A system for gamifying punching bag training sessions.
The system addresses inaccuracies in martial arts training by using electronic punching bags with integrated modules to standardize impact detection, allowing reliable performance monitoring and comparison through a gamified platform.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BHT-LDA
- Filing Date
- 2024-01-05
- Publication Date
- 2026-04-14
AI Technical Summary
Existing systems for monitoring and comparing martial arts training performance using inertial sensors in punching bags are inaccurate due to varying sensor placements and configurations, leading to inconsistent results and inability to compare player performance reliably.
A system comprising electronic punching bags with integrated weight and impact detection modules, connected to a central processing unit, which processes data to standardize performance measurement and enable comparison across players through a gamified training platform.
Enables reliable monitoring and fair comparison of player performance by standardizing impact detection and providing a gamified interface for training evaluation.
Smart Images

Figure 2026512070000001_ABST
Abstract
Description
Technical Field
[0001] This application generally relates to a system for training and evaluating players who conduct training sessions. More specifically, this application is directed to a system that provides a training and evaluation platform capable of generating competitive and gamified training activities.
Background Art
[0002] Some of the challenges people face when attempting to work out at home are lack of motivation, lack of monitoring and tracking of performance and technique, and lack of friendly competition when fighting other "players" at the gym.
[0003] Regarding combat sports, it is common to take means of an inertial measurement unit composed of an accelerometer and a gyroscope, which not only executes data acquisition and detects impacts in real time, but also enables identification of a set of characteristics used to analyze the player's impact performance later.
[0004] Integrating such sensors into training activities can follow two different approaches: on the one hand, introducing sensors into equipment used as boxing gloves, handles, or leg / ankle bands, depending on the type of martial art being practiced; on the other hand, integrating sensors into a punching bag. Nevertheless, both approaches have the following limitations: when sensors are placed on equipment such as handles, they can only detect impacts to the wrist and cannot detect any impact to other parts of the body. On the other hand, when sensors are embedded in a punching bag, it is theoretically possible to detect any type of impact, such as punches, elbow strikes, or kicks. However, the results obtained depend heavily on the configuration of the system (punching bag and sensors), because there are many factors that greatly affect sensor readings, such as the dimensions and weight of the punching bag, the length of the current fasteners for supporting the bag in the air, or the position within the bag where the sensors are installed. Therefore, training with such sensor devices in bags that are placed in the same bag but have slightly different sensor placements or configurations will yield different results: in fact, systems using this approach have a typical error range of 10-15%, and their accuracy will vary from bag to bag based on their configuration and / or weight.
[0005] Furthermore, all of these approaches calculate the strength / intensity of each impact through their own unique metrics (e.g., taking into account the velocity of the impact and the acceleration of the handle / glove before impact), making it impossible to compare a player's impact to the average intensity values of amateur athletes and martial arts professionals where the impact force in units such as joules and newtons is known, or to compare the results of players using other devices.
[0006] Given the technical limitations of existing solutions, it is impossible to reliably monitor, track, and compare player performance.
[0007] Therefore, it is necessary to develop a system that can identify performance in a uniform manner based on the detection of impacts generated by players, and that can ensure direct comparison with other players.
[0008] This solution aims to innovatively overcome such problems. [Overview of the project] [Problems that the invention aims to solve]
[0009] Therefore, the objective of this invention is a system for gamifying punching bag training sessions. [Means for solving the problem]
[0010] The system comprises one or more electronic punching bags, each of which is assigned to a player, and a central processing unit is communicatively connected to the punching bag. Each punching bag has a weight measurement module and an impact detection module, which are adapted to extract information from the player's blows onto the bag, and this information is processed by the central processing unit to identify the player's performance, based at least on the weight calibration data of the assigned bag (2) and the impact data resulting from the blows of at least one player.
[0011] Because the system is implemented over a communication network, it becomes possible to monitor the performance of each player assigned to the electronic punching bag and to reliably compare the performances of players.
[0012] In the advantageous configuration of this system, the central processing unit includes a training memory module, which stores training data, including at least one training session performed by a player on an assigned electronic punching bag.
[0013] In this way, comparisons between players' performances can be made more fairly because they are based on the execution of the same training session, defined by a predetermined sequence of player actions.
[0014] In another advantageous mode of this system, the player interface module of the central processing unit features a web-based application that is accessible by multiple players via network communication through one or more devices, which can be selected from a group consisting of smart TVs, smartphones, tablets, or laptops.
[0015] Therefore, each player can access their own performance in a simple way. [Brief explanation of the drawing]
[0016] [Figure 1] This is a diagram of one embodiment of the system covered by this application, and the following reference numerals represent: 1 - central processing unit; 1.1 - calibration module; 1.2 - performance identification module; 1.3 - player interface module; 2 - electronic punching bag; 3 - player; 4 - player interface device. [Figure 2] This is a diagram of one embodiment of a central processing unit, where the following reference numerals represent: 1 - central processing unit; 1.1 - calibration module; 1.2 - performance identification module; 1.3 - player interface module; 1.4 - training memory module. [Figure 3] This diagram shows an electronic punching bag fixed to two vertical surfaces, with the following reference numerals: 2 - electronic punching bag; 2.1 - weight measuring module mounted on the base module of the fixing unit; 2.2 - impact detection module; 2.3 - fixing unit; 3 - player; 5 - first support surface; 6 - second support surface. [Figure 4]This diagram shows the internal water bladder that constitutes the core of the electronic punching bag, with the following reference numerals: 2-electronic punching bag; 2.3-fixing unit; 2.4-water bladder. [Modes for carrying out the invention]
[0017] More general and advantageous configurations of the system are described in the abstract of this application. Such configurations are described below in accordance with other advantageous and / or preferred embodiments of the implementation of the system currently under development.
[0018] This application relates to a system for gamifying punching bag training sessions.
[0019] Such a system would enable reliable monitoring and tracking of player performance. As a result, based on the detection of impacts by players, the system could identify player performance in a uniform manner and ensure direct comparison with other players.
[0020] For this purpose, the system connects a central processing unit (1) and one or more electronic punching bags (2) in a communicative manner. The system then provides a connection between these two elements, which can be established through any modern communication network, whether wired or wireless.
[0021] Each electronic punching bag (2) in the system is assigned to a player (3) intended to practice a monitored training session. In the context of this application, it is understood that a player (3) is assigned only one bag (2) per training session. This association between player (3) and bag (2) can be performed through a state-of-the-art authentication mechanism established between a central processing unit (1) and player (3).
[0022] The electronic punching bag (2) is composed of a weight measurement module (2.1) and an impact detection module (2.2).
[0023] The weight measurement module (2.1) is configured to periodically measure the weight of the bag (2) and communicate the weight measurement data to the central processing unit (1).
[0024] Next, the impact detection module (2.2) is configured to detect an impact caused by a player's strike on the bag (2), generate corresponding impact data, and communicate the impact data to the central processing unit (1).
[0025] In the context of this application, the impact data may be related to the type of strike, the intensity value of the impact, and the position of the impact on the bag (2).
[0026] The central processing unit (1) is equipped with processing capabilities configured to implement the following modules: a calibration module (1.1), a performance determination module (1.2), and a player interface module (1.3).
[0027] The calibration module (1.1) is configured to generate weight calibration data for each bag (2) based on the weight measurement data extracted from the weight measurement module (2.1) of each bag (2).
[0028] The performance determination module (1.2) is configured to determine the player's performance data based at least on the weight calibration data of the assigned bag (2) and the impact data resulting from the strikes of at least one player given to the bag (2).
[0029] The player interface module (1.3) is configured to be communicatively connected to at least the performance identification module (1.2) and to provide a gamified training platform adapted to allow the player (3) to access the player's performance data.
[0030] In one embodiment of the system, the central processing unit (1) further comprises a training memory module (1.4).
[0031] The module (1.4) is adapted to store training data and player data related to a player (3) who has an assigned bag (2).
[0032] More specifically, the training data pertains to training sessions performed by a player (3) on each assigned electronic punching bag (2). Each training session includes a predetermined sequence of player actions, which, for example, includes at least one type of player strikes delivered to a specific location on the bag (2) at a predetermined moment during the duration of the training session.
[0033] Player data may include player(3) historical activity data, which includes data related to one or more training sessions previously performed by player(3) through a gamified training platform, and this includes information related to the player's performance data.
[0034] To enable the player (3) to access training data and / or player data via a gamified training platform, the player interface module (1.3) is further communicated to the training memory module (1.4).
[0035] In another embodiment of the system, a player interface module (1.3) of a central processing unit (1) includes a web-based application accessible by multiple players (3) via network communication through one or more devices (4) selected from a group consisting of smart TVs, smartphones, tablets, or laptops.
[0036] In another embodiment of the system, each electronic punching bag (2) further comprises a guide module that is assigned to a training session of a training memory module (1.4) and is operably connected to a gamified training platform to enable access to the training session. The guide module may comprise display means and / or LED-type lighting means.
[0037] In this way, the system provides an interactive mechanism to guide the player (3) through the training session.
[0038] In another embodiment of the system, the performance identification module (1.2) of the central processing unit (1) includes a rule engine.
[0039] The rule engine is configured to define one or more rules and at least one score value for the achievement of each of the rules. More specifically, the rule engine is operable to process at least weight calibration data and impact data resulting from hits by at least one player on an assigned bag (2) based on the rules, and to identify a total score value that defines the player's performance data.
[0040] More specifically, the rules of the rule engine can be programmed to validate the impact data generated by the bag's impact detection module (2.2) according to pre-set threshold parameters of weight calibration data, and to calculate the intensity of the impact caused by the player's strike according to international standard measurement units. In this way, it is possible to compare the player's impact data with the average values obtained from amateur athletes and martial arts professionals whose impact data values in units such as joules and newtons are known, and thus the player (3) can obtain a measurable indicator regarding their training level.
[0041] Based on this, the rules of the rule engine are further programmed to verify the type of hits given to the bag (2) by the player (3) and to assign corresponding score values according to the type of hit given by the player, its strength, and its position within the bag (2). In order to assign scores according to the type of hit, the rule engine is further communicated to a hit memory module that stores one or more predetermined acceptable hits.
[0042] In another embodiment of the system, the rule engine is communicatively connected to a training memory module (1.4), and the rules of the rule engine are programmed to determine the accuracy level of a player when performing a training session by verifying whether a given player's sequence of hits in a training session matches the impact data associated with the sequence of hits of the player given to an assigned bag (2). As a result, the rules of the rule engine are further programmed to assign a score value to the player's training session according to the identified accuracy level of the player.
[0043] In another embodiment of the system, the rules of the rules engine are programmed to group electronic punching bags (2) assigned to the same training session, and the gamified training platform is configured to provide a ranking list of the training sessions using the total score values of each player.
[0044] In this way, a performance ranking of players who have completed the same training session can be established, and this information can be accessed immediately.
[0045] In another embodiment of the system, the rules of the rule engine are programmed to identify player profile parameters selected from a group consisting of skill level, player height, and player weight, and to calculate a total score value that defines the player's performance data based on the player's profile parameters.
[0046] In another embodiment of the system, the electronic punching bag (2) comprises an elongated body positioned along a vertical axis and a fixing unit (2.3).
[0047] The elongated body may include at least one internal water bladder (2.4) positioned along the longitudinal axis of the body and defining the core portion of the body. The elongated body may consist of four stacked water bladders (2.4), each having a capacity of 20 liters.
[0048] In this way, it is ensured that the bag (2) is a sturdy body and also has the ability to deform, thus making the player's training experience more realistic.
[0049] The fixed unit (2.3) comprises a base module adapted to vertically support the bag (2) on a first horizontal support surface (5). More specifically, the weight measuring module (2.1) is installed within the base module and may consist of at least one load cell, preferably six load cells.
[0050] The fixing unit (2.3) further includes a mounting module configured to connect the bag (2) to a second support surface (6). Preferably, the second support surface (6) is perpendicular to the first support surface (5).
[0051] The base module and mounting module are operable to prevent the bag from being displaced on a horizontal plane parallel to the first horizontal support surface (5).
[0052] As a result, the impact detected by the impact detection module (2.2) is no longer contaminated by the reaction motion of the bag (2) that follows the user's blow and is therefore limited. Thus, the impact data identified by the impact detection module (2.2) is obtained more accurately, and the range of error associated with this type of measurement is reduced.
[0053] In another embodiment of the system, the impact detection module (2.2) of the bag (2) comprises an array of inertial measurement sensors, a camera device, and a processor-based device.
[0054] The sensors are preferably dispersed throughout the bag (2), preferably in the inner layer, and are configured to detect the impact on the bag (2) caused by the blow and to determine the intensity of the blow.
[0055] The camera device is adapted to generate video recording data of the player's training session, and the processor-based device is operably coupled to the sensor array and camera device and configured to do the following: - Identify the location of the impact based on sensor data collected by the sensor and video recording data generated by the camera device; and - The type of impact is identified by processing video recording data generated by the camera device using a posture detection model.
Claims
1. This is a system for gamifying punching bag training sessions. - Central processing unit (1); and - One or more electronic punching bags (2) connected to the central processing unit (1) in a communicative manner. Equipped with, Each electronic punching bag (2) is assigned to a player (3) who performs a training session, as follows: - A weight measuring module (2.1) configured to periodically measure the weight of the bag (2) and communicate the weight measurement data to the central processing unit (1); and - An impact detection module (2.2) configured to detect impacts caused by a player's strike against the bag (2), generate corresponding impact data, and communicate the impact data to the central processing unit (1), wherein the impact data relates to the type of strike, the intensity of the impact, and the location of the impact on the bag (2). Equipped with, The central processing unit (1) is as follows: - A calibration module (1.1) configured to generate weight calibration data for each bag (2) based on weight measurement data from each weight measurement module (2.1); - A performance identification module (1.2) configured to identify player performance data based at least on weight calibration data of the assigned bag (2) and impact data resulting from the strike of at least one player; - A player interface module (1.3) that is at least communicably connected to the performance identification module (1.2) and adapted to provide a gamified training platform adapted to allow a player (3) to access the player's performance data. A system characterized by comprising the following features.
2. The central processing unit (1) further comprises a training memory module (1.4), the training memory module (1.4) being: Training data comprising at least one training session performed by at least one player (3) on the assigned electronic punching bag (2), wherein each training session comprises a predetermined sequence of player actions, the player actions comprising at least one type of player strike delivered to a specific position on the bag (2) at a predetermined moment during the duration of the training session; - Player data related to the multiple players (3) who have the assigned bag (2) Includes, The player interface module (1.3) is further connected to the training memory module (1.4) in a communicative manner. The gamified training platform is further adapted to allow the player (3) to access training data and / or player data. The system according to claim 1, characterized in that
3. The system according to claim 2, wherein the player data includes historical activity data of player (3), and the historical activity data includes data relating to one or more training sessions previously performed by player (3) through the gamified training platform, and includes information relating to the player's performance data.
4. The system according to any one of claims 1 to 3, characterized in that the player interface module (1.3) includes a web-based application accessible by a plurality of players (3) via network communication through one or more devices (4) selected from the group consisting of smart TVs, smartphones, tablets, or laptops.
5. Each electronic punching bag (2) further comprises a guide module that is assigned to a training session of the training memory module (1.4) and is operably connected to the gamified training platform to enable access to the training session, wherein the guide module comprises display means and / or illumination means, and optionally the illumination means is of LED type, the system according to any one of claims 2 to 4.
6. The system according to any one of claims 1 to 5, wherein the performance identification module (1.2) comprises a rule engine configured to define one or more rules and at least one score value for the achievement of each of the rules, the rule engine being operable to process at least weight calibration data and impact data resulting from hits by at least one player on the assigned bag (2) based on the rules, and identifying a total score value that defines the player's performance data.
7. The rules of the aforementioned rule engine are: - Verify the impact data generated by the bag's impact detection module (2.2) according to the threshold parameters of the pre-set weight calibration data. - Calculate the intensity of the impact caused by the player's strike according to the international standard measurement unit. The system according to claim 6, characterized in that it is programmed to do so.
8. The rules of the aforementioned rule engine are: - The rules engine verifies the type of hits given by the player (3) to the bag (2) and assigns a corresponding score value, and the rules engine is further communicably connected to a hit memory module that stores one or more predetermined acceptable hits, - A score value is assigned according to the intensity of the impact caused by the aforementioned player's hit. - A score value is assigned according to the location of the impact caused by the aforementioned player's hit. The system according to claim 6 or 7, characterized in that...
9. The rule engine is communicatively connected to the training memory module (1.4), and the rules of the rule engine are: -By verifying whether the sequence of hits by a predetermined player in the training session matches the impact data associated with the sequence of hits by the player given to the assigned bag (2), the level of accuracy of the player when performing the training session is determined. - Assign a score value according to the accuracy level of the identified player. It is programmed to do so. The system according to claim 2 or 8, characterized in that it is the system according to claim 2 or 8.
10. The system according to claim 5 or 9, characterized in that the rules of the rule engine are programmed to group electronic punching bags (2) assigned to the same training session, and the gamified training platform is configured to provide a ranking list of training sessions using the total score values of each player.
11. The rules of the aforementioned rule engine are: - Identify player profile parameters selected from a group consisting of skill level, player height, and player weight. - Calculate a total score value that defines the player's performance data based on the player's profile parameters. It is programmed to do so. The system according to claim 6 or 10, characterized in that...
12. The aforementioned electronic punching bag (2) is - A long, slender body positioned along the vertical axis; - A fixing unit (2.3) comprising a base module adapted to vertically support the bag on a first horizontal support surface (5) Equipped with, The weight measuring module (2.1) is installed within the base module, and optionally, the weight measuring module (2.1) is equipped with at least one load cell, and optionally, the weight measuring module (2.1) is equipped with six load cells. The system according to any one of claims 1 to 11, characterized in that
13. The system according to claim 12, wherein the fixing unit (2.3) of the electronic punching bag (2) further comprises a mounting module configured to connect the bag to a second support surface (6), the base module and the mounting module being operable to prevent displacement of the bag on a horizontal plane parallel to the first horizontal support surface (5), and optionally the second support surface (6) being perpendicular to the first support surface (5).
14. The system according to claim 12 or 13, wherein the elongated body comprises at least one internal water bladder (2.4) arranged along the longitudinal axis of the body and defining the core portion of the body, and optionally the elongated body is composed of four stacked water bladders (2.4), and optionally each bladder (2.4) has a capacity of 20 liters.
15. The impact detection module (2.2) is - An array of inertial measuring sensors configured to detect the impact on the bag (2) caused by the blow and to determine the intensity of the blow; - A camera device adapted to generate video recording data of a player's training session; and - A processor-based device operably connected to the sensor array and the camera device. The processor-based device is configured to perform the following: - Based on the sensor data collected by the sensor and the video recording data generated by the camera device, the location of the impact is determined; - By processing the video recording data generated by the camera device using a posture detection model, the type of impact is identified. The system according to any one of claims 1 to 14, characterized in that