block and whose positions are adjustable; the finger sleeve base is fitted with a base shell that is in clearance fit with the upper limiting ring and the lower limiting ring.
[0010] Preferably, the limiting block and the upper limiting ring are respectively equipped with matching distance sensors; a magnetic core is provided in the guide groove, and the magnetic core cooperates with a Hall effect sensor set at a corresponding position in the detection plate. The Hall effect sensor is used to measure the pressing force of the finger sleeve button. When the finger sleeve button moves up and down, the Hall effect sensor receives the change in magnetic field signal through the movement of the magnetic core, converts it into a force signal, and displays the grip force value on the display screen in real time.
[0011] Preferably, the detection interaction mechanism is provided with a training drive mechanism that cooperates with the finger pressure training mechanism. The training drive mechanism includes an electromagnetic actuator that is disposed at the bottom of the finger sleeve groove and cooperates with the magnetic core. The electromagnetic actuator is sleeved on the guide rail and is gap-fitted with the guide rail. An electromagnetic coil that is magnetically cooperated with the magnetic core is sleeved on the electromagnetic actuator.
[0012] Preferably, the electromagnetic actuator is fitted with an upper electromagnetic actuator ring and a lower electromagnetic actuator ring at both ends, and the upper electromagnetic actuator ring is provided with an inner ring groove that cooperates with the button spring.
[0013] Preferably, a flexible housing is fitted onto the end of the interactive housing away from the detection plate; a finger sleeve ring is provided at the top of the finger sleeve button, and a removable flexible pad is laid inside the finger sleeve ring; a base bolt connected to the detection plate by threads is provided at the center of the bottom end of the finger sleeve base; the flexible housing is used to house the core electronic components of the grip strength device, including the detection plate, sensor module and rechargeable battery. The interior of the flexible housing is designed with precisely matched grooves to securely place these key modules and prevent shaking or damage during use. At the same time, the flexible housing can provide shockproof, dustproof and splashproof protection, improving the durability and service life of the device. The flexible housing adopts a detachable design, which facilitates users to maintain the device, replace parts and upgrade modules.
[0014] Preferably, the detection plate is equipped with a Bluetooth module and an inertial measurement unit (IMU sensor) that cooperate with the grip plate; the grip plate contains a rechargeable battery; the interactive housing contains a microprocessor, and the side of the interactive housing has a display screen and a connection interface that cooperates with the microprocessor and the rechargeable battery; a power switch is located on one side of the display screen. This invention also integrates an IMU sensor, which includes an accelerometer and a gyroscope, for capturing the spatial position, posture changes, and motion trajectory of the grip strength device; the user's hand movement data during grip strength training can be used to assess the rehabilitation effect; in entertainment mode, the IMU sensor combines with the Bluetooth module to support controlling game characters through spatial movement, achieving more diverse interactive functions; the flexible housing adopts a detachable design, facilitating device maintenance, component replacement, and module upgrades for users.
[0015] Preferably, this application can be connected to electronic devices, such as computers and electronic mobile devices (mobile phones, tablets, etc.), via wired or wireless connection to play games, thereby increasing the enjoyment of rehabilitation exercises or entertainment.
[0016] A training method for an intelligent finger grip strength trainer includes an active training mode, a passive training mode, and a game mode;
[0017] S1, Active Training Mode;
[0018] The user's palm grips the grip plate inside the flexible shell of the interaction mechanism, and each finger extends into the pressing finger sleeve button of the acupressure training mechanism. During active training, the finger sleeve button moves along the guide rail inside the finger sleeve base through the guide groove. The button spring expands and contracts with the movement of the finger sleeve button, and the limiting block moves within the limiting groove. The upper and lower limiting rings restrict the range of motion of the limiting block. By adjusting the positions of the upper and lower limiting rings, the limit can be set according to the finger state of different users to prevent excessive movement by the user.
[0019] When the magnetic core approaches or moves away from the Hall effect sensor, the electromagnetic coil on the electromagnetic actuator is energized to generate an electromagnetic force. Through the action of the electromagnetic force, the magnetic field generated by the electromagnetic coil interacts with the magnetic core, and the magnetic field attracts the magnetic core to move towards the electromagnetic coil. At the same time, the button spring can ensure that the button can return to its initial position. The balance between the elastic force of the button spring and the electromagnetic force determines the final position of the button, thus meeting the user's needs for active training.
[0020] When the finger button moves up and down, the distance sensor can indirectly calculate the user's pressing force by measuring the displacement change between the upper limit ring and the limit block.
[0021] S2, Passive Training Mode;
[0022] In passive training mode, the microprocessor controls the electromagnetic coil of the electromagnetic actuator to be energized according to the set program. The electromagnetic coil generates electromagnetic force, which actively drives the magnetic core to move in the direction of the electromagnetic coil. By controlling the change in the strength and energizing time of the current, the strength and direction of the magnetic field of the electromagnetic coil are changed, which causes the magnetic core to drive the guide groove to move along the guide rail. The finger sleeve button moves within the finger sleeve base, thereby controlling the movement of the finger sleeve button and achieving the purpose of passive training for the user.
[0023] S3, Game Mode;
[0024] Connecting to electronic devices via Bluetooth, this hand grip trainer enhances its fun through games, with each fingertip button controlling a specific function. It incorporates an inertial measurement unit (IMU) to enable motion-based games. Simultaneously, the IMU captures the hand grip's spatial motion trajectory, allowing users to perform actions such as flipping, tilting, and rotating within the game. This translates user hand movements into complex interactive commands within the game, providing a completely new entertainment experience.
[0025] Compared with the prior art, the beneficial effects of the present invention are as follows:
[0026] 1. This invention is applied to the fields of finger coordination rehabilitation exercises, grip strength rehabilitation training, and home entertainment. This grip strengthener, through its innovative structural design and advanced sensor technology, enables both active and passive training modes, which can improve the user's grip strength and finger coordination.
[0027] 2. This smart hand grip strengthener has four piano-key shaped finger sleeve buttons, each connected to the training drive mechanism. Combined with an optical distance sensor and a Hall effect sensor, it can accurately detect the pressure applied by the fingers. The extension and retraction of the finger sleeve buttons uses electromagnetic induction, enabling a passive training mode. The finger sleeve buttons automatically retract according to a preset program, and the user follows the extension and retraction process to improve finger coordination. This smart hand grip strengthener has a built-in IMU sensor to capture its spatial position, posture changes, and movement trajectory.
[0028] 3. In active training mode, this smart hand grip strengthener allows users to exercise independently, performing grip strength training just like a traditional hand grip strengthener. In passive training mode, through electromagnetic induction, the finger sleeve buttons can extend and retract automatically, helping users restore finger coordination and strength. This smart hand grip strengthener is equipped with a simple display screen that shows grip strength values in real time and has an on / off control function. It also features a USB interface, supporting charging and wired connection, and Bluetooth wireless sensing function, enabling it to connect to electronic devices. Users can control related games or applications through the hand grip strengthener. Compared to traditional hand grip strengtheners that only provide a single grip strength training function, this smart hand grip strengthener has broad application potential and is suitable for various fields such as home, rehabilitation centers, and entertainment.
[0029] 4. Multifunctional training modes: This smart hand grip strengthener can combine single-finger independent training and overall grip strength training, and supports dual modes of active training (user-initiated pressing) and passive training (fingertip movement via electromagnetic drive) to meet the needs of users at different stages of rehabilitation.
[0030] 5. High-precision data acquisition: This intelligent hand gripper can monitor the displacement of each finger button and the force applied by the user in real time through Hall effect sensors and optical distance sensors, achieving high-precision acquisition and feedback of user rehabilitation data.
[0031] 6. Portability and ease of use: This smart hand grip strengthener supports USB charging and Bluetooth connectivity, making the device adaptable to modern life needs and enhancing user experience. This smart hand grip strengthener adopts a modular design with a compact internal structure and small external size, making it easy to carry and suitable for home rehabilitation scenarios.
[0032] 7. Rich interactive functions: This smart hand grip strengthener integrates the extended interactive functions of the IMU sensor, supporting hand motion capture and game control; this smart hand grip strengthener connects wirelessly via Bluetooth, and can interact with mobile devices or computers. Users can control games through rehabilitation training, stimulating their interest in exercise and improving their training enthusiasm.
[0033] 8. Comfort and Safety: The finger sleeve buttons of this smart hand gripper are equipped with limit and cushioning structures to avoid excessive force on the fingers or discomfort during exercise, providing a safer and more comfortable training experience.
[0034] In summary, this invention, through the combination of an acupressure training mechanism and a training drive mechanism with a detection and interaction mechanism, allows users to perform independent single-finger training and overall grip strength training as needed. It also enables active and passive training modes to meet the needs of users at different rehabilitation stages. During finger training, the intensity and depth of the finger sleeve buttons can be adjusted according to training requirements, thus satisfying individual user needs and improving the finger training effect for different users. This invention can employ a game mode for finger training, thereby stimulating user interest and increasing training motivation. This intelligent grip strengthener effectively overcomes the limitations of existing technologies, providing a more complete and superior solution for hand rehabilitation. Through innovative structural design and functional integration, this intelligent grip strengthener can meet various needs for finger rehabilitation, grip strength enhancement, and home entertainment. Attached Figure Description
[0035] Figure 1 This is a schematic diagram of the structure of the present invention in Example 1;
[0036] Figure 2 This is a schematic diagram of the internal structure of the acupressure training mechanism in Example 1;
[0037] Figure 3This is a schematic diagram of the acupressure training mechanism in Example 1;
[0038] Figure 4 This is a schematic diagram of the training drive mechanism in Example 1;
[0039] Figure 5 This is a schematic diagram of the detection interaction mechanism in Example 1;
[0040] Figure 6 This is a schematic diagram of the interactive shell structure in Example 1;
[0041] Figure 7 This is a schematic diagram of the position of the ranging sensor in Example 1.
[0042] In the diagram, the components include: acupressure training mechanism 100, training drive mechanism 200, detection and interaction mechanism 300, finger sleeve button 101, guide groove 102, button spring 103, upper limit ring 104a, lower limit ring 104b, limit block 105, guide rail 106, finger sleeve base 107, limit groove 108, magnetic core 201, electromagnetic actuator 202, electromagnetic coil 203, base bolt 204, Hall effect sensor 301, detection plate 302a, grip plate 302b, Bluetooth module 303, inertial measurement unit 304, rechargeable battery 305, display screen 306, connection interface 307, power switch 308, distance sensor 309a, distance sensor 309b, and flexible shell 310. Detailed Implementation
[0043] The present invention will be further described in detail below through specific embodiments, but this does not limit the scope of the present invention.
[0044] Example 1
[0045] A smart finger training grip strength device, such as Figure 1-7 As shown, it includes a detection interaction mechanism 300, which cooperates with an acupressure training mechanism 100 disposed on the detection interaction mechanism 300. The detection interaction mechanism 300 includes an interaction housing, and a grip plate 302b is provided at the inner bottom end of the interaction housing. A detection plate 302a that cooperates with the acupressure training mechanism 100 is provided on the grip plate 302b.
[0046] The acupressure training mechanism 100 includes four finger sleeve bases 107 respectively mounted on the detection plate 302a to cooperate with the fingers. Each finger sleeve base 107 has a finger sleeve button 101 fitted inside it. The bottom center of each finger sleeve button 101 has a guide groove 102, and a guide rail 106 fitted inside the guide groove 102. Each finger sleeve base 107 also has a finger sleeve groove fitted inside it to cooperate with the button finger sleeve, and the bottom of the finger sleeve groove has a guide rail groove connected to the bottom of the guide rail 106. Each finger sleeve button 101 has a button spring 103 fitted inside it, and the button spring 103 has a clearance fit with an annular groove located within the finger sleeve button 101 along the center of the guide groove 102. Limiting blocks 105 are symmetrically arranged at the bottom of each finger sleeve button 101.
[0047] The limiting block 105 cooperates with the limiting grooves 108 on both sides of the finger sleeve base 107. The limiting grooves 108 are provided with an upper limiting ring 104a and a lower limiting ring 104b that cooperate with the limiting block 105 and are adjustable in position. The finger sleeve base 107 is fitted with a base housing that is clearance-fitted with the upper limiting ring 104a and the lower limiting ring 104b. The limiting block 105 and the upper limiting ring 104a are provided with matching distance sensors 309b and 309a. The guide groove 102 is provided with a magnetic core 201, which cooperates with a Hall effect sensor 301 located at a corresponding position in the detection plate 302a. The upper limiting ring 104a and the lower limiting ring 104b are provided with telescopic buffer rods connected to the limiting block 105, and buffer springs are fitted on the telescopic buffer rods.
[0048] The detection interaction mechanism 300 is equipped with a training drive mechanism 200 that cooperates with the acupressure training mechanism 100. The training drive mechanism 200 includes an electromagnetic actuator 202 that is disposed at the bottom of the finger sleeve groove and cooperates with the magnetic core 201. The electromagnetic actuator 202 is sleeved on the guide rail 106 and is in clearance fit with the guide rail 106. An electromagnetic coil 203 that is magnetically cooperates with the magnetic core 201 is sleeved on the electromagnetic actuator 202. The electromagnetic actuator 202 has an upper electromagnetic actuator ring and a lower electromagnetic actuator ring fitted at both ends. The upper electromagnetic actuator ring has an inner ring groove that cooperates with the button spring 103. The finger sleeve base 107 has a limit adjuster connected to the upper limit ring 104a and the lower limit ring 104b. The limit adjuster includes adjusting blocks symmetrically arranged on both sides of the finger sleeve base 107 and in clearance fit with the limit groove 108. The adjusting blocks are symmetrical with respect to the horizontal center of the limit groove 108. An adjusting shaft is fitted inside the adjusting block. The two ends of the adjusting shaft are threadedly connected to adjusting screws arranged in the upper limit ring 104a and the lower limit ring 104b, respectively. The adjusting shaft is rotatably connected to the adjusting block through adjusting bearings. The adjusting block has an adjusting motor that cooperates with the adjusting shaft.
[0049] A flexible shell 310 is fitted onto the end of the interactive housing away from the detection plate 302a; a finger sleeve ring is provided at the top of the finger sleeve button 101, and a removable flexible pad is laid inside the finger sleeve ring; a base bolt 204 is provided at the center of the bottom end of the finger sleeve base 107, which is threadedly connected to the detection plate 302a. The detection plate 302a is provided with a Bluetooth module 303 and an inertial measurement unit 304 (IMU sensor) that cooperate with the grip plate 302b; a rechargeable battery 305 is located inside the grip plate 302b; a microprocessor is located inside the interactive housing, and a display screen 306 and a connection interface 307 that cooperates with the microprocessor and the rechargeable battery 305 are provided on the side of the interactive housing; a power switch 308 is located on one side of the display screen 306.
[0050] A smart finger training grip strength device, which includes active training mode, passive training mode and game mode;
[0051] S1, Active Training Mode;
[0052] When the power switch 308 is turned on, the user can perform independent finger exercises or overall grip strength training by pressing the finger sleeve button 101, similar to a traditional grip strength device. However, when all four fingers are pressed simultaneously, the grip strength of the entire hand can be calculated based on the weight of each finger's contribution to the grip strength. The pressing force of each finger sleeve button 101 is detected by the Hall effect sensor 301 or the distance sensors 309b and 309a and fed back to the display screen 306 in real time. The interactive housing is equipped with a connection interface 307 for device charging and wired data transmission. The interactive housing has a built-in rechargeable battery 305, which supports long-term use and meets the user's portability needs.
[0053] The user's palm grips the grip plate 302b inside the flexible housing 310 of the detection interaction mechanism 300, and each finger is inserted into the pressing finger sleeve button 101 of the acupressure training mechanism 100. During active training, the finger sleeve button 101 moves along the guide rail 106 inside the finger sleeve base 107 via the guide groove 102. The button spring 103 extends and retracts with the movement of the finger sleeve button 101, and the limiting block 105 moves within the limiting groove 108. The upper limit ring 104a and the lower limit ring 104b limit the range of motion of the limiting block 105. By adjusting the position of the upper limit ring 104a and the lower limit ring 104b, the user's finger can be limited according to the finger state of different users to prevent excessive movement. The finger sleeve base 107 is fixed to the detection plate 302a by the base bolt 204.
[0054] During active training, the magnet core 201 moves closer to or further away from the Hall effect sensor 301. The Hall effect sensor 301 converts the received changing magnetic field signal into a force signal and displays the grip force value on the display screen 306 in real time.
[0055] When the magnet core 201 approaches or moves away from the Hall effect sensor 301, the electromagnetic coil 203 on the electromagnetic actuator 202 is energized to generate an electromagnetic force. Through the action of the electromagnetic force, the magnetic field generated by the electromagnetic coil 203 interacts with the magnet core 201, and the magnetic field attracts the magnet core 201 to move towards the electromagnetic coil 203. At the same time, the button spring 103 can ensure that the button can return to its initial position. The balance between the elastic force of the button spring 103 and the electromagnetic force determines the final position of the button, thus meeting the user's active training needs.
[0056] The training drive mechanism 200 may generate magnetic field interference, affecting the accuracy of each Hall effect sensor 301 on the detection board 302a. This can be addressed by adding shielding material or increasing the filtering of interference signals, or by switching to the range sensor 309b, 309a solution. When the finger sleeve button 101 moves up and down, the range sensors 309a, 309b can indirectly calculate and record the user's pressing force by measuring the displacement change between the upper limit ring 104a and the limit block 105.
[0057] Users can perform individual finger exercises or overall grip strength training by pressing the finger sleeve button 101, similar to traditional grip strengtheners. However, when all four fingers are pressed simultaneously, the grip strength of the entire hand can be calculated based on the weight of each finger's contribution to the grip strength.
[0058] S2, Passive Training Mode;
[0059] In passive training mode, the microprocessor controls the electromagnetic coil 203 of the electromagnetic actuator 202 to be energized according to the set program. The electromagnetic coil 203 generates electromagnetic force, which actively drives the magnetic core 201 to move towards the electromagnetic coil 203. Then, by controlling the change in the strength of the current and the energizing time, the strength and direction of the magnetic field of the electromagnetic coil 203 are changed, so that the magnetic core 201 drives the guide groove 102 to move along the guide rail 106. The finger sleeve button 101 moves within the finger sleeve base 107, thereby controlling the movement of the finger sleeve button 101 and achieving the purpose of passive training for the user.
[0060] The training drive mechanism 200 drives the extension and retraction of the finger sleeve button 101 according to a preset program, and the user passively follows the finger sleeve button 101 to press, helping to restore finger coordination.
[0061] S3, Game Mode;
[0062] This hand grip strengthener can be connected to an electronic device via Bluetooth module 303, enhancing its fun through games. Each fingertip button 101 controls a function, such as running with the index finger and jumping with the middle finger in parkour games. Combined with the inertial measurement unit 304, it can realize sports game functions, allowing users to jump at different angles by swinging the hand grip strengthener. At the same time, the inertial measurement unit 304 captures the spatial motion trajectory of the hand grip strengthener, allowing users to perform operations such as flipping, tilting, and rotating in the game. Combined with Bluetooth module 303, the user's hand movements are converted into complex interactive commands in the game, providing a brand-new entertainment experience.
[0063] S4. Calculation of training intensity;
[0064] According to the principles of elasticity, the force F generated when the finger sleeve button 101 is pressed by the user has the following relationship with its displacement Δx:
[0065] F = kΔx;
[0066] Where F is the user's pressing force (unit: Newton, N); k refers to the equivalent stiffness coefficient of the elastic system corresponding to the sleeve button 101 (unit: N / m); Δx refers to the compressive displacement of the sleeve button 101 (unit: m).
[0067] Distance sensors 309a and 309b work together to measure the displacement change of the finger sleeve button 101 before and after being pressed via laser ranging; assuming: d a It is the initial distance from the distance sensor 309a to the reference point of the finger sleeve button 101 (when not pressed); d b It is the initial distance (when not pressed) from the distance sensor 309b to the reference point of the finger sleeve button 101; d′ a It is the distance from the distance sensor 309a to the reference point of the finger sleeve button 101 (after pressing); d′ b It is the distance from the distance sensor 309b to the reference point of the finger button 101 (after pressing).
[0068] Therefore, the displacement Δx of the finger sleeve button 101 can be calculated by averaging the displacement differences between the two points:
[0069]
[0070] This not only calculates the displacement but also indirectly determines the user's pressure level, which can be used for real-time feedback and training data recording.
[0071] During active training, users can perform independent finger exercises or overall grip strength training by pressing the finger sleeve button 101, similar to traditional grip strengtheners. However, when all four fingers are pressed simultaneously, the grip strength of the entire hand can be calculated by the weight of each finger's contribution to the grip strength. The pressure applied to each finger sleeve button 101 is detected by the Hall effect sensor 301 or the distance sensors 309a and 309b and fed back to the display screen 306 in real time.
[0072] Let the pressure applied by the four fingers be F1, F2, F3, and F4, respectively, and their respective weighting coefficients be w1, w2, w3, and w4. The total grip force is F. total The calculation formula is:
[0073] F total =w1F1+w2F2+w3F3+w4F4;
[0074] Among them, F i This represents the real-time grip force of the i-th finger, in Newtons (N); w i This represents the weighting coefficient of the i-th finger, used to adjust its contribution to the overall grip strength.
[0075] The initial default setting is that all fingers have the same weight coefficient, i.e.: w1+w2+w3+w4=0.25. After detecting the force of each finger of the user, different weights are set according to the force of the user's fingers.
[0076] Example 2
[0077] A method for an intelligent finger grip strength training device includes an active training mode, a passive training mode, and a game mode;
[0078] S1, Active Training Mode;
[0079] When the power switch 308 is turned on, the user can perform independent finger exercises or overall grip strength training by pressing the finger sleeve button 101, similar to a traditional grip strength device. However, when all four fingers are pressed simultaneously, the grip strength of the entire hand can be calculated based on the weight of each finger's contribution to the grip strength. The pressing force of each finger sleeve button 101 is detected by the Hall effect sensor 301 or the distance sensors 309b and 309a and fed back to the display screen 306 in real time. The interactive housing is equipped with a connection interface 307 for device charging and wired data transmission. The interactive housing has a built-in rechargeable battery 305, which supports long-term use and meets the user's portability needs.
[0080] The user's palm grips the grip plate 302b inside the flexible housing 310 of the detection interaction mechanism 300, and each finger is inserted into the pressing finger sleeve button 101 of the acupressure training mechanism 100. During active training, the finger sleeve button 101 moves along the guide rail 106 inside the finger sleeve base 107 via the guide groove 102. The button spring 103 extends and retracts with the movement of the finger sleeve button 101, and the limiting block 105 moves within the limiting groove 108. The upper limit ring 104a and the lower limit ring 104b limit the range of motion of the limiting block 105. By adjusting the position of the upper limit ring 104a and the lower limit ring 104b, the user's finger can be limited according to the finger state of different users to prevent excessive movement. The finger sleeve base 107 is fixed to the detection plate 302a by the base bolt 204.
[0081] During active training, the magnet core 201 moves closer to or further away from the Hall effect sensor 301. The Hall effect sensor 301 converts the received changing magnetic field signal into a force signal and displays the grip force value on the display screen 306 in real time.
[0082] When the magnet core 201 approaches or moves away from the Hall effect sensor 301, the electromagnetic coil 203 on the electromagnetic actuator 202 is energized to generate an electromagnetic force. Through the action of the electromagnetic force, the magnetic field generated by the electromagnetic coil 203 interacts with the magnet core 201, and the magnetic field attracts the magnet core 201 to move towards the electromagnetic coil 203. At the same time, the button spring 103 can ensure that the button can return to its initial position. The balance between the elastic force of the button spring 103 and the electromagnetic force determines the final position of the button, thus meeting the user's active training needs.
[0083] The training drive mechanism 200 may generate magnetic field interference, affecting the accuracy of each Hall effect sensor 301 on the detection board 302a. This can be addressed by adding shielding material or filtering interference signals, or by switching to the distance sensor 309b, 309a solution. When the finger sleeve button 101 moves up and down, the distance sensors 309a, 309b can indirectly calculate and record the user's pressing force by measuring the displacement change between the upper limit ring 104a and the limit block 105.
[0084] Users can perform individual finger exercises or overall grip strength training by pressing the finger sleeve button 101, similar to traditional grip strengtheners. However, when all four fingers are pressed simultaneously, the grip strength of the entire hand can be calculated based on the weight of each finger's contribution to the grip strength.
[0085] S2, Passive Training Mode;
[0086] In passive training mode, the microprocessor controls the electromagnetic coil 203 of the electromagnetic actuator 202 to be energized according to the set program. The electromagnetic coil 203 generates electromagnetic force, which actively drives the magnetic core 201 to move towards the electromagnetic coil 203. Then, by controlling the change in the strength of the current and the energizing time, the strength and direction of the magnetic field of the electromagnetic coil 203 are changed, so that the magnetic core 201 drives the guide groove 102 to move along the guide rail 106. The finger sleeve button 101 moves within the finger sleeve base 107, thereby controlling the movement of the finger sleeve button 101 and achieving the purpose of passive training for the user.
[0087] The training drive mechanism 200 drives the extension and retraction of the finger sleeve button 101 according to a preset program, and the user passively follows the finger sleeve button 101 to press, helping to restore finger coordination.
[0088] S3, Game Mode;
[0089] This hand grip strengthener can be connected to an electronic device via Bluetooth module 303, enhancing its fun through games. Each fingertip button 101 controls a function, such as running with the index finger and jumping with the middle finger in parkour games. Combined with the inertial measurement unit 304, it can realize sports game functions, allowing users to jump at different angles by swinging the hand grip strengthener. At the same time, the inertial measurement unit 304 captures the spatial motion trajectory of the hand grip strengthener, allowing users to perform operations such as flipping, tilting, and rotating in the game. Combined with Bluetooth module 303, the user's hand movements are converted into complex interactive commands in the game, providing a brand-new entertainment experience.
[0090] S4. Calculation of training intensity;
[0091] According to the principles of elasticity, the force F generated when the finger sleeve button 101 is pressed by the user has the following relationship with its displacement Δx:
[0092] F = kΔx;
[0093] Where F is the user's pressing force (unit: Newton, N); k refers to the equivalent stiffness coefficient of the elastic system corresponding to the sleeve button 101 (unit: N / m); Δx refers to the compressive displacement of the sleeve button 101 (unit: m).
[0094] Distance sensors 309a and 309b work together to measure the displacement change of the finger sleeve button 101 before and after being pressed via laser ranging; assuming: d a It is the initial distance from the distance sensor 309a to the reference point of the finger sleeve button 101 (when not pressed); d b It is the initial distance (when not pressed) from the distance sensor 309b to the reference point of the finger sleeve button 101; d′ a It is the distance from the distance sensor 309a to the reference point of the finger sleeve button 101 (after pressing); d′b It is the distance from the distance sensor 309b to the reference point of the finger button 101 (after pressing).
[0095] Therefore, the displacement Δx of the finger sleeve button 101 can be calculated by averaging the displacement differences between the two points:
[0096]
[0097] This not only calculates the displacement but also indirectly determines the user's pressure level, which can be used for real-time feedback and training data recording.
[0098] During active training, users can perform independent finger exercises or overall grip strength training by pressing the finger sleeve button 101, similar to a traditional grip strength device. However, when all four fingers are pressed at the same time, the grip strength of the entire hand can be calculated by the weight of each finger's contribution to the grip strength. The pressing force of each finger sleeve button 101 is detected by the Hall effect sensor 301 or the distance sensors 309a and 309b and fed back to the display screen 306 in real time.
[0099] Let the pressure applied by the four fingers be F1, F2, F3, and F4, respectively, and their respective weighting coefficients be w1, w2, w3, and w4. The total grip force is F. total The calculation formula is:
[0100] F total =w1F1+w2F2+w3F3+w4F4;
[0101] Among them, F i This represents the real-time grip force of the i-th finger, in Newtons (N); w i This represents the weighting coefficient of the i-th finger, used to adjust its contribution to the overall grip strength.
[0102] The initial default setting is that all fingers have the same weight coefficient, i.e.: w1+w2+w3+w4=0.25. After detecting the force of each finger of the user, different weights are set according to the force of the user's fingers.
[0103] Example 3
[0104] A smart finger training grip strength device differs from Embodiment 1 in that: the upper limit ring 104a and the lower limit ring 104b are threadedly connected to the finger sleeve base 107.
[0105] Example 4
[0106] A smart finger training grip strength device differs from Embodiment 1 in that: the finger sleeve base 107 is provided with a limit adjuster connected to the upper limit ring 104a and the lower limit ring 104b. The limit adjuster includes adjusting blocks symmetrically arranged on both sides of the finger sleeve base 107 and in clearance fit with the limit groove 108. The adjusting blocks are symmetrical with respect to the horizontal center of the limit groove 108. An adjusting shaft is sleeved inside the adjusting block. The two ends of the adjusting shaft are threadedly connected to adjusting screws arranged in the upper limit ring 104a and the lower limit ring 104b, respectively. The adjusting shaft is rotatably connected to the adjusting block through adjusting bearings. An adjusting motor that cooperates with the adjusting shaft is provided on the adjusting block. A telescopic buffer rod connected to the limit block 105 is provided on the side of the upper limit ring 104a and the lower limit ring 104b near the adjusting block. A buffer spring is sleeved on the telescopic buffer rod.
[0107] Example 5
[0108] A smart finger training grip strength device differs from Embodiment 1 in that the detection interaction mechanism 300 does not include a training drive mechanism 200.
[0109] Example 6
[0110] A smart finger training grip strength device differs from Embodiment 1 in that: the grip plate 302b is provided with an acupressure training mechanism 100 that cooperates with the thumb.
[0111] The above embodiments are specific implementations of the present invention, but the implementation of the present invention is not limited to the above embodiments. Any other combination, change, modification, substitution, or simplification that does not exceed the design concept of the present invention shall fall within the protection scope of the present invention.
Claims
1. A smart finger grip strength training device, characterized in that, It includes a detection interaction mechanism, which cooperates with an acupressure training mechanism disposed on the detection interaction mechanism; the detection interaction mechanism includes an interaction shell, a grip plate is provided at the inner bottom end of the interaction shell, and a detection plate that cooperates with the acupressure training mechanism is provided on the grip plate; The acupressure training mechanism includes a finger sleeve base mounted on a detection plate to cooperate with the fingers, a finger sleeve button fitted inside the finger sleeve base to cooperate with the fingers, a guide groove at the bottom center of the finger sleeve button, and a guide rail fitted inside the guide groove to cooperate with the guide groove; a finger sleeve groove fitted inside the finger sleeve base to cooperate with the button finger sleeve, and a guide rail groove at the bottom of the finger sleeve groove to connect with the bottom of the guide rail. The finger sleeve button is fitted with a button spring, which is in clearance fit with an annular groove set inside the finger sleeve button along the center of the guide groove; limit blocks are symmetrically arranged at the bottom end of the finger sleeve button. The limiting block cooperates with the limiting grooves provided on both sides of the finger sleeve base. The limiting grooves are provided with an upper limiting ring and a lower limiting ring that cooperate with the limiting block and whose positions are adjustable. The finger sleeve base is fitted with a base shell that is in clearance fit with the upper limiting ring and the lower limiting ring. The limiting block and the upper limit ring are respectively equipped with matching distance sensors; the guide groove is equipped with a magnetic core, which cooperates with a Hall effect sensor set in the corresponding position in the detection plate; the Hall effect sensor is used to measure the pressing force of the finger sleeve button. When the finger sleeve button moves up and down, the Hall effect sensor receives the change of magnetic field signal through the movement of the magnetic core, converts it into a force signal, and feeds back the grip force value in real time to be displayed on the screen.
2. The intelligent finger training grip strength device according to claim 1, characterized in that, The detection and interaction mechanism is equipped with a training drive mechanism that cooperates with the finger pressure training mechanism. The training drive mechanism includes an electromagnetic actuator that is disposed at the bottom of the finger sleeve groove and cooperates with the magnetic core. The electromagnetic actuator is sleeved on the guide rail and is gap-fitted with the guide rail. An electromagnetic coil that is magnetically cooperated with the magnetic core is sleeved on the electromagnetic actuator.
3. The intelligent finger training grip strength device according to claim 2, characterized in that, The electromagnetic actuator is fitted with an upper electromagnetic actuator ring and a lower electromagnetic actuator ring at both ends. The upper electromagnetic actuator ring is provided with an inner ring groove that cooperates with the button spring.
4. The intelligent finger training grip strength device according to claim 3, characterized in that, The interactive housing is fitted with a flexible housing at the end away from the detection plate; the finger sleeve button has a finger sleeve ring at the top, and a removable flexible pad is laid inside the finger sleeve ring; the bottom center of the finger sleeve base has a base bolt that is threadedly connected to the detection plate.
5. The intelligent finger training grip strength device according to claim 4, characterized in that, The detection board is equipped with a Bluetooth module and an inertial measurement unit that cooperate with the grip plate; the grip plate contains a rechargeable battery; the interactive housing contains a microprocessor, and the side of the interactive housing is equipped with a display screen and a connection interface that cooperates with the microprocessor and the rechargeable battery; a power switch is located on one side of the display screen.
6. The method for the intelligent finger training grip strength device according to any one of claims 1-5, characterized in that, Includes active training mode, passive training mode, and game mode; S1, Active Training Mode; The user's palm grips the grip plate inside the flexible shell of the detection interaction mechanism, and each finger is inserted into the pressing finger sleeve button of the acupressure training mechanism. During active training, the finger sleeve button moves along the guide rail inside the finger sleeve base through the guide groove. The button spring expands and contracts with the movement of the finger sleeve button, and the limiting block moves within the limiting groove. The upper and lower limiting rings restrict the range of motion of the limiting block. By adjusting the position of the upper and lower limiting rings, the limit can be set according to the finger state of different users to prevent excessive movement by the user. When the magnetic core approaches or moves away from the Hall effect sensor, the electromagnetic coil on the electromagnetic actuator is energized to generate an electromagnetic force. Through the action of the electromagnetic force, the magnetic field generated by the electromagnetic coil interacts with the magnetic core, and the magnetic field attracts the magnetic core to move towards the electromagnetic coil. At the same time, the button spring can ensure that the button can return to its initial position. The balance between the elastic force of the button spring and the electromagnetic force determines the final position of the button, thus meeting the user's needs for active training. When the finger sleeve button moves up and down, the distance sensor can indirectly calculate the user's pressing force by measuring the displacement change between the upper limit ring and the limit block. S2, Passive Training Mode; In passive training mode, the microprocessor controls the electromagnetic coil of the electromagnetic actuator to be energized according to the set program. The electromagnetic coil generates electromagnetic force, which actively drives the magnetic core to move in the direction of the electromagnetic coil. By controlling the change in the strength of the current and the energizing time, the strength and direction of the magnetic field of the electromagnetic coil are changed, which causes the magnetic core to drive the guide groove to move along the guide rail. The finger sleeve button moves in the finger sleeve base, thereby controlling the movement of the finger sleeve button and achieving the purpose of passive training for the user. S3, Game Mode; Connecting to electronic devices via Bluetooth, this hand grip trainer enhances its fun through games, with each fingertip button controlling a specific function. It incorporates an inertial measurement unit (IMU) to enable motion-based games. Simultaneously, the IMU captures the hand grip's spatial motion trajectory, allowing users to perform actions such as flipping, tilting, and rotating within the game. This translates user hand movements into complex interactive commands within the game, providing a completely new entertainment experience.
Citation Information
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