• Title/Summary/Keyword: 스윙센서

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Developing Golf Swing Correction System Using Accelerometer and Pressure Sensor (가속도 및 압력센서를 이용한 골프스윙교정시스템 개발)

  • Kim, Kye-young;Hwang, Kwang-il;Shin, Jae-Hyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.611-613
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    • 2018
  • 본 논문에서는 가속도와 자이로를 이용하여 골프 스윙의 각 구간별 스윙속도 및 스윙궤적과 백스윙 각도를 분석하고 이를 활용하여 사용자가 자신의 골프 스윙의 상태를 분석하고 교정해 나갈수 있는 초소형 골프스윙 분석 모듈을 개발한다. 기존의 대다수의 스윙분석 모듈과 달리 본 연구에서는 압력센서를 추가하여 스윙 과정에서 사용자의 그립에 가해지는 압력을 동시에 수집하고 분석함으로써 보다 정밀한 스윙분석을 가능케하였다. 실제 프로토타입 개발과 테스트를 통해 개발된 모듈 및 모바일 앱의 기능 및 성능을 검증하였다.

Analysis of Golf Swing Motion and Applied Loads on the Human Body Using Soft-$Golf^{TM}$ Club (소프트 골프 클럽을 이용한 골프 스윙 동작과 인체 작용 하중 분석)

  • Kwak, Ki-Young;So, Ha-Ju;Kim, Sung-Hyeon;Kim, Nam-Gyun;Kim, Dong-Wook
    • Journal of the Korean Society for Nondestructive Testing
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    • v.31 no.5
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    • pp.472-478
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    • 2011
  • The purpose of this study was to analyze the kinetic effect of Soft-$golf^{TM}$ instrument on the human body structure. To analyze the kinetic effect of Soft-$golf^{TM}$ instrument, Golf swing using Soft-$golf^{TM}$ instrument and regular golf instrument was captured. And then Upper limbs and lumbar joint torques was calculated via computer simulation. Five man participated this study. Subjects performed golf swing using a regular golf and Soft-$golf^{TM}$ instrument. Golf swing motion was captured using three position sensor, active infrared LED maker and force plate. Golf swing model was generated and simulated using ADAMS/LifeMOD program. As a results, joint torque during Soft-golf swing were lower than regular golf swing. Thus soft-golf swing have joint load lower than regular golf swing and contribute to reduce joint injury.

Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game (체감형 배드민턴 게임을 위한 스윙 인식과 셔틀콕 궤적 계산 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.67-76
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    • 2014
  • Recently there have been many interests on tangible sport games that can recognize the motions of players. In this paper, we propose essential technologies required for tangible games, which are methods for swing motion recognition and the calculation of shuttle cock's trajectory. When a user carries out a badminton swing while holding a smartphone with his hand, the motion signal generated by smartphone-embedded acceleration sensors is transformed into a feature vector through a Daubechies filter, and then its swing type is recognized using a k-NN based method. The method for swing motion presented herein provides an advantage in a way that a player can enjoy tangible games without purchasing a commercial motion controller. Since a badminton shuttle cock has a particular flight trajectory due to the nature of its shape, it is not easy to calculate the trajectory of the shuttle cock using simple physics rules about force and velocity. In this paper, we propose a method for calculating the flight trajectory of a badminton shuttle cock in which the wind effect is considered.

Implementation of Golf Swing Accuracy Analysis System using Smart Sensor (스마트 센서를 활용한 골프 스윙 정확도 분석시스템 구현)

  • Ju, Jae-han
    • Journal of Advanced Navigation Technology
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    • v.21 no.2
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    • pp.200-205
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    • 2017
  • Modern sports are developing into sports science that incorporates science and various analytical simulation systems for improving records are being developed, and they are helping to improve actual game records. Therefore golf which is one of various sports events, has been popularized among the hobbyists and the general public and there is an increasing demand for correcting the movement attitude of the person. In response to these demands, many systems have been developed to analyze and correct golf swing postures. The golf swing accuracy analysis system analyzes the moments that can not be seen with the naked eye and guides them to understand easily. It can improve the golf swing motion through immediate feedback due to the visual effect. Using the knowledge of golf swing motion collected from golf swing video, we improved reliability. In addition, it provides the ability to visually check and analyze your golf swing video, allowing you to analyze each segment based on various golf swing classification methods.

Study of Swing accuracy analysis to Develop of Solution for Improving racket sports skills (라켓스포츠 실력 향상 가상운동 훈련 솔루션 개발을 위한 스윙 정확도 연구)

  • Ko, Byeong-Guk;Gang, Eun-Su;Lee, Jo-Sun;Choe, Ha-Jin;Yang, Seong-Yeol;Lee, Byeong-Gwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1062-1064
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    • 2019
  • 개인 동호회 및 선수 사람들이 라켓스포츠를 하고 있지만 실력 향상에는 어려움을 가지고 있다. 현재 라켓스포츠에서 단지 스윙 연습정도만 지원하는 것이 현실이다. 본 연구에서는 저비용 3~9축 다축센서와 개인 스마트폰의 블루투스 연동을 이용한 가상운동 훈련 솔루션을 개발하기 위한 스윙 정확도 측정 방법을 연구한다.

Interactive Golf Game Using Golf Swing Sensor (골프 스윙 센서를 이용한 체감형 골프 게임)

  • Kim, Eun-Ju;Ahn, Sang-Hyuk;Song, Chang-Geun;Kim, Sun-Jeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.175-178
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    • 2006
  • 체감형 스크린 골프 게임에 사용될 인터페이스로 골프 공의 궤적과 속도를 실시간으로 표시하고 분석하는 시뮬레이터를 설계하고 골프 스윙 센서 장비를 적용하여 실시간 게임을 구현하였다. 특히 레저 스포츠 게임은 게임을 즐기면서 몸으로 느낄 수 있는 체감형 게임기에 적합한 게임 콘텐츠로 게이머에게 몰입감을 주기 위한 고급 3 차원 그래픽 기술과 가상현실 기술등과 같은 최첨단 기술이 필요하다. 따라서 몰입감과 현실감을 최대한 살리기 위해서는 물리의 법칙과 가상 현실 장비와의 연동이 필수이다. 본 논문은 체감형 스크린 골프의 시스템을 구성하고 게임을 위한 시뮬레이터의 설계와 레이아웃 설계, 공의 속도와 궤적 표시 방법, 골프공의 충격량을 계산하고, 체감형 가상 장비를 연동하였다.

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Golf Swing Classification Using Fuzzy System (퍼지 시스템을 이용한 골프 스윙 분류)

  • Park, Junwook;Kwak, Sooyeong
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.380-392
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    • 2013
  • A method to classify a golf swing motion into 7 sections using a Kinect sensor and a fuzzy system is proposed. The inputs to the fuzzy logic are the positions of golf club and its head, which are extracted from the information of golfer's joint position and color information obtained by a Kinect sensor. The proposed method consists of three modules: one for extracting the joint's information, another for detecting and tracking of a golf club, and the other for classifying golf swing motions. The first module extracts the hand's position among the joint information provided by a Kinect sensor. The second module detects the golf club as well as its head with the Hough line transform based on the hand's coordinate. Using a fuzzy logic as a classification engine reduces recognition errors and, consequently, improves the performance of robust classification. From the experiments of real-time video clips, the proposed method shows the reliability of classification by 85.2%.

A New Arm Swing Walking Pattern-based Walking Safety System (새로운 팔 스윙 보행 패턴 기반 보행 안전 시스템)

  • Lee, Kyung-Min;Lin, Chi-Ho
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.6
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    • pp.88-95
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    • 2020
  • In this paper, we propose a new arm swing walking pattern-based walking safety system for safe walking of elderly pedestrians. The proposed system is a walking safety system for elderly pedestrians using haptic-based devices such as smart bands and smart watches, and arm swing-based walking patterns to solve the problem that it is difficult to recognize the fall situation of pedestrians with the existing walking patterns of lower limb movements. Use. The arm swing-based walking pattern recognizes the number of steps and the fall situation of pedestrians through the swing of the arm using the acceleration sensor of the device, and creates a database of the location of the fall situation to warn elderly pedestrians when walking near the expected fall location. It delivers a message to provide pedestrian safety to the elderly. This system is expected to improve the safe walking rights and environment of the elderly.

A Study of Development of Auxiliary Devices for the Continuing Participation of Beginner Level Golfers (초보 골퍼들의 지속적 운동참여를 위한 보조기구 설계 연구)

  • Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.147-152
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    • 2020
  • The purpose of this study was to develop an auxiliary device useful for promoting continued participation in the golf among young golfers and female beginner-level golfers who were gradually increasing in number but often losing interest in the golf and gave up playing golf due to difficulty with posture, boredom from golf itself, slow improvement of skill, etc., in the process of learning the golf. For that, a hardware device fitted with various sensors was attached to the lower part of golf club grip to develop a platform capable of collecting and transmitting the data on each golfer's swing posture, driving distance, etc. If a smartphone app, which can analyze and store those data, is developed and synchronized, each golfer's postures can be identified and golfers can correct the posture on their own. Moreover, the smartphone app provides the contents for self-comparison and comparison with others and will be able to infuse the beginner-level golfers with internal motivation for continued participation in the golfing exercise if the game-type elements are added.

Verification of the usefulness of smartphone for wrist swing motion in VR environments (VR 환경에서 손목 스윙 동작에 대한 스마트폰의 유용성 검증)

  • Lee, Chung-Jae;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.53-62
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    • 2017
  • VR content manipulation equipment is not easy for individuals to access because it requires high prices. Especially, in the case of a system for tracking the motion of the user among the VR contents, a separate optical sensor device using an infrared camera is generally used. The disadvantage of the optical sensor equipment is that the measurable range is dependent on the measurement direction when tracking the rotation motion when using only a single device. In order to solve the above problems, this paper shows that the inertial sensor of the smartphone, which is generally owned by the public, can track the rotational motion of the user regardless of the measurement direction . The system using the LeapMotion is used as the reference system, and the system using the smart phone is defined as the evaluation system, and the usability of the evaluation system is verified by comparing the user satisfaction of the two systems.