Ice hockey training information providing system based on simulated game analysis
Patent Information
- Application Number
- KR1020260096749
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2026-05-28
- Publication Date
- 2026-09-01
- Estimated Expiration
- 2046-05-28
Smart Images

Figure 112026064859419-PAT00009_ABST
Abstract
Description
Technology Field
[0001] The present invention relates to an ice hockey training information provision system based on simulation game analysis, wherein the system analyzes movement information of the player, stick direction change information, puck position information, and simulation game video measured during the performance of a simulation game in which an ice hockey player participates, and generates movement training information for reinforcing the skating movement pattern of each player, pass training information for improving pass judgment ability, and training intensity information for adjusting the training load linked to the player's actual performance level, and provides these information to a user terminal for each player. Background Technology
[0002] Ice hockey is a high-intensity team sport in which multiple players compete to score using a puck on the ice, and individual players' skating movement and passing judgment abilities serve as key factors in determining the overall performance of the team. Accordingly, in ice hockey training, identifying weaknesses in individual players' movement patterns and errors in passing judgment, and providing training information tailored to each player's actual performance level to reinforce these weaknesses, has emerged as an important task.
[0003] Traditionally, the primary approach has been for coaching staff to directly observe matches or mock games to evaluate players' movement patterns and passing timing, and then design training programs based on these findings. However, since this method relies on the subjective judgment of the coaching staff, it has limitations in that it is difficult to objectively collect and quantify detailed performance information occurring throughout the entire mock game, such as the extent of speed reduction during directional changes or the frequency of passing judgment errors. Furthermore, in mock game situations involving multiple players simultaneously, it is practically impossible to record every instance of individual players' speed reduction and passing timing errors across the entire duration without omission.
[0004] Meanwhile, regarding the field of ice hockey, Korean Published Patent No. 10-2025-0118494 discloses a method for analyzing user behavior patterns that collects search terms entered by users and information on visited websites within a platform, extracts top keywords for teams of interest, and provides ice hockey content in order of preference.
[0005] However, the aforementioned prior art focuses on analyzing the content consumption patterns of platform users, and differs in the problem to be solved and the technical configuration from the technology that directly measures and analyzes each player's movement information, stick direction change information, puck position information, and simulated game video during simulated game performance to generate and provide training information for each player to reinforce movement patterns and improve pass judgment ability.
[0006] Therefore, there is a need for a system that measures each player's movement, stick direction change, puck movement, and simulation game video during a simulation game, analyzes the measured information to objectively identify weaknesses in movement patterns and pass judgment errors for each player, and based on this, generates and provides movement training information, pass training information, and training intensity information linked to the player's actual performance level for each player. Prior art literature
[0007] Korean Published Patent No. 10-2025-0118494 The problem to be solved
[0008] The present invention was devised to overcome the problems of the above technology, and its main purpose is to provide a system that measures player-specific movement information, stick direction change information, puck position information, and simulation game video while an ice hockey simulation game is being performed, and analyzes the measured information after the simulation game ends to generate training information for each player, including movement training information for reinforcing player-specific skating movement patterns, pass training information for reinforcing pass judgment ability, and training intensity information linked to the player's actual performance level, and provides this information to a user terminal.
[0009] Another objective of the present invention is to independently calculate the player movement speed, the absolute value of the player acceleration, the amount of change in stick direction, the normalized amount of change in puck movement direction, the distance to approach the opposing player, and the passable angle range, and to objectively determine the number of repeated movements, the number of pass training repetitions, and the priority of provision between movement training information and pass training information based on these indicators.
[0010] Another objective of the present invention is to calculate a spatial pressure level for each simulated game section by integrating the player's movement speed, change in puck movement direction, distance to the opposing player, absolute value of player acceleration, and reduction rate of passable angle into a single index, and to automatically adjust the number of pass training repetitions and the number of repetition movements in conjunction with the section-by-section change in the spatial pressure level. means of solving the problem
[0011] To achieve the above objective, the ice hockey training information providing system based on simulated game analysis according to the present invention comprises: an inertial sensor worn on each of a plurality of players to measure player movement information; a stick sensor installed on a stick used by the player to measure information on changes in the direction of the stick; a puck tracking sensor embedded in the puck to measure position information of the puck; and a simulated game measuring device including a video capturing device installed on one side of a rink to capture at least one simulated game video including the plurality of players and the puck. The central analysis server comprises: an input module that receives the movement information, the direction change information, the puck position information, and the simulation game video while the simulation game is being performed; an evaluation module that analyzes the simulation game state, including the passing situation between the plurality of players and the spatial pressure state, based on the movement information, the direction change information, the puck position information, and the simulation game video after the simulation game ends; and a training management module that generates and provides to a user terminal training information, including movement training information for reinforcing skating movement patterns, pass training information for reinforcing pass judgment, and training intensity information for adjusting training load, including the number of repeated movements, the number of repeated pass trainings, and a movement speed reference value, based on the analysis results of the evaluation module.
[0012] In addition, the training management module is characterized by generating movement training information that additionally includes linear movement repetition training, direction change movement training, and skating training by link area, and including this information in the training information.
[0013] In addition, the evaluation module comprises a movement information calculation unit that calculates the absolute values of player movement speed and player acceleration from the movement information; a stick direction change amount calculation unit that calculates the stick direction change amount, which is the amount of change in stick direction angle per unit time, from the direction change information; a puck direction change amount calculation unit that calculates the puck movement direction change amount normalized based on a preset maximum direction change amount based on the puck position information; a relative distance calculation unit that calculates the closest opponent player approach distance by extracting a plurality of player position information based on the simulation game video; and a pass angle calculation unit that calculates the angle range at which a pass is possible without being blocked by an opponent player in a simulation game section set based on the time when a pass attempt is performed in the simulation game video. The training management module is characterized by setting the priority of provision between the number of repeated movements and the number of repeated pass training and the movement training information and the pass training information based on the player movement speed, the absolute value of the player acceleration, the stick direction change amount, the puck movement direction change amount, the opponent player approach distance, and the angle range at which a pass is possible, and providing this to the user terminal. Effects of the invention
[0014] According to the ice hockey training information providing system based on simulated game analysis according to the present invention,
[0015] 1) It has the advantage of providing personalized training information without relying on the subjective observations of coaching staff by objectively identifying weaknesses in movement patterns and pass judgment errors for each player based on player-specific movement information, stick direction change information, puck position information, and simulation game videos measured during simulation, and by generating and providing movement training information, pass training information, and training intensity information linked to the player's actual performance level for each player.
[0016] 2) By objectively determining the priority of provision between movement training information and pass training information, and the number of repetitions of movement and pass training included in training intensity information, based on six quantitative indicators calculated by five output units, it is possible to set training intensity based on quantitative grounds, which is difficult to determine without means of quantifying individual indicators.
[0017] 3) The judgment difficulty calculation unit and the risk calculation unit each separately quantify the pass judgment urgency and the cumulative training risk of the entire simulated game, thereby doubly linking the number of pass training repetitions with changes in spatial pressure and judgment difficulty, and have the effect of automatically reducing the movement training intensity when the cumulative training risk reaches a threshold value. Brief explanation of the drawing
[0018] FIG. 1 is a block diagram illustrating the configuration of the system of the present invention. FIG. 2 is an example screen view of a simulated game video of the present invention. FIG. 3 is an example screen diagram of the training information providing screen of the present invention. FIG. 4 is a flowchart illustrating the process of calculating the spatial compression of the present invention. FIG. 5 is a flowchart illustrating the process of calculating judgment difficulty and training risk accumulation according to the present invention. Specific details for implementing the invention
[0019] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The attached drawings are not drawn to scale, and the same reference numerals in each drawing refer to the same components.
[0020] As explained in the background technology, conventionally, there has been no dedicated system in place to quantitatively analyze a player's skating movement patterns, passing judgment tendencies, and spatial pressure reactions during simulated games at the ice hockey training site, and to provide corresponding personalized training information. Even if such means existed, they relied on the subjective observations of coaching staff, and there was a lack of a mechanism to systematically provide movement training, passing training, and training intensity information to individual players in conjunction with their actual performance in simulated games. Consequently, there was a limitation in that players could not verify their performance status in objective numerical terms after a simulated game and receive training information tailored to that status.
[0021] In order to overcome these limitations, the ice hockey training information provision system based on simulation game analysis according to the present invention (hereinafter referred to as the "system") has the basic purpose of the simulation game measurement device (10) measuring movement information of a plurality of players, information on changes in the direction of the stick, position information of the puck, and simulation game video, and the central analysis server (100) analyzing this after the simulation game ends to evaluate the simulation game state including passing situations and spatial pressure states, and then providing training information corresponding thereto to the user terminal (200).
[0022] Hereinafter, the specific structure and function of the system of the present invention will be described in detail with reference to the attached drawings.
[0023] FIG. 1 is a block diagram illustrating the configuration of the system of the present invention.
[0024] As can be seen from FIG. 1, the system of the present invention is based on including a simulated game measurement device (10) and a central analysis server (100).
[0025] The simulated game measuring device (10) measures movement information of each of the multiple players, information on the direction change of the stick, position information of the puck, and video of the simulated game performed on the link, and transmits this to the central analysis server (100).
[0026] In the present invention, the term "simulated game" refers to a training game performed in the form of a match between players on a rink to reproduce the tactical situations of an actual ice hockey game. The purpose of the simulated game is to train tactical judgment and movement ability by having players directly perform passing, skating movement, and response to spatial pressure in an environment equivalent to an actual game.
[0027] Examples of simulated games may include at least one of a 3-on-3 mini-game, a 4-on-4 half-link game, and a 5-on-5 full-link scrimmage.
[0028] The 3-on-3 mini-game is played in a way that three offensive players and three defensive players compete within a limited area below the half-link, and is used to intensively train passing judgment and response to spatial pressure in tight spaces.
[0029] 5-on-5 full link scrimmage is performed using the entire standard link in a manner where 5 offensive players and 5 defensive players compete according to actual game rules, and is utilized to collect player performance data in tactical situations identical to actual games.
[0030] Specifically, the simulated game measuring device (10) includes an inertial sensor (11), a stick sensor (12), a puck tracking sensor (13), and an image capturing device (14).
[0031] The inertial sensor (11) is a sensor that is worn on each of the multiple players to measure the players' movement information.
[0032] The inertial sensor (11) is implemented in the form of a small module containing a 3-axis accelerometer and a 3-axis gyroscope, and can be worn in a fixed pocket on the upper back or inside the shoulder pad of the player. The inertial sensor (11) is connected to a central analysis server (100) via Bluetooth Low Energy (BLE) communication.
[0033] The motion information measured by the inertial sensor (11) includes 3-axis linear acceleration (m / s²) and 3-axis angular velocity (rad / s). Since the absolute values of the athlete's movement speed and athlete's acceleration are calculated from the motion information, measuring the motion information is intended to obtain basic data for analyzing skating movement patterns and calculating training load.
[0034] As an example of the principle by which the inertial sensor (11) measures motion information, the inertial sensor (11) can continuously collect the player's 3-axis linear acceleration and 3-axis angular velocity data at a sampling frequency of 100 Hz, apply a Kalman filter to remove measurement noise, and then transmit the data to the central analysis server (100) at intervals of 0.01 seconds.
[0035] For example, if the forward acceleration is measured at 4.8 m / s² for 1.5 seconds in a section where the skater accelerates in a straight direction, the inertial sensor (11) can record the acceleration data of that section and the movement speed of 7.2 m / s calculated therefrom and transmit it to the central analysis server (100).
[0036] The stick sensor (12) is a sensor installed on the stick used by the player to measure information on changes in the direction of the stick.
[0037] The stick sensor (12) is implemented in the form of a small single-axis gyroscope module that is secured to the lower part of the stick shaft with a binding band. The stick sensor (12) is connected to a central analysis server (100) via Bluetooth Low Energy (BLE) communication.
[0038] The direction change information measured by the stick sensor (12) includes the change in the stick direction angle (°) relative to the horizontal plane of the ice surface. Since the amount of change in the stick direction angle per unit time is calculated from the direction change information, measuring the direction change information of the stick is intended to obtain basic data for quantitatively determining the timing of the pass attempt and the direction change movement.
[0039] As an example of the principle by which the stick sensor (12) measures direction change information, the stick sensor (12) can continuously measure direction angle data based on the horizontal plane of the stick at a sampling frequency of 200 Hz and transmit the measured direction angle data to the central analysis server (100) in 0.005-second intervals.
[0040] For example, if the direction angle changes by 30° within 0.08 seconds in the motion of switching the stick from right to left just before a pass, the stick sensor (12) can record and transmit the change in stick direction in that section as 375° / s.
[0041] The puck tracking sensor (13) is a sensor embedded in the puck that measures the position information of the puck.
[0042] The puck tracking sensor (13) is implemented in the form of an ultra-wideband (UWB) communication-based tag module that tracks the two-dimensional position of the puck relative to the link coordinate system and is embedded inside the puck.
[0043] The puck tracking sensor (13) communicates with UWB anchors installed at multiple points on the link boundary to calculate the position of the puck using a triangulation method and transmits the calculated position information to the central analysis server (100).
[0044] The position information measured by the puck tracking sensor (13) includes the X coordinate and Y coordinate (m) of the puck relative to the link coordinate system.
[0045] Since the change in the direction of movement of the puck is calculated based on a preset maximum change in direction based on location information, measuring the location information of the puck is intended to obtain basic data for quantitatively tracking the movement path and change in direction of the puck.
[0046] As an example of the principle by which the puck tracking sensor (13) measures location information, the puck tracking sensor (13) can calculate the location coordinates of the puck within the link at a measurement cycle of 50 Hz and transmit them to the central analysis server (100) at intervals of 0.02 seconds. At this time, the location measurement precision can be set to ±0.1 m.
[0047] For example, if the puck starts from the link center coordinates (0.0m, 0.0m) and moves to the coordinates (2.0m, 2.5m) within 0.6 seconds, the puck tracking sensor (13) can record and transmit the coordinate data of the movement path in 0.02-second intervals.
[0048] Figure 2 is an example screen view of a simulated game video of the present invention.
[0049] The video recording device (14) is installed on one side of the link and is a device that captures at least one simulated game video including multiple players and pucks.
[0050] The video recording device (14) may be implemented in the form of a wide-angle camera installed on one side of the upper part of the link to view the entire link, or in the form of a set of pan-tilt-zoom (PTZ) cameras installed at multiple positions relative to the link.
[0051] The video recording device (14) is connected to the central analysis server (100) via a wired Ethernet or wireless Wi-Fi interface.
[0052] The simulated game video captured by the video recording device (14) includes video data containing the positions and movement trajectories of multiple players across the entire link and the movement of the puck.
[0053] Multiple player position information, the distance of approach to opposing players, and the range of passable angles are extracted from the simulated game video. The purpose of filming the simulated game video is to obtain basic data for quantitatively determining the spatial relationship between players, which is difficult to measure directly with only the inertial sensor (11) and the puck tracking sensor (13).
[0054] For example, the principle of the video recording device (14) recording a simulated game video is that the video recording device (14) can record the entire link at a frame rate of 60 frames per second (60fps) and a resolution of 1920×1080, and transmit the recorded video data to a central analysis server (100) in real time.
[0055] For example, if two video recording devices (14) are installed at both ends of the upper link, the central analysis server (100) can combine the images captured by the two cameras to process the positions of players and pucks across the entire link into a single integrated screen.
[0056] In addition, the video recording device (14) can simultaneously record a simulated game through multiple cameras to generate at least one simulated game video. This is so that the relative distance calculation unit (124) and the pass angle calculation unit (125), which will be described later, can precisely extract player position information and passable angle ranges based on video data collected from multiple shooting angles, and this will be explained in more detail below.
[0057] The central analysis server (100) operates on a hardware basis equipped with a central processing unit (CPU), memory, and storage means, including a communication unit, to process movement information, direction change information, puck position information, and simulated game video transmitted from the simulated game measurement device (10).
[0058] In the central processing unit of the central analysis server (100), software provided in the form of a program is executed, and the specific functional units of this software are described as units of the input module (110), evaluation module (120), and training management module (130) to be described later.
[0059] At this time, the central analysis server (100) may include Random Access Memory (RAM) and Read Only Memory (ROM) to temporarily or permanently store signals or data processed internally, and the recording and maintenance of data is performed through a storage means linked to a central processing unit.
[0060] According to the embodiment, the central analysis server (100) may be implemented in the form of a System on Chip including at least one of RAM and ROM, a central processing unit, and a graphics processing unit.
[0061] The central processing unit may include one or more cores and may include a connection channel for transmitting and receiving signals with a graphics processing unit or other hardware elements. The connection channel may be implemented in a form such as a bus and enables data exchange between the central processing unit and memory and storage means.
[0062] A program for the execution and control of the input module (110), evaluation module (120), and training management module (130), which will be described later, can be stored in the memory, and the program stored in the memory can be executed by dividing it into multiple module units according to function.
[0063] These modules are called and executed by the central processing unit and perform functions such as analyzing movement information, direction change information, puck position information, and simulated game video, evaluating the simulated game state, and generating training information.
[0064] The steps of the method or algorithm described in connection with embodiments of the present invention may be performed directly by hardware, in the form of a software module executed on hardware, or in a combination thereof. The software module may be executed by a central processing unit while stored in RAM, ROM, EPROM, EEPROM, flash memory, hard disk, removable disk, CD-ROM, or any computer-readable recording medium.
[0065] That is, the central analysis server (100) can be implemented in the form of a program or application that is executed in combination with hardware, and such a program can be executed via a central processing unit and memory while stored on a storage medium.
[0066] The input module (110), evaluation module (120), and training management module (130) included in the central analysis server (100) are not limited to hardware elements and may be software elements existing on an addressable storage medium or implemented in a form that operates one or more processors.
[0067] For example, the input module (110), evaluation module (120), and training management module (130) may include the form of software elements, object-oriented software elements, class elements, task elements, processes, functions, attributes, procedures, subroutines, segments of program code, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, or variables. The functions provided by these modules may be implemented by being separated into smaller units of elements or by combining multiple elements.
[0068] Additionally, the central analysis server (100) refers to a hardware device including at least one processor, and according to the embodiment, it may be understood to include software elements executed on said hardware device.
[0069] For example, the central analysis server (100) may be implemented in the form of software running on a desktop computer, laptop, tablet computer or similar computing device, but is not limited thereto.
[0070] Specifically, the central analysis server (100) includes an input module (110), an evaluation module (120), and a training management module (130).
[0071] The input module (110) communicates with the mock game measuring device (10) while the mock game is being performed to receive movement information, direction change information, puck position information, and mock game video.
[0072] Data transmitted from the inertial sensor (11), stick sensor (12) and puck tracking sensor (13) is continuously received at a preset sampling frequency, and simulated game video transmitted from the video recording device (14) is received in a real-time streaming manner.
[0073] The input module (110) stores the received movement information, direction change information, puck position information, and simulated game video by aligning them on the same time axis, and then transmits them to the evaluation module (120) after the simulated game ends.
[0074] For example, the input module (110) can continuously receive data measured at a sampling frequency of 100 Hz from the inertial sensor (11), 200 Hz from the stick sensor (12), and 50 Hz from the puck tracking sensor (13), while receiving 60 fps video data in real time from the video recording device (14), aligning it to the same time axis, and then transmitting it to the evaluation module (120).
[0075] At this time, the input module (110) receives data transmitted from inertial sensors (11) and stick sensors (12) worn by each of the multiple players participating in the mock game, by distinguishing them based on a unique identifier for each player. For example, in a 3 vs 3 mock game with 6 players participating, the data transmitted from 6 inertial sensors (11) and 6 stick sensors (12) is separated by player and aligned on the same time axis and transmitted to the evaluation module (120).
[0076] The evaluation module (120) analyzes the simulated game state, including passing situations between multiple players and spatial pressure states, based on movement information, direction change information, puck position information, and simulated game video received from the input module (110) after the simulated game ends.
[0077] Here, a pass situation refers to a situation in which a change in stick direction and a change in the direction of movement of the puck occur in the interval before and after the point when the player possessing the puck attempts to pass to a teammate during a simulated game, and a space pressure situation refers to a situation in which the angle range in which the player can attempt a pass narrows and movement options are restricted as an opposing player approaches the player possessing the puck.
[0078] First, the evaluation module (120) analyzes movement information to determine the player's movement speed and acceleration.
[0079] When the 3-axis acceleration data received from the inertial sensor (11) worn by the athlete is integrated along the time axis, the athlete's movement speed is calculated, and the acceleration is calculated from the rate of change of the continuous movement speed values. Identifying whether a change of direction occurs in a section of high movement speed and at what point in time the section where the absolute value of acceleration changes rapidly is concentrated corresponds to a basic analysis for evaluating the athlete's skating movement pattern.
[0080] Additionally, the evaluation module (120) analyzes direction change information to determine the stick direction change amount, which is the amount of change in stick direction angle per unit time. That is, the stick direction change amount is calculated by dividing the angle difference between two consecutive points in time from the direction angle data received from the stick sensor (12) by the time interval. Since the section where the stick direction change amount increases rapidly within a short period corresponds to the time when the player decides the pass direction and switches the stick, the evaluation module (120) tracks the time series change of the stick direction change amount to determine the time when each player attempts a pass.
[0081] In addition, the evaluation module (120) analyzes the position information of the puck to determine the amount of change in the puck's direction of movement. The angle change in the direction of movement per unit time is calculated from the continuous coordinate data received from the puck tracking sensor (13), and when this is normalized based on a preset maximum change in direction, the normalized amount of change in the puck's direction of movement is calculated.
[0082] The section where the change in the direction of puck movement is large reflects the time when a pass or shot is attempted, so the evaluation module (120) compares the change in the direction of puck movement with the change in the direction of the stick to confirm the time and direction of the pass situation.
[0083] The evaluation module (120) analyzes the simulated game video to extract multiple player position information and determines the distance to approach the opponent player and the range of possible passing angles.
[0084] When an object tracking algorithm is applied to a simulated game video, multiple player position coordinates are extracted from each frame, and the distance based on the link coordinate system between the player possessing the puck and the closest opponent player is calculated as the opponent player approach distance.
[0085] The passable angle range is calculated as the angle section in all 360° directions centered on the player possessing the puck that allows a pass without being blocked by the position of an opposing player. As the distance to the opposing player decreases, the angle range that the opposing player blocks widens, and thus the passable angle range narrows.
[0086] The evaluation module (120) analyzes the simulated game status for each player by combining the movement speed, absolute value of acceleration, change in stick direction, normalized change in puck movement direction, distance to approach opponent players, and passable angle range, and transmits the analysis results to the training management module (130).
[0087] An example of the principle by which the evaluation module (120) analyzes the simulated game state is as follows.
[0088] If, during a simulated game, in a specific section, the movement speed of player A is measured at 5.5 m / s and the change in stick direction increases rapidly to 320° / s within 0.12 seconds, and the change in puck direction is confirmed to be 0.72 relative to the normalization standard, the evaluation module (120) identifies that point in time as the point of player A's pass attempt.
[0089] At the same time, if the analysis of the simulated game video confirms that the opposing player has approached within 1.6m of player A and the passable angle range is calculated to be narrowed to 14°, the evaluation module (120) analyzes that player A attempted a pass under high spatial pressure and transmits the result to the training management module (130).
[0090] Figure 3 is an example screen diagram of the training information provision screen of the present invention.
[0091] The training management module (130) generates training information based on the analysis results of the evaluation module (120), including movement training information for reinforcing skating movement patterns, pass training information for reinforcing pass judgment, and training intensity information for adjusting training load, including the number of repeated movements and movement speed reference values, and provides this information to the user terminal (200).
[0092] The training management module (130) generates player-specific training information based on the movement speed, absolute value of acceleration, stick direction change amount, normalized puck movement direction change amount, opponent player approach distance, and passable angle range received from the evaluation module (120).
[0093] Movement training information is training guidance designed to reinforce an athlete's skating movement patterns. The movement training information includes the type of training, the method of execution, the number of repetitions, and reference values for movement speed.
[0094] In ice hockey, a player's movement speed and acceleration are key factors in determining the efficiency of offensive development, defensive recovery, and pressure on opposing players. A decrease in movement speed in straight skating sections increases the time required for a player to close or widen the distance with the player possessing the puck, a decrease in movement speed at the point of change of direction delays the immediate response to the change of direction of attack, and a decrease in movement speed in a specific rink area indicates that the player's tactical movement pattern is being performed inefficiently in that area. Accordingly, the training management module (130) distinguishes the type and location of the decrease in movement speed and independently generates movement training information for each player.
[0095] Here, the reference level refers to a target movement speed value that is pre-set by the coaching staff before the mock game, taking into account the player's position and physical level. For example, for a forward, it can be set to 5.0 m / s for the straight skating section and 3.5 m / s for the direction change section.
[0096] The training management module (130) reviews the absolute values of the movement speed and acceleration of each of the multiple players received from the evaluation module (120) for each player over the entire simulated game section to identify the type and location of the section where each player's movement speed falls below the standard level.
[0097] The training management module (130) generates movement training information for the purpose of reinforcing straight-line acceleration ability for a specific player when it is confirmed that the reduction in movement speed of that player occurred in the straight-line skating section. Since the reduction in movement speed in the straight-line skating section reflects a state in which the player's lower limb propulsion or skating stroke efficiency is low, the training management module (130) generates movement training information for reinforcing straight-line movement ability, including repetitive power skating along the long axis of the link.
[0098] The training management module (130) generates movement training information for the purpose of reinforcing the direction change movement pattern for a specific player when it is confirmed that the decrease in the player's movement speed occurred along with a sudden change in the absolute value of the acceleration at the time of direction change.
[0099] The fact that the absolute value of acceleration changes rapidly and the speed of movement decreases significantly at the point of direction change reflects that the weight transfer and edge transition of the athlete are being performed inefficiently, so the training management module (130) generates movement training information for reinforcing direction change ability, including repetitive skating in the form of slalom along the direction change path.
[0100] Additionally, if the training management module (130) confirms that a specific player's movement speed reduction is concentrated in a specific area within the rink, it generates movement training information for that player for the purpose of reinforcing the movement pattern in that area. Since the concentration of movement speed reduction in a specific rink area reflects that the player is not familiar with the tactical movement pattern required in that area, the training management module (130) generates area-specific skating training as movement training information that involves repeatedly performing the tactical movement pattern in that area.
[0101] In addition, the training management module (130) generates movement training information by prioritizing the training of the type with the largest decrease in movement speed when multiple types of movement speed reduction are identified.
[0102] For example, if it is confirmed that the average movement speed of player A in the straight skating section is 4.2 m / s, which is 0.8 m / s lower than the standard level of 5.0 m / s, and the average movement speed in the direction change section is 2.6 m / s, which is 0.9 m / s lower than the standard level of 3.5 m / s, the training management module (130) can generate movement training information for player A, in which direction change movement training corresponding to the direction change section with the greater decrease in movement speed is placed as the first priority and straight movement repetition training is placed as the second priority, and provide this information to the user terminal (200).
[0103] Pass training information is training guidance designed to reinforce a player's passing judgment ability. The pass training information includes the type of training, the method of execution, and the number of repetitions.
[0104] In an ice hockey game, a player's pass decision consists of three elements: selecting the direction of the pass, determining the timing of the pass, and selecting the target of the pass.
[0105] An error in judging the direction of a pass results in the puck being stolen by attempting a pass in a direction with a high risk of interception even though there is an open direction within the passable angle range, an error in judging the timing of a pass results in the puck being stolen when the pass is delayed in a situation where there is sufficient distance for the opposing player to approach, and an error in selecting the pass target results in the pass being intercepted by attempting a pass toward a teammate with a high risk of interception even though there is a teammate capable of receiving the pass within the passable angle range. Therefore, the training management module (130) distinguishes the types of pass judgment errors and independently generates pass training information for each player.
[0106] The training management module (130) reviews the stick direction change amount, passable angle range, and opponent player approach distance for each player, received from the evaluation module (120), throughout the entire simulated game for each player to identify the type of judgment error that occurred during each player's pass attempt section.
[0107] The training management module (130) generates pass training information for the purpose of reinforcing pass direction judgment for a specific player when it is analyzed that a pass was attempted in a direction with a high risk of blocking outside the angle range, even though there is an open direction within the passable angle range in the pass attempt section of the specific player.
[0108] When a pass is attempted outside the angle range even though a passable angle range exists, it reflects that the player lacks the judgment to quickly identify an open direction in a space pressure situation, so the training management module (130) generates the player's pass training information by repetitive training that recognizes the defensive player's blocking range and selects the pass direction.
[0109] The training management module (130) generates pass training information for the purpose of reinforcing pass timing judgment for a specific player when it is analyzed that the puck was stolen before the pass attempt because the rapid change in stick direction was delayed even after the distance of the opposing player to approach in the pass attempt section of the specific player narrowed below a standard.
[0110] When a pass attempt is delayed in a situation where the distance of the opposing player's approach has narrowed below a certain threshold, it reflects the player's tendency to be slow to recognize the increased pressure in space or to overestimate the remaining time available for passing. Therefore, the training management module (130) generates the player's pass training information by repetitive training that determines the timing of the pass by recognizing the speed and distance of the opposing player's approach.
[0111] Additionally, the training management module (130) generates pass training information for the purpose of reinforcing the selection of the pass target for a specific player when it is analyzed that a pass was attempted toward a teammate outside the angle range with a high risk of blocking, even though a teammate is located within the passable angle range during the specific player's pass attempt section.
[0112] When a pass is attempted toward a teammate with a high risk of blocking even though there is a teammate capable of receiving within the passing angle range, it reflects the state in which the player takes time to determine the pass target by identifying the player placement of the entire link. Accordingly, the training management module (130) generates the player's pass training information by performing repetitive training to quickly identify the placement of multiple teammates and select a pass target with a low risk of blocking.
[0113] In addition, the training management module (130) generates pass training information by prioritizing the training of the type with a high number of error occurrences within the pass attempt section when multiple types of pass judgment errors are identified.
[0114] For example, if the analysis of a simulated game of player B reveals that there are 4 instances where a pass is attempted in a direction outside the angle range when the passable angle range is 15° or more, and 2 instances where the puck is stolen after the distance to the opposing player has narrowed to within 2.0m, the training management module (130) can generate pass training information for player B, placing the pass direction judgment training with a high number of errors as the first priority and the pass timing judgment training as the second priority, and provide this information to the user terminal (200).
[0115] Training intensity information is guidance information that numerically defines the training load levels of movement training information and pass training information, including the number of movement repetitions, the number of pass training repetitions, and the movement speed reference value.
[0116] In ice hockey training, the level of training load should be set based on the difference between the player's actual performance results and the target performance level.
[0117] If the training load is too low, the player's movement pattern and pass judgment ability do not improve, and if the training load is too high, physical exertion becomes excessive and it becomes difficult to continue training. Therefore, the training management module (130) independently generates training intensity information for each player based on the actual movement speed and the number of errors confirmed in the simulation game analysis results for each player.
[0118] The number of repeated movements refers to the number of times a movement training is performed per set. Since the more frequent the movement speed reduction intervals occur, the more frequently the weakness in the player's movement pattern appears throughout the simulation game, the training management module (130) sets the number of repeated movements by increasing the number of repeated movements as the number of movement speed reduction intervals increases.
[0119] For example, the number of repeated moves can be increased step by step according to the frequency of occurrence, such as setting the number of repeated moves to 6 if the movement speed reduction section occurs 3 times or less during the simulated game, setting it to 8 if it occurs 4 times or more but 6 times or less, and setting it to 10 if it occurs 7 times or more.
[0120] The number of pass training repetitions refers to the number of times pass training is performed per set. Since a higher number of pass judgment errors indicates that the player's pass judgment weakness occurs more frequently, the training management module (130) sets the number of pass training repetitions by increasing the number of pass training repetitions as the number of pass judgment errors increases.
[0121] For example, the number of pass training repetitions can be increased step by step according to the number of errors, such as setting the number of pass training repetitions to 6 if the number of pass judgment errors is 3 or fewer during a mock game, setting it to 8 if it is 4 or more but 6 or fewer, and setting it to 10 if it is 7 or more.
[0122] The movement speed reference value refers to the skating speed set to be maintained as a target during movement training. The training management module (130) sets the movement speed reference value by adding the target improvement range to the actual average movement speed of the player in the corresponding section during a simulated game. The training management module (130) adjusts the movement speed reference value by setting the target improvement range smaller when the difference between the player's actual movement speed and the reference level is large, and setting the target improvement range larger when the difference is small. This is intended to improve the performance level step by step without assigning excessive goals to players whose actual movement speed falls significantly short of the reference level.
[0123] For example, when setting the movement speed reference value, if the actual average movement speed of a player during a direction change section is 2.6 m / s and the reference level is 3.5 m / s, the difference between the actual movement speed and the reference level is 0.9 m / s, so the target improvement range can be set to 0.4 m / s and the movement speed reference value can be set to 3.0 m / s. If the actual average movement speed is 3.2 m / s and the difference from the reference level is 0.3 m / s, the target improvement range can be set to 0.3 m / s and the movement speed reference value can be set to 3.5 m / s.
[0124] For example, if the actual average movement speed of Player A during the direction change section is 2.6 m / s (standard level 3.5 m / s) and the movement speed reduction section occurs 5 times during the simulated game, the training management module (130) sets the movement speed standard value to 3.0 m / s and sets the number of repeated movements to 8 times. If Player A's pass judgment error occurs 4 times during the simulated game, the training management module (130) sets the number of pass training repetitions to 8 times. The training management module (130) can generate training intensity information for Player A, including the number of repeated movements 8 times, the number of pass training repetitions 8 times, and the movement speed standard value 3.0 m / s, and provide it to the user terminal (200).
[0125] The detailed calculation principles for the number of repeated movements, the number of pass training repetitions, and the priority ranking included in the training intensity information are described in detail with numerical examples in the explanation below regarding the movement information calculation unit (121) described later.
[0126] An example of the principle by which the training management module (130) generates and provides training information is as follows.
[0127] When the evaluation module (120) receives a simulated game state in which the average movement speed of player A in the direction change section is confirmed to be 2.8 m / s, the passable angle range is analyzed to be an average of 10° when the distance of the opposing player approaching is narrowed to within 1.8 m, and the situation in which the puck is stolen due to a delayed pass attempt in that section is confirmed 3 times, the training management module (130) generates the direction change movement training as movement training information and the pass timing judgment training as pass training information, while also generating training intensity information with the movement speed standard value set to 3.2 m / s, the number of repeated movements set to 8 times for movement training, and 6 times for pass training, and provides this information to the user terminal (200).
[0128] The user terminal (200) is a device that receives training information from the central analysis server (100) and transmits it to the coaching staff or the player, and is implemented as at least one of a coach terminal carried by the coaching staff or a player terminal carried by an individual player.
[0129] The coach terminal can be implemented in the form of a tablet PC or a laptop computer, and receives training information for all players participating in the mock game from the training management module (130), categorized by player, and displays it on the screen in the form of a player-specific list. The coaching staff checks the movement training information, pass training information, and training intensity information of each player through the screen of the coach terminal and verbally guides the training direction to the corresponding player.
[0130] The player terminal can be implemented in the form of a smartphone or tablet PC, and receives only movement training information, pass training information, and training intensity information generated for the player from the training management module (130) and displays them on the screen by item. The player checks the screen of the player terminal to identify the training content provided to them and performs it. FIG. 3 shows an example of a training information provision screen of a user terminal (200).
[0131] The coach terminal and the player terminal are each connected to a central analysis server (100) via Wi-Fi or mobile data communication, and the training management module (130) provides training information by transmitting training information for all players to the coach terminal, separated by player, and transmitting only the training information of the corresponding player to each player terminal.
[0132] For example, after the mock game ends, the coach terminal screen displays the direction change movement training and pass timing judgment training for Player A with 10 repetitions and a movement speed standard value of 3.5 m / s, and the same training information is displayed on Player A's player terminal as the player's own item.
[0133] Hereinafter, the operation flow of the system of the present invention will be specifically explained under the assumption of a specific situation.
[0134] Imagine a situation in which the coaching staff of an ice hockey team divides six players into three teams to conduct a mock game. Each player wears an inertial sensor (11) on the inner side of their shoulder pad and has a stick sensor (12) attached to their stick, and the puck used in the mock game has a puck tracking sensor (13) built into it. Two video recording devices (14) are installed at both ends of the upper section of the rink and are connected to a central analysis server (100).
[0135] During the simulated game, the inertial sensor (11) continuously collects data at a sampling frequency of 100Hz, the stick sensor (12) at 200Hz, and the puck tracking sensor (13) at 50Hz, and the video recording device (14) captures the entire link at 60fps and transmits it to the central analysis server (100).
[0136] The input module (110) stores movement information, direction change information, puck position information, and simulated game video received during the simulated game in alignment on the same time axis.
[0137] After the simulation game ends, the evaluation module (120) analyzes the stored data. As a result of the analysis of player A, it is found that the average movement speed in the direction change section is 2.8 m / s, which is a large decrease compared to the maximum speed of 6.5 m / s in the straight section, and that there were 5 instances of movement speed reduction. Additionally, it is found that there were 3 instances where the puck was stolen due to a delayed pass attempt when the passing angle range narrowed to an average of 10° when the opposing player approached within 1.8 m.
[0138] The training management module (130) generates training information based on the received analysis results, along with training intensity information, with the movement training repetition count set to 8 times, the pass training repetition count set to 6 times, and the movement speed standard value set to 3.2 m / s for player A, and provides this information to the coaching staff's user terminal (200).
[0139] The coaching staff checks the training information of player A displayed on the screen of the user terminal (200) and guides player A to the corresponding training content.
[0140] In summary, the system of the present invention provides the characteristic of providing personalized training information based on the results of the simulated game performance to a player by having a simulated game measurement device (10) measure player movement information, stick direction change information, puck position information, and simulated game video during the simulated game, and then having a central analysis server (100) analyze this after the simulated game ends to evaluate the simulated game state including passing situations and space pressure states, and generate training information including movement training information, passing training information, and training intensity information corresponding thereto and provide it to a user terminal (200).
[0141] The training management module (130) described above has limitations in specifically guiding the athlete to training items subdivided according to the purpose of reinforcing straight skating, turning, and movement patterns by link area, as it only generates movement training information.
[0142] Accordingly, in order to enable the player to perform training that accurately corresponds to the type of movement pattern weakness that appeared in the mock game, the movement training information generated by the training management module (130) includes repetitive straight movement training, direction change movement training, and skating training by link area.
[0143] Straight-line repetitive training is a drill in which an athlete repeats lap skating along the major or minor axis of the rink while maintaining a target speed. Straight-line repetitive training aims to improve the athlete's maximum speed and acceleration ability.
[0144] As an example of a specific method for performing linear movement repetition training, it can be carried out in a manner where the athlete performs a movement of traversing a 60m section of the link's long axis according to the movement speed standard value, based on the number of repetitions per set.
[0145] For example, if the evaluation module (120) receives a simulated game state in which the average movement speed of player A in the straight-line skating section is 4.2 m / s, which is below the standard level of 5.0 m / s, and the movement speed reduction section is confirmed 5 times, the training management module (130) can generate movement training information for player A by setting the number of repetitions of the straight-line movement repetition training to 8 times and specifying the movement speed standard value as 4.6 m / s, and provide it to the user terminal (200).
[0146] Directional movement training is a training in which a skater skates along a pre-designated turning path based on multiple cones or marking lines within the rink. The purpose of directional movement training is to reduce the decrease in speed during turning sections and to increase the precision of weight transfer and edge transitions.
[0147] As an example of a specific method for performing direction change movement training, the athlete may repeat the movement of passing through six cones placed at 5m intervals in a slalom manner according to the number of movements per set, while maintaining the movement speed so that it does not drop below 3.0m / s during each direction change.
[0148] For example, if the evaluation module (120) receives a simulated game state in which the average movement speed of player A in the direction change section is 2.8 m / s, which is below the standard level of 3.5 m / s, and the movement speed reduction section is confirmed 5 times, the training management module (130) can generate movement training information for player A by setting the number of repetitions of the direction change movement training to 8 times and specifying the movement speed standard value as 3.2 m / s, and provide it to the user terminal (200).
[0149] Zone-specific skating training divides the rink into defensive, neutral, and offensive zones and involves repeating skating movements specialized for the movement patterns required in each zone. The purpose of zone-specific skating training is to enable the athlete to master the tactical movement patterns for each zone.
[0150] Examples of specific methods for performing skating training by rink zone include: in the defensive zone, repetitive training of backward movement mainly consisting of back skating is performed 5 times per set; in the neutral zone, crossover training including forward and backward direction changes is performed 8 times per set; and in the offensive zone, repetitive training of diagonal movement around the goal is performed 6 times per set.
[0151] For example, if the evaluation module (120) receives a simulated game state in which the decrease in movement speed of player B is concentrated in the defensive zone, the average movement speed in the defensive zone is 2.5 m / s, which is below the standard level of 3.0 m / s, and the decrease in movement speed is confirmed 4 times in that zone, the training management module (130) can prioritize back-skating retreat movement training specialized for the defensive zone and create skating training for player B with a repetition count of 8 times, and provide it to the user terminal (200).
[0152] The training management module (130) generates movement training information by prioritizing skating training specialized for a specific area when a weakness in the movement pattern of a specific area is identified in the simulated game state received from the evaluation module (120).
[0153] In addition, the training management module (130) generating pass training information alone may be insufficient to specifically guide the player to training items corresponding to the types of weaknesses in judgment regarding pass direction selection, pass timing determination, and pass target selection.
[0154] Accordingly, in order to enable the player to perform training that accurately corresponds to the type of pass judgment weakness that appeared in the mock game, the pass training information generated by the training management module (130) includes pass direction judgment training, pass timing judgment training, and pass target selection training.
[0155] Pass direction judgment training is a drill that repeatedly hones a player's judgment to attempt a pass within a passable angle range, taking into account the position and movement direction of defenders. The purpose of this training is to improve a player's ability to recognize the defender's interception range and quickly identify pass directions with a low risk of interception in situations of spatial pressure.
[0156] As an example of a specific method for performing pass direction judgment training, when a player possesses the puck in the center position, a coach takes on the role of a defensive player and performs a motion to block one of the directions—left, right, or forward—and the player recognizes the blocked direction and attempts a pass in the open direction within 1.5 seconds. This can be repeated 10 times per set.
[0157] For example, if the evaluation module (120) receives a simulated game state in which a pass attempt section of player A is confirmed to have 4 sections in which a pass attempt is made in a direction outside the angle range, in a situation where a passable angle range of 15° or more exists in the pass attempt section of player A, the training management module (130) can generate pass training information for player A with the number of repetitions of pass direction judgment training set to 8 times and provide it to the user terminal (200).
[0158] Pass timing training is a drill designed to repeatedly refine a player's ability to determine the optimal moment to attempt a pass before the puck is stolen in situations where spatial pressure is increasing. The purpose of this training is to improve a player's ability to recognize the approach speed and distance of an opposing player, accurately assess the remaining time available for a pass, and decide on the timing of the pass.
[0159] As an example of a specific method for performing training on judging the timing of a pass, a player may repeat the action of attempting a pass 8 times per set when the distance to the opposing player is within 2.5m while a coach or training partner approaches the player at a speed of 3m / s.
[0160] For example, if the evaluation module (120) receives a simulated game state in which the distance of the opposing player to pass attempt section of player B is narrowed to within 2.0m and the section where the puck is stolen is confirmed 3 times, the training management module (130) can generate pass training information for player B with the number of repetitions of the pass timing judgment training set to 6 times and provide it to the user terminal (200).
[0161] Pass Target Selection Training is a drill designed to repeatedly hone a player's ability to grasp the positioning of players across the entire rink, quickly identify teammates within a passable angle, and select the optimal pass recipient. The purpose of this training is to improve a player's ability to quickly identify teammates who are less likely to be intercepted by defenders and attempt a pass.
[0162] As an example of a specific method for performing pass target selection training, the training can be conducted in the form of a 3-on-3 mini-game, where the player possessing the puck selects a pass target and attempts a pass within 2 seconds, and this can be repeated for 10 minutes per set.
[0163] For example, if the evaluation module (120) receives a simulated game state in which a pass attempt section is confirmed three times to be attempted toward a teammate outside the angle range with a high risk of blocking, even though a teammate is located within the passable angle range in the pass attempt section of player C, the training management module (130) can generate pass training information for player C with the number of repetitions of pass target selection training set to 6 times and provide it to the user terminal (200).
[0164] The training management module (130) generates pass training information by prioritizing the training of the type with the highest number of errors when multiple types of pass judgment errors are identified.
[0165] As previously explained, the system of the present invention analyzes a simulated game state including a pass situation and a space pressure state based on movement information, direction change information, puck position information and simulated game video, and a training management module (130) sets the number of repetitions and provision priority included in movement training information and pass training information based on the analysis results.
[0166] However, if the evaluation module (120) does not include a dedicated calculation means for independently calculating the absolute value of the player's movement speed, player acceleration, change in stick direction, change in puck's movement direction, distance to the opponent, and passable angle range from each input data, each indicator is not quantified as a single value, and thus there is a limitation in that the training management module (130) is limited in objectively setting the number of repetitions and priority of provision for each of the movement training information and pass training information by combining multiple indicators.
[0167] If a specific player has both a problem of reduced movement speed and a problem of errors in pass judgment, and each indicator is not quantified independently, the training management module (130) has difficulty quantitatively comparing the severity of the two problems to objectively determine which training to provide first, and it is difficult to calculate the number of repetitions of movement training information and pass training information, respectively, in conjunction with the player's actual performance level.
[0168] To overcome these limitations, the system of the present invention proposes a technique in which an evaluation module (120) includes a dedicated calculation unit that independently calculates relevant indicators from each input data, and a training management module (130) objectively sets the number of repetitions and priority of provision included in movement training information and pass training information based on the calculated player movement speed, absolute value of player acceleration, stick direction change amount, normalized puck movement direction change amount, opponent player approach distance, and passable angle range.
[0169] Specifically, the evaluation module (120) may include a movement information calculation unit (121), a stick direction change amount calculation unit (122), a puck direction change amount calculation unit (123), a relative distance calculation unit (124), and a pass angle calculation unit (125).
[0170] The movement information calculation unit (121) performs the function of analyzing movement information received from the input module (110) and calculating the absolute values of the player's movement speed and player acceleration.
[0171] Here, the player's movement speed is a composite value of the 3-axis velocity components based on the horizontal plane, calculated by numerically integrating the 3-axis linear acceleration data received from the inertial sensor (11) over the same time axis, and the unit is m / s. The absolute value of the player's acceleration is the absolute value of the acceleration calculated by dividing the change in player's movement speed between two consecutive points in time by the corresponding time interval, and the unit is m / s².
[0172] The player's movement speed is used as basic data to identify the type and location of the movement speed reduction section by distinguishing between straight skating sections and direction change sections throughout the entire simulated game, and the absolute value of the player's acceleration is used as basic data to evaluate the efficiency of weight transfer and edge transition at the point of direction change. The movement information calculation unit (121) calculates these two indicators to secure basic data for the training management module (130) to objectively set the type, number of repetitions, and priority of provision of movement training information.
[0173] As an example of the principle by which the movement information calculation unit (121) calculates the absolute value of the player's movement speed and player acceleration, the movement information calculation unit (121) calculates the 3-axis velocity component by numerically integrating the 3-axis linear acceleration data received from the inertial sensor (11) in units of 0.01 seconds along the time axis, and calculates the player's movement speed by taking the square root of the sum of the squares of the x-axis and y-axis velocity components relative to the horizontal plane. Subsequently, the movement information calculation unit (121) calculates the acceleration by dividing the difference in player movement speed between two consecutive points in time by the time interval, and then calculates the absolute value of the player's acceleration.
[0174] For example, if the movement speed is measured at 4.8 m / s at the time the player starts turning direction and decreases to 2.4 m / s after 0.2 seconds, the movement information calculation unit (121) calculates the absolute value of the player's acceleration as |2.4 - 4.8| / 0.2 = 12.0 m / s². Subsequently, if the movement speed recovers to 3.2 m / s at the time the turning direction is completed, the movement information calculation unit (121) records the minimum value of the movement speed in the corresponding turning direction section of 2.4 m / s, the absolute value of the player's acceleration of 12.0 m / s², and the decrease in movement speed before and after the turning direction of 1.6 m / s together and transmits them to the training management module (130).
[0175] The movement information calculation unit (121) transmits the absolute values of the calculated player movement speed and player acceleration to the training management module (130).
[0176] The stick direction change amount calculation unit (122) performs the function of analyzing direction change information received from the input module (110) and calculating the stick direction change amount, which is the stick direction angle change amount per unit time.
[0177] Here, the stick direction change amount is a value calculated by dividing the difference in direction angle between two consecutive points in time from the stick direction angle data received from the stick sensor (12) by the corresponding time interval, and the unit is ° / s.
[0178] The section where the amount of change in stick direction increases rapidly within a short period of time corresponds to the point of attempting a pass where the player decides the pass direction and switches the stick. The purpose of the stick direction change amount calculation unit (122) calculating the amount of change in stick direction is to quantitatively determine the point of attempting a pass by each player throughout the entire simulated game, and to secure base data for the pass angle calculation unit (125) and training management module (130), which will be described later, to identify the type of pass judgment error and set the number of repetitions and priority of provision of pass training information.
[0179] As an example of the principle by which the stick direction change amount calculation unit (122) calculates the stick direction change amount, the stick direction change amount calculation unit (122) continuously calculates the stick direction change amount by dividing the difference in direction angle between two consecutive points in time into time intervals from the direction angle data received from the stick sensor (12) in units of 0.005 seconds.
[0180] For example, if the stick direction angle is measured as 15° at a specific point in time and changes to 42° after 0.08 seconds, the stick direction change amount calculation unit (122) calculates the stick direction change amount for the corresponding section as (42 - 15) / 0.08 = 337.5° / s. The stick direction change amount calculation unit (122) records the point in time when the calculated stick direction change amount exceeds a preset pass attempt determination threshold value, for example, 300° / s, as the pass attempt time.
[0181] The stick direction change amount calculation unit (122) transmits the calculated stick direction change amount to the training management module (130) and the pass angle calculation unit (125).
[0182] The puck direction change amount calculation unit (123) performs the function of calculating a puck movement direction change amount normalized based on a preset maximum direction change amount according to the puck position information received from the input module (110).
[0183] Here, the change in puck movement direction is a value calculated from the change in the angle of the puck's movement direction per unit time from the continuous coordinate data received from the puck tracking sensor (13), and the normalized change in puck movement direction is a value converted into a range of 0 or more and 1 or less by dividing the calculated change in puck movement direction by a preset maximum change in direction amount. The closer the normalized change in puck movement direction is to 1, the more the puck's movement direction has changed significantly, and the closer it is to 0, the more the puck moves without a change in direction.
[0184] The normalized puck direction change amount is an indicator that quantifies the intensity of the puck's direction change at the time a pass or shot is attempted. It is used by the training management module (130) to evaluate the puck handling characteristics in the pass attempt section and to determine whether a pass attempt was made by comparing it with the stick direction change amount. The puck direction change amount calculation unit (123) calculates the normalized puck direction change amount to quantify the puck's direction change into a single numerical value that can be compared between players and between sections.
[0185] For example, the puck direction change amount calculation unit (123) calculates the normalized puck movement direction change amount. The puck direction change amount calculation unit (123) calculates the difference in puck movement direction angles between two consecutive points in time from coordinate data in 0.02-second intervals received from the puck tracking sensor (13), and calculates the normalized puck movement direction change amount by dividing the calculated difference in direction angles by a preset maximum direction change amount.
[0186] For example, if the puck's direction of movement changes by 30° in 0.04 seconds and the maximum direction change amount standard is set to 90°, the puck direction change amount calculation unit (123) calculates the normalized puck direction change amount as 30 / 90 = approximately 0.33. In contrast, if the puck's direction of movement changes by 75° in the same 0.04 seconds, the normalized puck direction change amount is calculated as 75 / 90 = approximately 0.83, which corresponds to a pass attempt situation where the puck's direction change intensity is high.
[0187] The puck direction change amount calculation unit (123) transmits the calculated normalized puck movement direction change amount to the training management module (130).
[0188] The relative distance calculation unit (124) performs the function of calculating the closest opponent player approach distance by extracting multiple player position information based on a simulated game video received from the input module (110).
[0189] Here, the term "opponent player" refers to a player who belongs to a different team from the player attempting the pass and attempts to intercept the pass.
[0190] In addition, in the present invention, 'opponent player approach distance' refers to the minimum value to the closest opponent player among the distances to each of the plurality of opponent players, and refers to the single distance to the closest opponent player among them, rather than all distance values to multiple opponent players. All opponent player approach distances denoted as R_i in the following mathematical formulas follow this definition.
[0191] Here, the multiple player position information is a 2D position coordinate (m) based on the link coordinate system for each player, extracted by applying an object tracking algorithm to each frame of the simulated game video. The opposing player approach distance is the Euclidean distance between the position coordinates of the player possessing the puck and the position coordinates of the closest opposing player, with the unit being m.
[0192] As the distance to the opposing player decreases, the spatial pressure received by the player holding the puck from the opposing player increases. Therefore, the distance to the opposing player calculation unit (124) calculates the distance to the opposing player so that the training management module (130) can determine whether an error in judging the timing of the pass occurs and obtain basic data to set the number of pass training repetitions and the priority of provision.
[0193] As an example of the principle in which the relative distance calculation unit (124) extracts multiple player position information and calculates the approach distance to the opposing player, the relative distance calculation unit (124) applies a deep learning-based object detection algorithm to each frame of a 60fps simulated game video received from a video recording device (14) to extract multiple player position coordinates frame by frame, calculates the Euclidean distance between the position coordinate of the player identified as the puck-holding player and the position coordinate of each opposing player, and records the minimum value among them as the approach distance to the opposing player of the corresponding frame.
[0194] For example, if in a specific frame the position coordinates of player A are extracted as (15.2m, 8.3m) and the position coordinates of three opposing players are extracted as (13.8m, 9.7m), (17.5m, 6.2m), and **(19.0m, 11.7m)** respectively, the relative distance calculation unit (124) calculates the distance between player A and each opposing player as sqrt((15.2-13.8)²+(8.3-9.7)²) = approximately 1.98m, sqrt((15.2-17.5)²+(8.3-6.2)²) = approximately 3.10m, and sqrt((15.2-19.0)²+(8.3-11.7)²) = approximately 5.10m respectively, and records the minimum value of 1.98m as the approach distance to the opposing player in the corresponding frame.
[0195] The relative distance calculation unit (124) transmits the calculated relative player approach distance to the training management module (130) and the pass angle calculation unit (125).
[0196] The pass angle calculation unit (125) performs the function of calculating the range of angles at which a pass attempt is made without being blocked by an opposing player in a simulated game section set based on the time when the pass attempt is made in the simulated game video received from the input module (110).
[0197] Here, the simulated game section is an analysis section set by the stick direction change amount calculation unit (122) as a pre-set time range or frame number based on a specific pass attempt point. The passable angle range is the sum of angle sections where a pass is possible without being blocked by the position of the opposing player within the forward reference angle range set around the player possessing the puck, and the unit is degrees (°).
[0198] The narrower the passable angle range, the more restricted the pass path available to the player possessing the puck is. The pass angle calculation unit (125) calculates the passable angle range so that the training management module (130) can quantitatively identify errors in determining the pass direction and errors in selecting the pass target, and obtain base data for setting the number of repetitions and priority of provision of pass training information.
[0199] For example, the pass angle calculation unit (125) sets a simulated game section and calculates a passable angle range. The pass angle calculation unit (125) sets a section corresponding to ±1.5 seconds or 90 frames before and after the pass attempt time received from the stick direction change amount calculation unit (122) as the simulated game section.
[0200] The pass angle calculation unit (125) calculates the angle range in which each opposing player blocks within a reference angle range of 120° forward set around the puck-possessing player, based on multiple player position information received from the relative distance calculation unit (124) within the corresponding simulated game section, and calculates the sum of the remaining angle ranges excluding this as the passable angle range.
[0201] For example, if it is analyzed that two opposing players are blocking 45° and 35° respectively of the 120° angle range in front of the puck-possessing player within a simulated game interval of ±1.5 seconds from the time of the pass attempt, the pass angle calculation unit (125) calculates the passable angle range as 120 - 45 - 35 = 40°. In contrast, if one opposing player is blocking only 20°, the passable angle range is calculated as 120 - 20 = 100°, which corresponds to a state where the pass path is wide.
[0202] The pass angle calculation unit (125) transmits the calculated passable angle range to the training management module (130).
[0203] In response to this, the training management module (130) determines the specific values of the number of repeated movements and the number of repeated passes included in the training intensity information, and the priority of provision between the movement training information and the pass training information, based on the absolute value of the player's movement speed and player acceleration, the amount of change in stick direction, the normalized amount of change in puck's movement direction, the distance to the opponent player, and the passable angle range received from the movement information calculation unit (121), the stick direction change amount calculation unit (122), the puck direction change amount calculation unit (123), the relative distance calculation unit (124), and the pass angle calculation unit (125), and provides them to the user terminal (200).
[0204] In relation to determining the number of repeated movements, the training management module (130) determines the number of repeated movements by gradually increasing them based on the decrease in movement speed of the direction change section received from the movement information output unit (121) and the number of occurrences of direction change sections where the absolute value of the player's acceleration exceeds a reference value.
[0205] For example, if the initial value of the number of repeated movements is set to 6, the training management module (130) can increase the number of repeated movements to 8 if the decrease in movement speed in the direction change section is 0.5 m / s or more and less than 1.0 m / s, and increase it to 10 if it is 1.0 m / s or more.
[0206] Furthermore, if there are three or more instances of direction change sections where the absolute value of the player's acceleration exceeds 10.0 m / s², the training management module (130) may add two to the determined number of repeated movements. Since the repeated occurrence of direction change sections where the absolute value of the player's acceleration changes rapidly within a short period of time indicates that the inefficiency of the player's weight transfer and edge transition is severe, adding this to the number of repeated movements is intended to precisely quantify the required intensity of movement pattern reinforcement.
[0207] Regarding the determination of the number of pass training repetitions, the training management module (130) identifies the point in time when the change in stick direction exceeds a preset pass attempt judgment threshold value as the pass attempt point, and determines the number of pass training repetitions after determining the number of pass judgment errors by examining whether the passable angle range and the actual pass direction match in the simulated game section set based on that point, the relationship between the distance of the opponent player approaching and the pass attempt point, and whether there is a teammate within the passable angle range.
[0208] For example, if the initial value of the number of pass training repetitions is set to 6 times, the training management module (130) can increase the number of pass training repetitions to 8 times if the pass judgment error is 3 times or more and 5 times or less, and to 10 times if it is 6 times or more.
[0209] At this time, the normalized change in puck movement direction can be used to verify the validity of the pass attempt point specified by the change in stick direction, so the training management module (130) can exclude from the valid pass attempt point the normalized change in puck movement direction is calculated to be less than the reference value even though the change in stick direction has increased rapidly.
[0210] Regarding the determination of the priority of provision between movement training information and pass training information, the training management module (130) can determine the priority of provision by comparing the level of reinforcement required for each of the movement training and pass training and placing the training information with a higher level of reinforcement required as the first priority.
[0211] For example, the training management module (130) can calculate a movement training severity score by multiplying the decrease in movement speed of the direction change section by the number of times the decrease in movement speed section occurs, and calculate a pass training severity score by multiplying the number of times a pass judgment error occurs by the amount of reduction in the average passable angle range of the error section, and set the training information corresponding to the higher value of the two scores as the first priority.
[0212] Here, the average reduction in the passable angle range in the error occurrence section refers to the average value of the difference between the reference passable angle range and the passable angle range of the corresponding section in each simulated game section where a pass judgment error was confirmed.
[0213] Examples of the principles by which the training management module (130) determines the number of repeated moves, the number of pass training repetitions, and the priority of provision are as follows.
[0214] It is assumed that the movement information calculation unit (121) confirms that the decrease in movement speed of player A during the direction change section is 0.7 m / s, that the decrease in movement speed section occurs 5 times, and that the absolute value of the player acceleration exceeds 10.0 m / s² during the direction change section 2 times.
[0215] The training management module (130) increases the number of repeated movements from the initial value of 6 to 8 because the movement speed reduction range of 0.7 m / s corresponds to 0.5 m / s or more and less than 1.0 m / s. Since the number of times the absolute value of the player's acceleration exceeds the standard is 2, which is less than 3, no further increase is applied, and the number of repeated movements is finally determined to be 8.
[0216] Additionally, it is assumed that the pass angle calculation unit (125) confirms three instances where a pass is attempted in a direction outside the angle range when the passable angle range is an average of 15°, and the relative distance calculation unit (124) confirms two instances where the pass is delayed when the distance to the opposing player is within 2.0m.
[0217] The training management module (130) calculates the number of pass judgment errors as 5 times and, since it is between 3 times and 5 times, increases the number of pass training repetitions from the initial value of 6 times to 8 times to make a final decision.
[0218] For example, if the provision priority is determined by the severity score method based on the above example, the movement training severity score can be calculated as 3.5 by multiplying the movement speed reduction range of 0.7 by the number of reduction interval occurrences of 5, and the pass training severity score can be calculated as 375 by multiplying the number of pass judgment error occurrences of 5 by the reduction amount of the average passable angle range of the error intervals of 75° (standard passable angle range 90° - average passable angle range of the error intervals of 15°). Since the pass training severity score of 375 exceeds the movement training severity score of 3.5, the training management module (130) determines the pass training information as the first priority for provision and the movement training information as the second priority, and provides training intensity information including the number of repeated movements (8 times), the number of repeated pass training (8 times), and the determined provision priority to the user terminal (200) along with the movement training information and the pass training information.
[0219] In summary, the system of the present invention provides the characteristic that the movement information calculation unit (121), the stick direction change amount calculation unit (122), the puck direction change amount calculation unit (123), the relative distance calculation unit (124), and the pass angle calculation unit (125) independently quantify the player movement speed, the absolute value of the player acceleration, the stick direction change amount, the normalized puck movement direction change amount, the distance to approach the opponent player, and the passable angle range, thereby enabling the training management module (130) to objectively determine the number of repeated movements, the number of repeated pass trainings, and the priority of provision, which are difficult to determine by subjective observation by the coaching staff or a simple aggregation method, by directly linking them to each player's simulated game performance data.
[0220] As previously explained, the system of the present invention quantifies the level of movement performance and pass judgment errors of the player over the entire simulated game by five output units of the evaluation module (120), and the training management module (130) determines the number of repeated movements, the number of repeated pass trainings, and the priority of provision based on the calculated indicators and provides them to the user terminal (200).
[0221] However, calculating each metric individually may lead to the problem that it is difficult to capture the overall intensity of spatial pressure, in which player movement speed, absolute value of acceleration, change in stick direction, normalized change in puck direction, distance to approach opponents, and passable angle range act in combination during each pass attempt, as a single numerical value.
[0222] Without a single index, the training management module (130) is limited in objectively identifying whether the level of spatial pressure has increased compared to the previous simulation game section and adjusting the number of pass training repetitions and repetition movements in conjunction with this, making it difficult to differentiate the training intensity by distinguishing between sections where the player actually experiences high spatial pressure and sections where they do not.
[0223] To overcome these limitations, the system of the present invention proposes a technique in which a pass reduction rate calculation unit (126) calculates a passable angle reduction rate by normalizing the passable angle range to a reference passable angle range, and a space pressure calculation unit (127) calculates a space pressure level for each simulated game section by integrating the absolute values of the player movement speed, the normalized puck movement direction change amount, the passable angle reduction rate, the opponent player approach distance, and the player acceleration into a single index, so that when the space pressure level increases compared to the previous simulated game section, the training management module (130) increases the number of pass training repetitions and decreases the number of repetition movements to adjust the training intensity in conjunction with the change in the space pressure level.
[0224] Figure 4 is a flowchart illustrating the process of calculating the spatial compression of the present invention.
[0225] Specifically, the evaluation module (120) includes a pass reduction rate calculation unit (126) and a space compression calculation unit (127).
[0226] The pass reduction rate calculation unit (126) performs the function of calculating the passable angle reduction rate by the following mathematical formula 1 based on the passable angle range received from the pass angle calculation unit (125) and the preset reference passable angle range.
[0227] Mathematical formula 1.
[0228]
[0229] Here, G_i is the rate of reduction in passable angle in the i-th simulated game interval, T_pass,i is the range of passable angles that are not blocked by the opponent's position, T_total is a preset reference passable angle range, and T_pass,i is a value less than or equal to T_total.
[0230] The passable angle reduction rate (G_i) is a single numerical value between 0 and 1 that quantifies how much the actual passable angle range has decreased compared to the reference passable angle range in the i-th simulation game interval.
[0231] As G_i approaches 0, the passable angle range approaches the standard, indicating a state of low space pressure, and as G_i approaches 1, the passable angle range decreases significantly, indicating a state of high space pressure.
[0232] The reference passable angle range (T_total) is the maximum angle range in which a player can attempt a pass when there is no blocking by an opposing player. For example, T_total can be set to 90°. Since T_pass,i has a value less than or equal to T_total, as the opposing player blocks a specific direction, T_pass,i decreases and G_i increases.
[0233] The passable angle reduction rate (G_i) is a basic variable input into Equation 2 of the space pressure calculation unit (127) to be described later. The pass reduction rate calculation unit (126) calculates G_i to obtain basic data for calculating space pressure by normalizing the relative reduction ratio relative to the standard into a single value, regardless of the absolute size of the passable angle range.
[0234] Looking at each term of mathematical formula 1, T_pass,i / T_total is the ratio of the actual passable angle range to the reference passable angle range, and has the characteristic that it converges to 1 as T_pass,i approaches T_total and converges to 0 as T_pass,i decreases.
[0235] Equation 1 takes the form of subtracting this ratio from 1, and has an inverse characteristic in which G_i converges to 0 as T_pass,i approaches T_total and G_i converges to 1 as T_pass,i decreases. Through this inverse structure, the magnitude of G_i intuitively corresponds to the intensity of spatial compression.
[0236] In addition, since T_pass,i is limited to T_total and G_i is always calculated within the range of 0 to 1, it has a structure that ensures G_i does not deviate from the valid range regardless of the absolute size of the passable angle range.
[0237] To give a numerical example for Equation 1, if T_total is set to 90° and the passable angle range in the i-th mock game section is calculated as T_pass,i = 18°, then G_i = 1 - (18 / 90) = 1 - 0.200 = 0.800. This corresponds to a high space pressure state where 80% of the reference passable angle range is blocked.
[0238] In contrast, when T_pass,i = 72°, G_i = 1 - (72 / 90) = 1 - 0.800 = 0.200 is calculated, which corresponds to a low space compression state where the passable angle range is kept wide.
[0239] The pass reduction rate calculation unit (126) transmits the calculated passable angle reduction rate (G_i) to the space pressure calculation unit (127).
[0240] The space pressure calculation unit (127) performs the function of calculating the space pressure according to the following mathematical formula 2 based on the absolute value of the player's movement speed (V_i) and player acceleration (|C_i|) received from the movement information calculation unit (121), the normalized change in puck movement direction (D_i) received from the puck direction change amount calculation unit (123), the distance to the opponent player (R_i) received from the relative distance calculation unit (124), and the passable angle reduction rate (G_i) received from the pass reduction rate calculation unit (126).
[0241] Mathematical formula 2.
[0242]
[0243] Here, P_i is the spatial pressure in the i-th simulation game section, V_i is the player movement speed (m / s), D_i is the normalized change in puck movement direction, G_i is the passable angle reduction rate calculated by Equation 1, R_i is the distance to the opponent player (as previously defined, the minimum value to the closest opponent player among the distances to each of the multiple opponent players) (m), C_i is the player acceleration, E_1 is a preset stabilization constant, A_1 is an acceleration reflection coefficient preset in the range of 0.1 to 1.0, and B_1 is a pass reduction rate reflection coefficient preset in the range of 0.5 to 2.0.
[0244] Spatial pressure (P_i) is a value that quantifies the total intensity of spatial pressure received by a player in the i-th simulation game segment by combining the player's movement speed, change in puck direction, distance from the opposing player, the absolute value of the player's acceleration, and the rate of reduction in the passable angle. A larger P_i indicates that the player is in a state of high spatial pressure in the corresponding simulation game segment.
[0245] That is, by examining only individual indicators for each simulated game section, it is difficult to capture the total intensity of spatial pressure, which involves the combined action of player movement speed, puck movement direction change, opponent player approach distance (as defined above, the minimum value to the closest opponent player among the distances to each of the multiple opponent players), absolute value of player acceleration, and passable angle reduction rate, as a single numerical value. Therefore, the spatial pressure calculation unit (127) calculates P_i to integrate these indicators into a single index so that the training management module (130) can track changes in the level of spatial pressure between simulated game sections and obtain basic data to adjust the training intensity.
[0246] Looking at each term of mathematical formula 2, the first term, V_i² · (1+D_i)² / (R_i+E_1), is a basic space pressure term that combines the player's movement speed, the change in the puck's direction of movement, and the distance the opposing player approaches.
[0247] V_i² is the square of the player's movement speed, and it has the characteristic that P_i increases acceleratingly as the movement speed increases. Since the time required for pass judgment is limited in sections where the player's movement speed is high, taking V_i² in the squared form is intended to reflect the accelerating effect of the increase in movement speed on the spatial pressure.
[0248] (1+D_i)² is the square of the normalized change in puck movement direction plus 1; it outputs 1 when D_i is 0 to guarantee a default value of P_i, and has the characteristic that the first term increases acceleratingly as D_i increases. Since the section where the puck's movement direction changes rapidly corresponds to situations where passing or directional changes are actively taking place, including (1+D_i)² is intended to amplify and reflect the impact of the change in puck movement direction on spatial pressure.
[0249] R_i+E_1 is the denominator of the first term; as R_i decreases, the denominator becomes smaller and the first term increases, resulting in a higher calculated space pressure as the opponent player gets closer. E_1 is a stabilization constant to prevent the space pressure from diverging when the denominator becomes zero as R_i approaches 0m. For example, E_1 can be set to 0.1m.
[0250] The second term (1-exp(-A_1·|C_i|)) is a term that reflects the absolute value of the head acceleration, and has exponential saturation characteristics, outputting 0 when |C_i| is 0 m / s² and converging to 1 as |C_i| increases. Since the second term reflects a situation where the direction change occurs abruptly as the absolute value of the head acceleration increases, P_i is calculated to be higher as the absolute value of the head acceleration increases.
[0251] A_1 is a coefficient that controls the strength of the influence of the absolute value of the athlete's acceleration on P_i, and can be set in the range of 0.1 to 1.0. If A_1 is less than 0.1, the change in the absolute value of acceleration is not sufficiently reflected in P_i, and if A_1 exceeds 1.0, the second term saturates prematurely and sensitivity to the change in the absolute value of acceleration is lost. Therefore, setting A_1 to 0.1 or greater and 1.0 or less is intended to secure a section in which the second term changes meaningfully within the range of the athlete's actual movement acceleration.
[0252] The third term, (1+tanh(B_1·G_i)), reflects the rate of reduction in passable angles; it outputs 1 when G_i is 0 to guarantee a default value of P_i, and has the characteristic of converging to a maximum of 2 as G_i increases. Since the range of passable angles is significantly reduced corresponds to high-pressure situations where it is difficult for a player to find a pass path, the third term serves to amplify P_i by up to 2 times as G_i increases.
[0253] B_1 is a coefficient that controls the intensity of the influence of the passable angle reduction rate on P_i, and can be set in the range of 0.5 to 2.0. If B_1 is less than 0.5, the change in G_i is not sufficiently reflected in the third term, and if B_1 exceeds 2.0, the third term becomes saturated prematurely and sensitivity to the change in G_i is lost. Therefore, setting B_1 to 0.5 or more and 2.0 or less is intended to secure a range in which the third term responds stably within the actual range of change of the passable angle reduction rate.
[0254] The three terms of mathematical formula 2 are connected in a product structure, so if any one of the three terms is low, P_i is calculated to be low.
[0255] Even if the player's movement speed is high and the distance to the opponent's player is short, if the absolute value of the player's acceleration is extremely low, the second term converges to 0 and P_i is calculated low, so Equation 2 has a structure in which a high spatial pressure is calculated only when all three pressure factors are sufficiently manifested.
[0256] To provide a numerical example for mathematical formula 2, we assume the case where E_1 = 0.1m, A_1 = 0.5, and B_1 = 1.0.
[0257] As an example of a case with high spatial pressure, a simulated game interval is assumed with V_i = 5.0 m / s, D_i = 0.80, R_i = 1.5 m, |C_i| = 8.0 m / s², and G_i = 0.800.
[0258] The first term is calculated as (5.0² × (1+0.80)²) / (1.5+0.1) = (25.0 × 3.240) / 1.6 = 81.0 / 1.6 = 50.625. The second term is calculated as 1 - exp(-0.5 × 8.0) = 1 - exp(-4.0) = 1 - 0.018 = approximately 0.982. The third term is calculated as 1 + tanh(1.0 × 0.800) = 1 + 0.664 = approximately 1.664. P_i = 50.625 × 0.982 × 1.664 = approximately 82.7.
[0259] As an example of a case with low spatial pressure, a simulated game interval is assumed with V_i = 3.0 m / s, D_i = 0.20, R_i = 4.0 m, |C_i| = 2.0 m / s², and G_i = 0.200.
[0260] The first term is calculated as (3.0² × (1+0.20)²) / (4.0+0.1) = (9.0 × 1.440) / 4.1 = 12.96 / 4.1 = approximately 3.161. The second term is calculated as 1 - exp(-0.5 × 2.0) = 1 - exp(-1.0) = 1 - 0.368 = approximately 0.632. The third term is calculated as 1 + tanh(1.0 × 0.200) = 1 + 0.197 = approximately 1.197. P_i = 3.161 × 0.632 × 1.197 = approximately 2.4.
[0261] Since there is a significant difference between P_i 82.7 when space compression is high and P_i 2.4 when space compression is low, Equation 2 provides the characteristic that it is possible to precisely quantify the total intensity of space compression, where five indicators act in combination, into a single numerical value.
[0262] The space pressure calculation unit (127) transmits the calculated space pressure (P_i) to the training management module (130).
[0263] In response to this, the training management module (130) compares the spatial pressure (P_i) of the i-th simulated game section received from the spatial pressure calculation unit (127) with the spatial pressure (P_(i-1)) of the previous simulated game section.
[0264] The training management module (130) increases the number of pass training repetitions and decreases the number of repetition moves when P_i exceeds P_(i-1), that is, when the spatial pressure increases compared to the previous simulation game section, and provides this to the user terminal (200).
[0265] An increase in spatial pressure compared to the previous simulated game section indicates that the spatial pressure situation faced by the player is intensifying, which corresponds to a situation where the cognitive burden required for pass judgment increases.
[0266] In this situation, the training management module (130) increases the number of pass training repetitions to prioritize strengthening pass judgment ability, and reduces the number of repeated movements to reduce physical exertion from movement training, thereby redistributing the overall training load in the direction of strengthening pass judgment.
[0267] For example, the training management module (130) can update the training intensity information by increasing the number of pass training repetitions by 2 and decreasing the number of repetition movements by 2 when an increase in spatial pressure is detected.
[0268] Assume the case where P_i = 65.3 is calculated in the i-th simulation game interval of player B, whose pass training repetitions and movement repetitions are determined to be 8 times and whose P_(i-1) = 42.1 is calculated in the previous simulation game interval.
[0269] Since P_i 65.3 exceeds P_(i-1) 42.1, the training management module (130) increases the number of pass training repetitions from 8 to 10 and decreases the number of repetition moves from 8 to 6, and provides updated training intensity information to the user terminal (200).
[0270] That is, the system of the present invention provides the characteristic that the pass reduction rate calculation unit (126) and the space pressure calculation unit (127) calculate the space pressure for each simulated game section as a single index, thereby allowing the training management module (130) to automatically detect changes in the level of space pressure for each section that are difficult to capture by a simple aggregation method of individual indicators, and to adjust the number of pass training repetitions and the number of repetition movements in conjunction with the corresponding changes.
[0271] Hereinafter, examples and comparative examples for verifying the effects of the algorithm based on Mathematical Formula 2 of the present invention will be described.
[0272] First, with the common conditions of Example 1 and Comparative Example 1 set to E_1 = 0.1m, A_1 = 0.5, B_1 = 1.0, and T_total = 90°, and the initial values for the number of pass training repetitions and the number of repetition movements each set to 8, in the i-1th simulation game section, the player movement speed of player C (V_(i-1)) = 3.0m / s, the normalized change in puck movement direction (D_(i-1)) = 0.30, the passable angle range (T_pass,(i-1)) = 63°, the opponent player approach distance (R_(i-1)) = 3.0m, and the absolute value of player acceleration (|C_(i-1)|) = 3.0m / s², and in the i-th simulation game section, V_i = 4.0m / s, D_i = 0.50, T_pass,i = 45°, and R_i = Assume the case where the values are measured as 2.0m and |C_i| = 5.0m / s², respectively.
[0273] The player is in a state where multiple indicators deteriorate simultaneously, such as experiencing moderate spatial pressure in the i-1th section, increasing both movement speed and the change in direction of the puck's movement in the ith section, and the opposing player getting closer.
[0274] <Example 1>
[0275] Applying mathematical formula 1, G_(i-1) = 1 - (63 / 90) = 1 - 0.700 = 0.300 is calculated, and G_i = 1 - (45 / 90) = 1 - 0.500 = 0.500 is calculated.
[0276] Applying mathematical formula 2, P_(i-1) of the i-1th simulated game interval is calculated as follows: first term (3.0² × (1+0.30)²) / (3.0+0.1) = 15.210 / 3.1 = 4.906, second term 1 - exp(-0.5 × 3.0) = approximately 0.777, third term 1 + tanh(1.0 × 0.300) = approximately 1.291, and P_(i-1) = 4.906 × 0.777 × 1.291 = approximately 4.9.
[0277] P_i of the i-th simulation game interval is calculated as follows: first term (4.0² × (1+0.50)²) / (2.0+0.1) = 36.0 / 2.1 = 17.143, second term 1 - exp(-0.5 × 5.0) = approximately 0.918, third term 1 + tanh(1.0 × 0.500) = approximately 1.462, and P_i = 17.143 × 0.918 × 1.462 = approximately 23.0.
[0278] Since P_i 23.0 exceeds P_(i-1) 4.9, the training management module (130) increased the number of pass training repetitions from 8 to 10 and decreased the number of repetition moves from 8 to 6, and provided updated training intensity information to the user terminal (200).
[0279] <Comparative Example 1>
[0280] When applying an individual threshold determination method that adjusts the number of training repetitions by individually determining whether the player movement speed, passable angle range, and opponent player approach distance each satisfy a preset threshold without calculating the spatial pressure according to Equation 2 for the same player, in the i-th simulation game section, the player movement speed of 4.0 m / s falls short of the threshold of 4.5 m / s, the passable angle range of 45° does not fall below the threshold of 30°, and the opponent player approach distance of 2.0 m does not fall below the threshold of 1.5 m, so since none of the three thresholds are satisfied, it is determined that the number of pass training repetitions and the number of repetition movements are not adjusted.
[0281] When comparing Example 1 and Comparative Example 1, multiple indicators deteriorated simultaneously, such as the player movement speed in the i-th section increasing from 3.0 m / s to 4.0 m / s compared to the i-1th section, the normalized change in puck movement direction increasing from 0.30 to 0.50, and the distance of approach to the opposing player decreasing from 3.0 m to 2.0 m, resulting in a situation where the level of spatial pressure was substantially intensified.
[0282] The individual threshold determination method of Comparative Example 1 failed to capture the intensification of spatial pressure levels where changes in each indicator interact in combination, resulting in the failure to adjust the number of pass training repetitions and repetition movements solely on the grounds that individual indicators had not reached their respective thresholds.
[0283] In contrast, in Example 1, it was confirmed that P_i 23.0 calculated by Equation 2 increased compared to P_(i-1) 4.9, so the number of pass training repetitions increased from 8 to 10 and the number of repeated movements decreased from 8 to 6, thereby precisely detecting the intensification of the spatial pressure level where multiple indicators interact in combination and adjusting the training intensity in conjunction with this.
[0284] In summary, the spatial pressure level according to Equation 2 of the present invention integrates the player movement speed, change in puck movement direction, distance to approach opponent players, absolute value of player acceleration, and reduction rate of passable angle into a single index and tracks changes in each simulated game section, thereby providing the characteristic that it is possible to adjust training intensity by precisely reflecting the complex intensification of the spatial pressure level, which is difficult to capture with individual threshold judgment methods.
[0285] As previously explained, the system of the present invention calculates the spatial pressure for each simulated game section using a single index through a pass reduction rate calculation unit (126) and a spatial pressure calculation unit (127), and the training management module (130) tracks the section-by-section change in spatial pressure to adjust the number of pass training repetitions and the number of repetition movements.
[0286] However, the spatial pressure (P_i) is an index representing the total intensity of spatial pressure by combining the player's movement speed, the amount of change in the puck's direction of movement, the distance to the opposing player, the absolute value of the player's acceleration, and the rate of reduction in the passable angle. This may lead to a problem in that there is no means provided to separately quantify the difficulty of pass judgment by additionally combining the change in stick direction, which indicates how quickly the player changes the stick direction at the time of the pass attempt, with the spatial pressure.
[0287] In addition, since it is difficult to determine the total amount of training risk accumulated over the entire pass attempt section of the simulation game by tracking only the change in spatial pressure for each section of the simulation game, the training management module (130) is limited to controlling the player's physical exhaustion by automatically reducing the number of repeated movements and the movement speed threshold value when the accumulated training risk is greater than or equal to a preset threshold value.
[0288] To overcome these limitations, the system of the present invention proposes a technique in which a judgment difficulty calculation unit (128) calculates a judgment difficulty that reflects the urgency of pass judgment by combining spatial pressure, stick direction change amount, and opponent player approach distance for each simulated game section, and a risk calculation unit (129) calculates a training risk accumulation level based on the judgment difficulty, the absolute value of player acceleration, and opponent player approach distance across the entire pass attempt section of the simulated game, thereby allowing the training management module (130) to further increase the number of pass training repetitions in conjunction with the increase in judgment difficulty for each section, and to decrease the number of repetition movements and the movement speed reference value when the training risk accumulation level is greater than or equal to a reference value.
[0289] This will be explained in detail with reference to Fig. 5.
[0290] FIG. 5 is a flowchart illustrating the process of calculating the judgment difficulty and training risk accumulation of the present invention.
[0291] Specifically, the evaluation module (120) includes a judgment difficulty calculation unit (128) and a risk calculation unit (129).
[0292] The judgment difficulty calculation unit (128) performs the function of calculating the judgment difficulty based on the following mathematical formula 3, using the spatial pressure (P_i) received from the spatial pressure calculation unit (127), the stick direction change amount (S_i) received from the stick direction change amount calculation unit (122), and the opponent player approach distance (R_i) received from the relative distance calculation unit (124).
[0293] Mathematical formula 3.
[0294]
[0295] Here, J_i is the judgment difficulty in the i-th simulated game section, P_i is the spatial pressure calculated by Equation 2, S_i is the change in stick direction angle per unit time (° / s), R_i is the distance to the opponent (as defined above, the minimum value to the closest opponent among the distances to each of the multiple opponents) (m), B_2 is a stick direction change reflection coefficient preset in the range of 0.5 to 2.0, and E_2 is a preset stabilization constant.
[0296] Judgment Difficulty (J_i) is a single numerical value that quantifies the total level of cognitive burden required for a player to make a pass decision in the i-th simulation game segment by combining spatial pressure and the urgency of the pass attempt. A higher J_i indicates a higher difficulty of pass judgment in that segment.
[0297] It is difficult to separately quantify the urgency of a player having to make a pass decision quickly in situations where the amount of change in stick direction is high and an opposing player is close, using only spatial pressure (P_i). The reason the judgment difficulty calculation unit (128) calculates J_i is to integrate the intensity of spatial pressure and the urgency of judgment decision into a single index to secure base data for calculating the training risk accumulation of the risk calculation unit (129) to be described later.
[0298] Looking at each term of Equation 3, P_i is the spatial pressure calculated by Equation 2, and Equation 3 adopts a structure that additionally combines pass decision urgency using P_i as the base value. The larger P_i is, the higher the base value of J_i is set, so that the amplification effect appears significantly when pass decision urgency is added.
[0299] (1+tanh(B_2·(S_i / (R_i+E_2)))) is a term that reflects the urgency of pass judgment by combining the change in stick direction and the distance of the opponent player approaching. It outputs 1 when S_i is 0° / s so that J_i is calculated to be equal to P_i, and has the characteristic of amplifying J_i up to a maximum of 2 as S_i increases by converging to a maximum of 2.
[0300] S_i / (R_i+E_2) is a value normalized by the change in stick direction angle per unit time with the distance to the opposing player; a higher S_i reflects a higher urgency for a pass attempt, while a lower R_i reflects a situation where the opposing player's pressure is intensified. R_i+E_2 is a structure designed to prevent the output value from diverging when R_i approaches 0m, as the denominator becomes zero. For example, E_2 can be set to 0.1m.
[0301] B_2 is a coefficient that controls the strength of the influence of the ratio of the change in stick direction and the distance of the opponent player approaching J_i, and can be set in the range of 0.5 to 2.0. If B_2 is less than 0.5, the change in S_i is not sufficiently reflected in J_i, and if B_2 exceeds 2.0, the (1+tanh) term becomes saturated early and the sensitivity to the change in S_i is lost. Therefore, setting B_2 to 0.5 or more and 2.0 or less is intended to secure a range in which the judgment urgency term responds meaningfully within the actual range of the change in stick direction.
[0302] To provide a numerical example for mathematical formula 3, we assume the case where B_2 = 1.0 and E_2 = 0.1m are set.
[0303] As an example of a case where the urgency of a pass attempt is high, a simulated game section is assumed with P_i = 82.7, S_i = 337.5° / s, and R_i = 1.5m. The term (1+tanh(B_2·(S_i / (R_i+E_2)))) is calculated as 1 + tanh(1.0 × (337.5 / (1.5+0.1))) = 1 + tanh(210.9) = 1 + approximately 1.000 = approximately 2.000. J_i = 82.7 × 2.000 = approximately 165.4 is calculated, which indicates that in a high space pressure situation, rapid stick direction changes occur simultaneously, and the difficulty of judgment reaches twice the maximum level of space pressure.
[0304] As an example of a case where there are no pass attempts, a simulated game section is assumed with P_i = 2.4, S_i = 0° / s, and R_i = 4.0m. The term (1+tanh(B_2·(S_i / (R_i+E_2)))) is calculated as 1 + tanh(1.0 × (0 / (4.0+0.1))) = 1 + tanh(0) = 1 + 0 = 1.000. J_i is calculated as 2.4 × 1.000 = 2.4, which indicates that when there is no change in stick direction and no urgency for a pass attempt, the difficulty of judgment is calculated to be the same as the spatial pressure.
[0305] J_i 165.4 when pass attempt urgency is high and J_i 2.4 when there is no pass attempt show a significant difference, and Equation 3 provides the characteristic that it is possible to precisely quantify the difficulty of judgment by additionally combining pass judgment urgency with spatial pressure.
[0306] The judgment difficulty calculation unit (128) transmits the calculated judgment difficulty (J_i) to the risk calculation unit (129).
[0307] The risk calculation unit (129) performs the function of calculating the training risk accumulation for the entire pass attempt section of the simulated game according to the following mathematical formula 4, based on the judgment difficulty (J_i) received from the judgment difficulty calculation unit (128), the opponent player approach distance (R_i) received from the relative distance calculation unit (124), and the absolute value of the player acceleration (|C_i|) received from the movement information calculation unit (121).
[0308] The risk calculation unit (129) independently calculates L_risk for each player participating in the simulation game, and since the data of the pass attempt intervals for each player are different even if they participate in the same simulation game, different L_risks can be calculated for each player.
[0309] Mathematical formula 4.
[0310]
[0311] Here, L_risk is the training risk accumulation, J_k is the judgment difficulty calculated by Equation 3, C_k is the player acceleration (m / s²), R_k is the opponent player approach distance (as previously defined, the minimum value to the closest opponent player among the distances to each of the multiple opponent players) (m), B_3 is a risk reflection coefficient pre-set in the range of 0.5 to 2.0, E_3 is a pre-set stabilization constant, and k is the pass attempt interval sequence number in the entire simulated game.
[0312] The cumulative training risk (L_risk) is a value that quantifies the total training risk of a player across the entire simulation game into a single number by combining the judgment difficulty of each segment where a pass attempt was performed, the distance to the opposing player, and the absolute value of the player's acceleration.
[0313] The higher the L_risk, the higher the total amount of training risk accumulated for the player in the simulation game.
[0314] It is difficult to quantify the total amount of training risk accumulated as pass attempt sections are repeated throughout the entire simulation game based solely on changes in judgment difficulty for each section of the simulation game.
[0315] Therefore, the risk calculation unit (129) calculates L_risk to obtain base data for controlling physical exertion for each player by reducing the number of repeated movements and movement speed reference values when the accumulated training risk is greater than or equal to a preset reference value in the training management module (130).
[0316] Looking at each term of mathematical formula 4, first, (J_i² / (R_i+E_3)) · tanh(B_3·|C_i|) is a so-called 'risk calculation value' that quantifies the training risk level of the segment by combining the judgment difficulty, the distance of the opponent player approach, and the absolute value of the player's acceleration in the i-th pass attempt segment, and it takes the structure of taking J_i in square form and dividing it by R_i+E_3 and multiplying the result by tanh(B_3·|C_i|).
[0317] J_i² is the square of the judgment difficulty, and it has the characteristic that the risk output increases acceleratingly as the judgment difficulty increases. Since sections with high judgment difficulty correspond to situations where an intensive cognitive burden is placed on the athlete, taking J_i² in squared form is intended to reflect the accelerating impact of sections with high judgment difficulty on the overall training risk accumulation.
[0318] R_i+E_3 is the denominator of J_i², and as R_i decreases, the denominator becomes smaller, increasing the calculated risk value for the corresponding interval.
[0319] Taking R_i+E_3 as the denominator is intended to ensure that the risk calculation value of the interval where high judgment difficulty occurs in situations where the opposing player is close is significantly reflected. E_3 is a stabilization constant to prevent the training risk accumulation from diverging when the denominator becomes zero as R_i approaches 0m. For example, E_3 can be set to 0.1m.
[0320] tanh(B_3·|C_i|) is a term that reflects the absolute value of the athlete's acceleration, and has exponential saturation characteristics, outputting 0 when |C_i| is 0 m / s² and converging to 1 as |C_i| increases. Sections where the absolute value of the athlete's acceleration is high correspond to situations where a strong physical burden is placed on the athlete, and the tanh(B_3·|C_i|) term serves to amplify the risk calculation value in sections with high physical burden.
[0321] B_3 is a coefficient that controls the strength of the influence of the absolute value of the athlete's acceleration on L_risk, and can be set in the range of 0.5 to 2.0. If B_3 is less than 0.5, the change in the absolute value of acceleration is not sufficiently reflected in L_risk, and if B_3 exceeds 2.0, the tanh term saturates prematurely, and sensitivity to the change in the absolute value of acceleration is lost. Therefore, setting B_3 to 0.5 or more and 2.0 or less is intended to secure a range in which the tanh term responds meaningfully within the actual range of the athlete's movement acceleration.
[0322] That is, mathematical formula 4 takes the structure of accumulating the risk calculation value of each section over the pass attempt section i of the entire simulated game.
[0323] L_risk increases as sections with high absolute values of player acceleration, where the judgment difficulty is high and the opponent is close, are repeated throughout the entire simulation game.
[0324] To provide a numerical example for mathematical formula 4, B_3 = 1.0 and E_3 = 0.1m are set, and the case where the pass attempt interval occurs 3 times (i=1, 2, 3) throughout the entire simulated game is assumed.
[0325] In the case where J_1 = 40.0, R_1 = 2.0m, and |C_1| = 5.0m / s² are measured in the i=1st pass attempt section, the risk calculation value for the i=1st section is calculated as (40.0² / (2.0+0.1)) × tanh(1.0×5.0) = (1600 / 2.1) × 1.000 = 761.9.
[0326] When J_2 = 10.0, R_2 = 3.5m, and |C_2| = 2.5m / s² are measured in the i=2nd pass attempt section, the risk calculation value for the i=2nd section is calculated as (10.0² / (3.5+0.1)) × tanh(1.0×2.5) = (100 / 3.6) × 0.987 = 27.4.
[0327] If J_3 = 55.0, R_3 = 1.8m, and |C_3| = 6.0m / s² are measured in the i=3rd pass attempt section, the risk calculation value for the i=3rd section is calculated as (55.0² / (1.8+0.1)) × tanh(1.0×6.0) = (3025 / 1.9) × 1.000 = 1592.1.
[0328] L_risk is calculated as 761.9 + 27.4 + 1592.1 = 2381.4.
[0329] Looking at the risk calculation values of the three sections, the 761.9 of section i=1 and the 1592.1 of section i=3 show a significant difference from the 27.4 of section i=2. In section i=2, the risk calculation value was calculated low because both the judgment difficulty (10.0) and the absolute value of player acceleration (2.5 m / s²) were low and the distance of approach to the opposing player (3.5 m) was long, whereas in sections i=1 and i=3, the risk calculation value was calculated high because both the judgment difficulty and the absolute value of player acceleration were high and the distance of approach to the opposing player was short.
[0330] The risk calculation unit (129) transmits the calculated training risk accumulation (L_risk) to the training management module (130).
[0331] The training management module (130) compares the judgment difficulty (J_i) of the i-th simulated game section received from the judgment difficulty calculation unit (128) with the judgment difficulty (J_(i-1)) of the previous simulated game section, and compares the training risk accumulation (L_risk) received from the risk calculation unit (129) with a preset reference value to adjust the pass training repetition count, repetition movement count, and movement speed reference value and provides them to the user terminal (200).
[0332] Regarding the comparison of judgment difficulty by section, the training management module (130) further increases the number of pass training repetitions when J_i exceeds J_(i-1), that is, when the judgment difficulty has increased compared to the previous simulation game section. Since an increase in judgment difficulty when the number of pass training repetitions has already increased in conjunction with the increase in spatial pressure indicates a situation where spatial pressure and the urgency of pass judgment are simultaneously intensified, the training management module (130) further increases the number of pass training repetitions in this case to further enhance the strength of pass judgment ability reinforcement.
[0333] In relation to comparing the reference value with the accumulated training risk, the training management module (130) reduces the number of repeated movements and the reference value of the movement speed when L_risk is greater than or equal to a preset reference value. Since L_risk being greater than the reference value indicates that the total amount of training risk accumulated over the entire simulation game has reached a safety threshold level, the training management module (130) controls the player's physical exhaustion and injury risk by reducing the number of movement training sessions and the target movement speed together in this case.
[0334] For example, the training management module (130) may apply a method of increasing the number of pass training repetitions by 2 additional times when the judgment difficulty increases. Assume a case where the number of pass training repetitions has increased from 8 to 10 times in conjunction with an increase in spatial pressure, and J_(i-1) = 82.7 and J_i = 165.4 is calculated. Since J_i 165.4 exceeds J_(i-1) 82.7, the training management module (130) increases the number of pass training repetitions from 10 to 12 additional times.
[0335] Regarding the comparison of the reference value of the accumulated training risk, it is assumed that the previously calculated L_risk = 2381.4 and the preset reference value is 2000. Since L_risk 2381.4 is greater than or equal to the reference value 2000, the training management module (130) reduces the number of repeated movements from 8 to 6 and the reference value of the movement speed from 3.0 m / s to 2.8 m / s and provides this to the user terminal (200).
[0336] In summary, the system of the present invention separately calculates the judgment difficulty according to mathematical formula 3 and the training risk accumulation according to mathematical formula 4, thereby enabling the training management module (130) to adjust the number of pass training repetitions by double-linking with changes in spatial pressure and judgment difficulty, and to automatically reduce the movement training intensity when the accumulated training risk of the entire simulation game reaches a reference value.
[0337] Hereinafter, examples and comparative examples for verifying the effects of the algorithm based on mathematical formulas 3 and 4 of the present invention will be described.
[0338] First, assuming a case where B_2 = 1.0, E_2 = 0.1m, B_3 = 1.0, and E_3 = 0.1m are set as common conditions for Example 2 and Comparative Example 2, and the number of pass training repetitions has already increased to 10 times in conjunction with the increase in spatial pressure, and the number of repeated movements is set to 8 times and the movement speed reference value is set to 3.0m / s, P_(i-1) = 50.0, S_(i-1) = 200° / s, and R_(i-1) = 2.0m are measured in the i-1th simulated game section, and P_i = 75.0, S_i = 337.5° / s, and R_i = 1.5m are measured in the i-th simulated game section.
[0339] In addition, we assume the case where the previously calculated training risk accumulation L_risk = 2381.4 and the preset threshold value is 2000.
[0340] The player's movement speed and stick direction changes have both increased compared to the previous section, and the continuous segments requiring pass decisions when the opposing player is in closer proximity have resulted in a high cumulative training risk for the entire simulated game.
[0341] <Example 2>
[0342] Applying mathematical formula 3, J_(i-1) of the i-1th simulated game interval is calculated as P_(i-1) × (1+tanh(B_2·(S_(i-1) / (R_(i-1)+E_2)))) = 50.0 × (1+tanh(1.0×(200 / (2.0+0.1)))) = 50.0 × (1+tanh(95.2)) = 50.0 × (1+approx. 1.000) = approx. 100.0.
[0343] J_i of the i-th simulated game interval is calculated as 75.0 × (1+tanh(1.0×(337.5 / (1.5+0.1)))) = 75.0 × (1+tanh(210.9)) = 75.0 × (1+approx. 1.000) = approx. 150.0.
[0344] Since J_i 150.0 exceeds J_(i-1) 100.0, the training management module (130) further increases the number of pass training iterations from 10 to 12.
[0345] Since L_risk 2381.4 calculated by mathematical formula 4 is greater than the reference value 2000, the training management module (130) reduced the number of repeated movements from 8 to 6 and the reference value of the movement speed from 3.0 m / s to 2.8 m / s and provided it to the user terminal (200).
[0346] <Comparative Example 2>
[0347] If a method is applied to adjust training intensity based solely on the increase or decrease in spatial pressure by Equation 2, without calculating Equations 3 and 4 for the same player, the number of pass training repetitions is already increased to 10 because P_i 75.0 exceeds P_(i-1) 50.0. In addition, since there is no means to calculate the cumulative training risk, the reference values for the number of repetitions and movement speed are maintained at 8 and 3.0 m / s, respectively, even if L_risk exceeds the reference value.
[0348] When comparing Example 2 and Comparative Example 2, the change in stick direction increased from 200° / s to 337.5° / s and the distance of approach to the opposing player decreased from 2.0m to 1.5m, causing the difficulty of judgment to increase from 100.0 to 150.0; however, the method of adjusting based solely on changes in spatial pressure failed to capture this, so the number of pass training repetitions was maintained at 10. Furthermore, even though the training risk accumulation of 2381.4 exceeded the reference value of 2000 throughout the entire simulated game, the number of repetitions and the reference value of movement speed did not decrease because there was no means to calculate the training risk accumulation.
[0349] In contrast, in Example 2, it was confirmed by Equation 3 that J_i 150.0 exceeded J_(i-1) 100.0, so the number of pass training repetitions was further increased to 12, and it was confirmed by Equation 4 that L_risk 2381.4 was greater than the reference value of 2000, so the number of repetition moves and the reference value of the movement speed were reduced to 6 and 2.8 m / s, respectively, thereby adjusting both the intensification of judgment difficulty and the cumulative training risk.
[0350] In summary, the judgment difficulty and training risk accumulation according to Equations 3 and 4 of the present invention provide the characteristic that it is possible to simultaneously increase the number of pass training repetitions and safely control the movement training intensity by quantifying the deepening of pass judgment urgency and the cumulative training risk of the entire simulation game, which are difficult to capture by a method that tracks only the segmental changes in spatial pressure.
[0351] As explained above, the configuration and operation of the ice hockey training information provision system based on simulated game analysis according to the present invention have been described in the above description and drawings; however, this is merely an example, and the concept of the present invention is not limited to the above description and drawings. It is understood that various changes and modifications are possible within the scope of the technical concept of the present invention. Explanation of the symbols
[0352] 10: Simulated game measurement device 11: Inertial sensor 12: Stick sensor 13: Puck tracking sensor 14: Video recording device 100: Central analysis server 110: Input Module 120: Evaluation Module 121: Movement information calculation unit 122: Stick direction change amount calculation unit 123: Puck direction change amount calculation unit 124: Relative distance calculation unit 125: Pass Angle Calculation Unit 126: Pass Reduction Rate Calculation Unit 127: Spatial Pressure Calculation Unit 128: Judgment Difficulty Calculation Unit 129: Risk Calculation Unit 130: Training Management Module 200: User terminal
Claims
Claim 1 An ice hockey training information provision system based on simulated game analysis, comprising: an inertial sensor worn on each of a plurality of players to measure player movement information; a stick sensor installed on a stick used by the player to measure information on changes in the direction of the stick; a puck tracking sensor embedded in the puck to measure position information of the puck; and a simulated game measurement device installed on one side of a rink to capture at least one simulated game video including the plurality of players and the puck; An ice hockey training information providing system comprising: an input module that receives movement information, direction change information, puck position information, and a simulated game video while the simulated game is being performed; an evaluation module that analyzes a simulated game state including a pass situation between a plurality of players and a spatial pressure state based on the movement information, direction change information, puck position information, and the simulated game video after the simulated game ends; and a training management module that generates training information including movement training information for reinforcing skating movement patterns, pass training information for reinforcing pass judgment, and training intensity information for adjusting training load including the number of repeated movements, the number of pass training repetitions, and a movement speed reference value, based on the analysis results of the evaluation module, and provides the training information to a user terminal. Claim 2 An ice hockey training information providing system, wherein, in claim 1, the training management module generates movement training information including additional linear movement repetitive training, direction change movement training, and skating training by rink zone, and includes this information in the training information. Claim 3 An ice hockey training information providing system, wherein, in claim 1, the training management module generates pass training information including additional pass direction determination training, pass timing determination training, and pass target selection training, and includes this information in the training information. Claim 4 In claim 1, the evaluation module comprises: a movement information calculation unit that calculates the absolute values of player movement speed and player acceleration from the movement information; a stick direction change amount calculation unit that calculates the stick direction change amount, which is the amount of change in stick direction angle per unit time, from the direction change information; a puck direction change amount calculation unit that calculates the puck movement direction change amount normalized based on a preset maximum direction change amount based on the puck position information; a relative distance calculation unit that calculates the distance to approach the nearest opposing player by extracting a plurality of player position information based on the simulated game video; and a pass angle calculation unit that calculates the angle range at which a pass is possible without being blocked by an opposing player in a simulated game section set based on the time when a pass attempt is performed in the simulated game video; and the training management module is characterized by setting the priority of provision between the number of repeated movements and the number of pass training repetitions and the movement training information and the pass training information based on the player movement speed, the absolute value of the player acceleration, the stick direction change amount, the puck movement direction change amount, the distance to approach the opposing player, and the passable angle range, and providing them to the user terminal. Claim 5 In claim 4, the evaluation module comprises a pass reduction rate calculation unit that calculates a passable angle reduction rate by the following mathematical formula 1 based on the passable angle range and a preset reference passable angle range, and mathematical formula 1. (Here, G_i is the rate of reduction in passable angle in the i-th simulated game section, T_pass,i is the range of passable angles that are not blocked by the opponent player's position, T_total is a preset standard range of passable angles, and T_pass,i is a value less than or equal to T_total) A space pressure calculation unit that calculates a space pressure degree by the following mathematical formula 2 based on the player's movement speed, the amount of change in the puck's movement direction, the rate of reduction in passable angles, the opponent player's approach distance, and the absolute value of the player's acceleration, and mathematical formula 2. (Here, P_i is the spatial pressure in the i-th simulation game section, V_i is the player movement speed (m / s), D_i is the normalized change in puck movement direction, G_i is the passable angle reduction rate calculated by Equation 1, R_i is the opponent player approach distance (m), C_i is the player acceleration, E_1 is a preset stabilization constant, A_1 is an acceleration reflection coefficient preset in the range of 0.1 to 1.0, and B_1 is a pass reduction rate reflection coefficient preset in the range of 0.5 to 2.0) The training management module is characterized by increasing the number of pass training repetitions and decreasing the number of repetition movements and providing them to the user terminal when the spatial pressure increases compared to the spatial pressure in the previous simulation game section. Claim 6 In claim 5, the evaluation module comprises a judgment difficulty calculation unit that calculates the judgment difficulty based on the spatial pressure, the stick direction change amount, and the opponent player approach distance according to the following mathematical formula 3, and mathematical formula 3. (Here, J_i is the judgment difficulty in the i-th simulated game section, P_i is the spatial pressure calculated by Equation 2, S_i is the change in stick direction angle per unit time (° / s), R_i is the distance to the opposing player (m), B_2 is a coefficient reflecting the change in stick direction preset in the range of 0.5 to 2.0, and E_2 is a preset stabilization constant) It includes a risk calculation unit that calculates the training risk accumulation for the pass attempt section within the entire simulated game based on the judgment difficulty, the absolute value of the player acceleration, and the distance to the opposing player, by the following Equation 4, Equation 4. (Here, L_risk is the training risk accumulation, J_k is the judgment difficulty calculated by Equation 3, C_k is the player acceleration (m / s²), R_k is the distance to approach the opponent player (m), B_3 is a risk reflection coefficient preset in the range of 0.5 to 2.0, E_3 is a preset stabilization constant, and k is the sequence number of the pass attempt section within the entire simulated game) The training management module is characterized by providing the following to the user terminal: if the judgment difficulty increases compared to the judgment difficulty of the previous simulated game section, the number of pass training repetitions is further increased, and if the training risk accumulation is greater than or equal to a preset threshold value, the number of repetitions and the threshold value of movement speed are reduced.
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