Method for detection and tracking the position of light spots on a projection surface of a weapons simulator, a weapons simulator and computing unit for carrying out the method
Abstract
The invention relates to a method for tracking and detecting positions of light points (5), which are generated at least temporarily by a number N, where N> 1, for shotguns (2) converted for simulation purposes, on a projection surface (3) of a weapon simulator (1 ), Wherein a content of the projection surface (3), including the light points (5), is optically detected at specific times by at least one camera (6). It is proposed that the light points (5) of all shotguns (2) of the weapon simulator (1) are switched on and detected at all odd points in time (11) before detecting the contents of the projection surface (3), and their positions are detected and corresponding position data are obtained, (5) of a different shotgun i (2), wherein i = 1... N, is switched on and detected, and the shotgun i (2) and corresponding allocation information is obtained.

Term
9.6 yearsto projected expiry
Projected expiry 14 April 2036, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
14 claims: 1 independent, 13 dependent
- c-de-0001A method for tracking and detecting positions of light spots (5) which are generated at least temporarily by a number N, where N> 1, are generated temporarily for simulation purposes, on a projection surface (3) of a weapon simulator (1) (3), including the light points (5), is optically detected at specific points in time by at least one camera (6) Characterized in that The light points (5) of all shotguns (2) of the weapon simulator (1) are switched on and detected and their positions are detected and corresponding position data are obtained at all odd time points (11) before the detection of the content of the projection surface (3) (5) of another shotgun i (2), wherein i = 1... N, is switched on and detected and the shotgun i (2) is assigned. (DE). WIPO Home services World Intellectual Property Organization And corresponding allocation information are obtained until after a number of straight time points (12) corresponding to the number N of the shotguns (2) operated in the weapon simulator (1), the position of the light points (5) of all firearms (2) operated in the weapon simulator (1) ) Has been detected and the light points (5) of all the shotguns (2) are assigned to one of the shotguns (2) which has generated the light spot (5).
- c-de-0004Method according to one of Claims 1 to 3, Characterized in that The position of the switched-on and detected light point (5) is also detected at the straight time points (12) and corresponding position data are obtained.
- c-de-0005Method according to one of Claims 1 to 4, Characterized in that (2) operated in the weapon simulator (1) is carried out on the basis of the allocation information obtained at the straight time points (12) at the odd time points (11). (DE). WIPO Home services World Intellectual Property Organization
- c-de-0006Method according to one of Claims 1 to 5, Characterized in that The light points (5) of the firearms (2) of the weapon simulator (1) are switched on and detected at the end of the odd time points (11).
- c-de-0007Method according to one of Claims 1 to 6, Characterized in that The light points (5) of the individual firearms (2) of the weapon simulator (1) are respectively switched on and detected at the beginning of the straight time points (12).
- c-de-0008Method according to one of claims 1 to 7, Characterized in that The even and odd time points (10) are dependent on a frame rate of the at least one camera (6), and each time point corresponds to a frame of the camera (6).
- c-de-0009Method according to one of Claims 1 to 8, Characterized in that The light of the light spots (5) has a frequency which is outside the frequency range visible to the human eye.
- c-de-0010Method according to one of Claims 1 to 9, Characterized in that The light points (5) are laser points.
- c-de-0011The invention relates to a projection unit (8) of a weapon simulator (1) which has a projection surface (3), a number N, N> 1 being shotguns (2) which are operated therein for simulation purposes and which at least temporarily produce light points (5) on the projection surface (3) , And at least one camera (6) which optically detects a content of the projection surface (3) including the light points (5) at specific times, Characterized in that On the computing unit (8), a computer program which is programmed to execute the method according to one of claims 1 to 8 as it runs on the computing unit (8) is executable.
- c-de-0014A weapon simulator (1) comprising a computing unit (8), a projection surface (3), a number N, where N> 1, firing weapons (2), which are operated therein for simulating purposes and which at least temporarily store light points (5) on the projection surface (3) , And at least one camera (6) which, at certain points in time, optically detects a content of the projection surface (3) including the light points (5) Characterized in that On the computing unit (8), a computer program which is programmed to execute the method according to one of claims 1 to 8 as it runs on the computing unit (8) is executable.
Independent claims10
63 paragraphs, as filed
0001BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a method for detecting and tracking positions of light spots that are generated temporarily from a plurality (number N, where N> 1) for simulated purposes, at least temporarily on a projection surface of a weapon simulator. In this case, a content of the projection surface, including the light points, is optically recorded by at least one camera at specific times.
0002The invention also relates to a computing unit of a weapon simulator and a weapon simulator which has a projection surface, a plurality of shotguns converted therein for simulation purposes, which at least temporarily generate light points on the projection surface, and at least one camera which, at specific times, contains a content of the projection surface including the light points Optically recorded.
0003Because of the dangers involved in the operation of firearms, it is imperative that the use of firearms is extensively trained. Such training often involves firing squadrons or real ammunition. A high noise level, sleeves and other residues of fired cartridges, burnt powdered gases harmful to health, environmental restrictions, high costs, and a general hazard to the shooter and bystanders are major disadvantages with regard to the use of space cartridges or real ammunition.
0004In order to overcome these disadvantages, weapon simulators have been presented in the prior art, on which the use and the use of any shotgun can be trained as realistically as possible. A weapon simulator is described below as a kind of shooting range on which the use and the use of the corresponding original weapons can be trained as realistically as possible with the aid of firearms converted for training purposes without the need for shooting space cartridges or real ammunition. Such a weapon simulator is known, for example, from the<patcit id="pcit0001" dnum="DE10042982A1"><text>DE 100 42 982 A1</text></patcit> known. Furthermore, a weapon simulator is marketed by the applicant under the name of Sagittarius®, which is used, for example, in the German Bundeswehr under the designation AGSHP (training device for shooting simulator hand-held weapons / armored personnelarms). A weapon simulator can include strictly specified shooting lanes. However, it is also conceivable that the shooters can move freely with their converted shotguns in the weapon simulator.
0005The rebuilt firearms, which are commonly used in the well-known weapon simulators, do not fire any space cartridges or real ammunition. In order to make possible a training that is as realistic as possible, a "pushing" of the shotgun is simulated by means of compressed air. From the<patcit id="pcit0002" dnum="US4302190A"><text>US 4,302,190</text></patcit> For example, a revised gun in the form of a rifle is known in which, when a "shot" is triggered, compressed air emerges from downwardly directed openings in the gun barrel in order to force the barrel upwards to simulate a rebound movement. In this case, a switch on the trigger (so-called trigger) actuates an electromagnetic valve to control the flow of the compressed air to the openings in the gun barrel.
0006Furthermore, a rebound of a converted gun can be realized during the "firing" of a shot by a movement of a sliding arrangement arranged movably in the gunshot or a movable closure of the gunshot. The sliding arrangement or the closure is moved against a stop, which simulates the return stroke. In particular, when the trigger is actuated, the slide arrangement or the shutter is pneumatically moved into a reciprocating movement (in a so-called movement cycle), which can also simulate the ejection of the "fired" cartridge and the reloading of a new cartridge from a magazine of the gun. Such a modified shotgun is, for example, shown in FIG<patcit id="pcit0003" dnum="WO2004015357A2"><text>WO 2004/015357 A2</text></patcit> known.
0007Various possibilities are conceivable for the supply of the converted firearm with compressed air. On the one hand, the gun can be connected via a pneumatic line to a compressor which produces the compressed air. In this case, a pneumatic valve is arranged in the firearm, which controls the compressed air supply to a pneumatic system of the firearm. The pneumatic system may include, among other things, pneumatic lines or ducts, pneumatic valves, a pneumatically actuated slide assembly and / or a pneumatically actuated closure. When the trigger of the firearm is actuated, the pneumatic valve arranged in the firearm is opened so that compressed air can flow into the pneumatic system of the firearm to effect the reciprocating movement of the sliding arrangement or closure. In the described example, during the training on the weapon simulator, the full pressure at the pneumatic line, which connects the shotgun to the compressor, is constantly present.
0008On the other hand, the gun for the compressed air supply can be connected via a pneumatic line to a controlled compressed air supply unit (so-called weapon connection box) of the weapon simulator, which in turn is connected to the compressor. The compressed air supply unit comprises a pneumatic valve which controls the compressed air supply to the pneumatic line and further to the pneumatic system of the firearm. When the trigger of the firearm is actuated, a corresponding control signal is transmitted to the compressed air supply unit, which opens the valve and briefly allows compressed air to flow into the pneumatic line and the pneumatic system of the firearm to effect the reciprocating movement of the slide arrangement or closure. Then the valve closes again and the pneumatic line is again unpressurized. In this case, the full pressure at the pneumatic line is present only during the "firing" of a shot.
0009Furthermore, the gun for the compressed air supply can have an internal compressed air reservoir, which can deliver compressed air to the pneumatic system of the gun by means of a pneumatic valve. The compressed air reservoir is either arranged detachably in the weapon so that an empty reservoir can be removed and a new reservoir filled with compressed air can be used or the reservoir has an externally accessible connection from which it can flow from time to time, for example A connectable pneumatic line, can be filled with compressed air. A removable compressed air reservoir is, for example, part of a reworked magazine which can be detachably inserted into a magazine receptacle of the firearm. Such a shotgun is, for example, shown in FIG<patcit id="pcit0004" dnum="US6854480B2"><text>US 6,854,480 B2</text></patcit> and the <patcit id="pcit0005" dnum="US7306462B2"><text>US 7,306,462 B2</text></patcit> known. A press of the shutter of the firearm, the pneumatic valve öff NEN and compressed air can flow into the pneumatic system of the firearm to cause the reciprocating motion of the slide assembly and the closure. With such a converted shotgun, the shooter can freely move in the weapon simulator and is not restricted by a pneumatic line in its radius of movement.
0010Finally, the converted gun for the compressed air supply can use compressed air cartridges. These, like conventional sharp cartridges, are inserted directly into the chamber of the gun or into a magazine, from where they are then loaded individually into the chamber during the operation of the gun. The compressed air cartridges have a compressed air accumulator, which communicates with the environment via valve means integrated in the cartridge. The compressed-air accumulator contains compressed air, which can be discharged into the environment by opening the valve means. Upon actuation of the trigger of the firearm, the valve means of the compressed air cartridge located in the chamber are opened so that the compressed air contained in the compressed air accumulator can escape into the pneumatic system of the firearm to effect a movement cycle of the sliding arrangement or closure. As part of the movement cycle of the slide assembly or the shutter, the "fired" cartridge can be ejected from the chamber and a new cartridge is loaded from the magazine that charges the chamber. Such a modified shotgun is, for example, disclosed in the German Patent and Trademark Office filed by the applicant on 27.11.2013<patcit id="pcit0006" dnum="DE102013224209"><text>DE 10 2013 224 209</text></patcit> known. Also in the<patcit id="pcit0007" dnum="WO2004015357A2"><text>WO 2004/015357 A2</text></patcit> Such a reworked shotgun is described. When using a compressed air cartridge for the compressed air supply of a converted gun, a particularly realistic simulation of the use and the use of the gun is possible.
0011A training scenario for the shooter (s) can be displayed on a projection screen of a weapon simulator. The training scenario can include realistic dynamic situations, such as a demonstration with some violent demonstrators or a house fight, but also a static, pure training situation, such as a target. The shooter holds the shotgun converted for training purposes and uses it as a conventional shotgun in the context of the illustrated scenario by, for example, trying to combat protesters or opponent fighters in an appropriate manner or to achieve as many hits as possible on the displayed target target. At least in the "firing" of the simulated shotgun, a laser beam can be emitted from the weapon, the direction of which essentially corresponds to the departure direction of a fired projectile of a sharp cartridge. Thus, a light spot generated by the laser beam on the projection surface corresponds roughly to the location at which a projectile would strike, the weapon would be an original weapon that would shoot sharp ammunition. By determining the position of the light spot on the projection surface and by comparing the ascertained position with the training scenario shown at the time of the "shot triggering" on the projection surface, virtual hits can be detected or calculated.
0012The projection surface can be a screen onto which the training scenario is projected, for example, by means of a projector. However, the projection surface can also comprise at least one screen (eg, an LCD, LED, OLED or plasma flat panel display) on which the training scenario is shown. Multiple screens can be added to the projection screen. The projection surface can be planar or arched in order to provide a realistic representation of the training scenarios.
0013If the compressed air supply of the simulated firearms is implemented by means of an external compressed air source, the weapon simulator can also have at least one controlled compressed air supply unit (so-called Weapon Connection Box), on which the converted firearms used in the weapon simulator can be connected via a pneumatic line. It is conceivable that always one or two firearms are connected to a compressed air supply unit, so that several compressed air supply units can be present in the weapon simulator. In addition, the weapon simulator has a central computing unit which coordinates and controls the course of the training, preferably for all gunmen of the weapon simulator. In particular, the computing unit selects the respective training scenario and controls the projection area of the shooting lanes accordingly in order to display the selected scenario. The computing unit is also responsible for the detection of the current operating state of the firearms and for the "firing" of a shot, ie a pneumatic actuation of the sliding arrangement or the closure of a firearm.
0014In addition, the weapon simulator has at least one camera which serves to detect the position of a light spot at least at the time of the actuation of the trigger of a gun or at other times by evaluating the image taken by the at least one camera from the computing unit Spaced cameras are present, the different images or the corresponding evaluation results from the computing unit are compared with one another and processed. A camera can take pictures with a certain frame rate (so-called framerate). This is currently in the range of approximately 25 to 100 Hz. Between successive picture frames (so-called frames) are usually short pauses of approx. 1-5 ms. The at least one camera of the weapon simulator is responsible for the detection of the position of the light points of several shotguns. This makes it necessary that the light points of several shooters of the weapon simulator can be unambiguously assigned to the different shooters or their shotgun so that in the event of a "shot triggering" by a shotgun, the current position of the corresponding light point on the projection surface can be detected promptly, Where the "shot" was shot in the training scenario or if a hit was scored or not.
0015In order to make this possible, it would theoretically be conceivable to only switch on the light point of a shotgun of the weapon simulator in any given frame of the at least one camera. In this case, both a position determination of the light point as well as an unambiguous assignment of the light point to the gun in the given frame could take place. The weapon simulator, however, is designed to handle a plurality of (eg, 20) shotguns at the same time. In the described procedure, this would lead to, for example, only the position of a light point of a particular shotgun being updated every 20 frames. In the case of an assumed framerate of approximately 25 Hz of a camera, an updating rate of the positions of the individual light points of approx. 1.25 Hz (= 800 msec) thus results for 20 shotguns operated on the weapon simulator. In this time, however, it is likely that the shooter has moved his weapon and the light point at the time of a "shot trigger" has a different position than the position detected approximately 500 ms. This applies in particular to weapon simulators in which the shooters can freely move with their shotguns, ie do not remain at predetermined positions in predetermined weft webs. This method would therefore be too slow and therefore not suitable for weapon simulators, which can handle a plurality of firearms at the same time.
0016Based on the described state of the art, the invention is therefore based on the task of designing and further developing a weapon simulator in such a way that light points of a plurality of refitted shotguns on a projection surface are produced in the simplest possible manner but nevertheless with the required speed or update rate and their positions with the required Accuracy can be detected.
0017In order to achieve this object, it is proposed that the light points of all the shotguns of the weapon simulator be switched on and detected at all odd points in time before the content of the projection surface is detected, and their positions are detected and corresponding position data are obtained. At successive even times, a light point of a different shotgun i (i = 1... N) is activated and detected before the detection of the content of the projection surface, and the shotgun i is assigned and corresponding allocation information is obtained up to one of the number of the number N of the number of straight time points in the weapon simulator, the position of the light points of all firearms operated in the weapon simulator has been detected, and the light points of all the shotguns are each assigned to one of the firearms which has generated the light point.
0018The method according to the invention can be implemented as a computer program which runs on the computing unit of the weapon simulator. In particular, the computing unit has one or more processors which process the computer program. The computing unit may comprise a single computer or a network of multiple computers. The computing unit is assigned to the weapon simulator, but it does not have to be arranged locally in the region of the weapon simulator. The computing unit can also be part of an external data center, which is connected, for example, to the remaining components of the weapon simulator via a data connection, for example the Internet.
0019An essential aspect of the present invention is that the actual position determination of the light points takes place at a different point in time than the assignment of the individual light points to the different shotguns. Although this initially requires a kind of initialization phase, it allows an accurate and timely evaluation of "shots" in the weapon simulator, even if a relatively large number (eg> 5) is operated on shotguns in the weapon simulator.
0020After switching on, detecting and assigning the light point of the last shotgun i = N at an even moment in the weapon simulator, the method is advantageously again traversed again from the beginning and again to the light point of the first shotgun operated in the weapon simulator I = 1 is switched on and determined and the shotgun i = 1 is allocated and corresponding allocation information is obtained. Accordingly, the described method is carried out repeatedly in the manner of a program loop, with the positional determination of all the light points taking place at the odd time points, and an assignment of a light point to a specific shotgun, namely the shotgun, which has generated the light point. The triggering of a shotgun by a shooter during the training can trigger a software interrupt, as a result of which the position of the light point detected last (at the previous straight point) is detected as soon as the shot is triggered. The interrupt may contain information about the identity, in particular a unique identifier, of the triggered firearm.
0021However, the triggering of a "shot" can also be detected without an interrupt if a light spot is suddenly detected without triggering one of the firearms by the computing unit for the purpose of position detection or allocation of the light points on the projection surface. On the basis of a comparison of the position of the suddenly detected light point with the positions of all the light points previously detected at the preceding odd point in time and by utilizing the allocation information previously obtained at the preceding straight times, the suddenly detected light point of the triggered shotgun can be assigned.
0022However, it is also conceivable that, after switching on, detecting and assigning the light point of the last shotgun i = N, which is operated in the weapon simulator, to a straight time at a subsequent straight time, the light point of a shotgun operated by a shooter in the weapon simulator Is switched on and detected, and the shot gun i = 1 is allocated and corresponding allocation information is obtained. This can additionally or alternatively take place to the above-described allocation of individual shotguns to specific light points or to their positions on the projection surface at the straight points in time.
0023According to a preferred embodiment, the position of the switched-on and detected light point is also detected at the straight points in time in addition to the assignment of the individual light points to the corresponding firearms, and corresponding position data are obtained. The position data obtained at the straight points in time can be used for updating or plausibility checking of the position data obtained at the odd time points.
0024Preferably, the even and odd times are dependent on a frame rate of the at least one camera and each time corresponds to a frame of the camera.
0025In the method according to the invention, an image of the projection surface is thus recorded in a first odd frame of the at least one camera, all of the reconfigured shotguns of the weapon simulator being controlled so that they emit a light beam, for example a laser beam, and produce a light spot. When all the light spots are on the projection surface, the images of the projection surface that are taken to the odd frames contain as many light points as the firearms that are converted to the weapon simulator. The light points are recorded and their positions determined. The position data obtained in this way can be stored, for example, in a memory of the computing unit, so that they are available at later times. However, after the first odd frame after the start of the procedure, it is not yet possible to assign the light points to the individual shotguns accurately. Thus, there are still no allocation information in the computing unit of the weapon simulator, which gun has produced which light point.
0026For this purpose, the even frames following the odd frames are used. During the straight frames, only one of the converted firearms operated in the weapon simulator is controlled in such a way that it generates a light spot. The light spot generated to a first straight frame is captured by the at least one camera and assigned to the shotgun which has generated it. Since only one gun is active in the sense of emitting a light point and only one light spot is detected on the projection surface, a clear assignment of the light point to the gun is possible. The allocation information obtained for the detected light point in this way is stored, for example, in a memory of the computing unit of the weapon simulator. In addition, the position data of the associated light spot in this straight frame can be detected and used to update or check plausibility of the position data previously acquired in the previous odd frame of this light spot.
0027Subsequently, all shotguns are controlled again in a second odd frame in such a way that all shotgun light spots emit. These light points are again recorded and their positions determined. Based on the position data of the light points detected in this second odd frame, the position data of the light points detected previously in the preceding odd frame or one of the preceding even frames can be updated. Apart from the light spot assigned in the preceding first straight frame, there are still no allocation information in the computing unit of the weapon simulator, which gun has produced which light point.
0028During the next second straight frame, one of the modified shotguns operated in the weapon simulator is again controlled to produce a light spot. In this case, a different shotgun is preferably actuated than in the preceding straight frame. Particularly preferably, in the straight frames, successively all shotguns are successively controlled at least once in order to produce a respective light point, which can then be assigned to the corresponding shotgun. These assignment information are stored, for example, in the memory of the computing unit of the weapon simulator. In addition, the position data of the assigned light point can be detected and stored from this straight frame. The position data can in turn be used to update the position data of this light spot previously acquired in the odd frame or to check for plausibility.
0029The process is repeated until all the shotguns operated in the weapon simulator have been controlled once in the even frames to produce a light point and until all the light points have been assigned to a particular shotgun. At this time, position and allocation information for the light points of all shotguns of the weapon simulator are then available.
0030Subsequently, the method can be traversed again from the front by again detecting position data for all the light points in the next odd frame, and in the next straight frame, the first shotgun is again activated in order to generate a light point which is then assigned to the shotgun again so on.
0031The method according to the invention thus has a type of initialization phase which comprises the odd frames and the even frames after a start of the method until position data and assignment information are available for all shotguns or their light points. Preferably, the initialization phase comprises a number of 2 * N frames, where N is the number of firearms operated in the weapon simulator. After the initialization phase, a clear assignment to a specific shotgun is also possible for all light points detected during the odd frames due to the allocation information generated during the previous even frames. In this case, the fact that the position of the light spot generated by the shotgun between an odd and a straight frame varies only slightly in the normal operation of a shotgun (with normal shooting behavior of the shooters), since only a few milliseconds lie between them. The advantage of this is that the positions of the light spots detected by the odd-numbered frames coincide substantially with the positions during a subsequent even frame except for slight deviations. This allows the light points to be assigned to the shotguns even during the odd frames.
0032With the present invention, according to the continuous initialization phase, sufficiently accurate position data are available for all the light points, and each of the light points can be assigned to a specific shotgun. When a shotgun "fires a shot", that is, the shooter activates the trigger of the shotgun, accurate position data are available from the previous odd-numbered frame, which allow to determine with high accuracy where the "shot" Hit was or not.
0033According to an advantageous development of the invention, it is proposed that the light points of the firearms of the weapon simulator be switched on and detected at the end of the odd times. Of course, the triggering of the shotguns for emitting the light points must take place in time in an odd frame in such a way that the generated light points in the frame can still be detected by detecting the content of the projection surface. The position determination itself by evaluating the detected image of the projection surface can occur during a short pause following the odd frames or even during a subsequent even frame. The fact that the generation of the light points and their position determination takes place as late as possible in an odd frame takes less time until the assignment of a light point in the following straight frame. Within this short time, a possible movement of the firearm and thus a change in the position of the light spot is low. This allows for a particularly reliable assignment of the light point to a specific shotgun.
0034According to another advantageous development of the invention, it is proposed that the light points of the individual shotguns of the weapon simulator be switched on and detected at the beginning of the straight time points. The assignment of the detected light point to the corresponding shotgun can occur during a short pause following the even frame or even during a subsequent odd frame. As a result of the fact that the generation of the light spot and its allocation to the corresponding shotgun is effected as early as possible in a straight frame, less time has elapsed since the position determination of the light points in the preceding odd frame. Within this short time, a possible movement of the firearm and thus a change in the position of the light spot is low. This allows for a particularly reliable assignment of the light point to a specific shotgun.
0035According to a preferred embodiment, the light of the light points has a frequency which is outside the frequency range visible to the human eye. It is conceivable, for example, that this is light in the IR or UV range. It is also preferred if the light points are laser points. Particularly preferred are, for example, light points generated by an infrared (IR) laser.
0036The object on which the present invention is based is also solved by a computing unit of the type initially mentioned on which a computer program is executable which is programmed to execute the method according to the invention when it runs on the computing unit.
0037According to an advantageous further development of the invention, it is proposed that the computing unit has a communication link to the converted shotguns generating the light points in order to transmit these at certain times, ie during even or odd frames, in particular at specific times at the beginning or at the end of the frames Generating the light points. Via the communication connection, sensor signals from sensors of the firearms, which detect the current operating state of the firearm, can also be transmitted to the computing unit. Such sensor signals are, for example, "trigger actuated", "firearm fired at triggering", "shutter actuated", "weapon secured" or the like. be.
0038According to a preferred embodiment, it is proposed that the computing unit has a communication link to the at least one camera in order to display these at certain points in time, ie during even or odd frames, in particular at specific times at the beginning or at the end of the frames, for detecting the contents of the Projection surface. The image data of the images of the projection surface taken by the camera can also be transmitted to the computing unit via the communication link for evaluation (position determination or allocation to a specific shotgun).
0039The object on which the present invention is based is also achieved by a weapon simulator of the type mentioned at the beginning, on whose computing unit a computer program is executable, which is programmed to execute the method according to the invention when it runs on the computing unit.
0040A preferred embodiment of the present invention is explained in more detail below with reference to the figures. Show it:<dl id="dl0001"><dt>FIG</dt><dd>A weapon simulator according to the invention in accordance with a preferred embodiment;</dd><dt>FIG</dt><dd>Waveforms in the weapon simulator <figref idrefs="f0001">FIG</figref>;</dd><dt>FIG</dt><dd>5 shows a flowchart of a method according to the invention in accordance with a preferred embodiment, and FIG</dd><dt>FIG</dt><dd>5 is a flowchart of a method according to the invention in accordance with another preferred embodiment.</dd></dl>
0041In <figref idrefs="f0001">FIG</figref> A weapon simulator according to the invention is designated in its entirety by the reference symbol 1. A weapon simulator 1 is a kind of shooting range on which the use and the use of corresponding original weapons can be trained as realistically as possible with the aid of firearms 2, which have been converted for training purposes, without the need to fire space cartridges or real ammunition. In the weapon simulator 1 shown, the shooters can move freely with their modified firearms 2.
0042The weapon simulator 1 comprises one or more projection surfaces 3 on which a training scenario for the shooter or shooters is displayed. The projection surface 3 may comprise a screen or one or more screens. The training scenario can include realistic dynamic situations, such as a landscape where opposing positions are displayed, or several buildings into which opposing shooters can be dynamically embedded to simulate a house fight. The shooter holds the shotgun 2 converted for training purposes and uses it as a conventional shotgun in the context of the illustrated scenario by, for example, trying to hit enemy positions on a depicted landscape or opposing shooters in or adjacent buildings.
0043At least in the "firing" of the simulated firearms 2, a laser beam 4 can be emitted from the weapon 2, the laser beam 4 essentially corresponding to the flight path of a fired projectile of a sharp cartridge. A light spot 5 generated by the laser beam 4 on the projection surface 3 thus approximately corresponds to the position at which a projectile would strike, the simulated gun weapon 2 would be an original weapon which would eliminate sharp ammunition. By determining the position of the light spot 5 on the projection surface 3 and by comparing the ascertained position with the training scenario shown at the time of the "shot triggering" on the projection surface 3, virtual hits can be detected. If the position of the light spot 5 generated in a "shot triggering" coincides with the position of an opposing position or an opponent's shooter on the projection surface 3 at the time of shot triggering within certain limits, a hit can be said. In order to determine which of the shooters has landed the hit, it is necessary to assign the different shotguns 2 to the respective shotguns 2 on the projection surface 3. This is necessary in order to be able to evaluate the training and the individual performances of the shooters in retrospect.
0044The weapon simulator 1 also has at least one camera 6 whose recording area comprises the at least one projection surface 3. When multiple cameras 6 are used, their receiving regions can comprise different regions of the projection surface 3. The camera 6 serves to optically detect the contents of the projection surface 3, including the light points 5, at specific times. The camera 3 is designed, for example, as a CCD camera or as a CMOS camera, which is used in certain frames 10 predetermined by the frame rate of the camera 3 (cf.<figref idrefs="f0002">FIG</figref>) detected. The duration of a frame 10 is, for example, in the range of approximately 10 to 50 ms. Between successive frames 10 are usually short pauses 13 of approximately 1 to 5 ms, which can be used for preprocessing the recorded image data and / or for transmitting the image data to the computing unit 8.
0045The image of the projection surface 3, which is recorded by the camera 6, is transmitted to a computing unit 8 of the weapon simulator 1 for evaluation via a data transmission connection 7. In the illustrated example, the data transmission link 7 is realized by means of a cable. However, it can also be implemented wirelessly, for example via radio. In the computing unit 8, the light points 5 are extracted from the image by suitable image processing, and the position of the light points 5 on the projection surface 3 is calculated. The computing unit 8 is also responsible for coordinating the course of the training and for representing the corresponding images of the training scenario on the projection surface 3. For this purpose, the computing unit 8 also has a suitable data transmission connection (not shown) to a projector or to the projection surface 3 itself.
0046The at least one camera 6 of the weapon simulator 1 is responsible for the detection of the position of the light points 5 of a plurality of firearms 2. This makes it necessary for the light points 5 of several firearms 2 of the weapon simulator 1 to be unambiguously assigned to the different shooters or their shotguns 2, so that in the event of a "shot triggering" by one of the shotguns 2 based on the current position of the corresponding light spot 5 Of the projection surface 3 can be determined promptly, where the "shot" has gone, or whether a hit has been achieved or not.
0047In order to make possible a rapid allocation of one of the light points 5 to the triggered gun 2 and a position determination of the assigned light point 5 on the projection surface 3 in the event of a "shot triggering", the inventive method is proposed. This has particular advantages when a relatively large number of shooters and a corresponding number of shotguns 2 are present in the weapon simulator 1 and when the shooters can move freely in the region of the weapon simulator 1, that is, the positions of the shooters are not on shooting lanes Or other fixedly predetermined positions, so that the positions of the converted firearms 2 in the weapon simulator 1 are not known in a "shot triggering".
0048For the sequence control of the training as well as for the position determination of the light points 5 and the allocation of the light points 5 to the shotguns 2, at least one computer program runs on the computing unit 8. This computer program also serves to carry out the method according to the invention.
0049The method according to the invention is described below with reference to FIGS <figref idrefs="f0002">2a to 2c</figref> In more detail. In this case, a weapon simulator 1 is used, in which, for example, six gunmen can train with their converted shotguns 2 simultaneously. The process according to the invention can, of course, also be used in weapon simulators 1 in which more than six, for example twenty or thirty, shooters can train simultaneously. The greater the number of shooters that can train simultaneously in the weapon simulator 1, the greater the advantages of the method according to the invention compared to the methods known from the prior art.
0050In the <figref idrefs="f0002">2a to 2c</figref> Three signal profiles are shown. The uppermost signal sequence identifies the successive frames 10 of the camera 6, whereby the individual frames 10 in the<figref idrefs="f0002">2a to 2c</figref> Are numbered from 10.1 ... 10.18. For the present method, a distinction is made between two successive different types of frames 10. In this context, the invention is referred to as odd-numbered frames 10 (frames 10.1, 10.3, 10.5,..., 10.17) and even frames 10 (frames 10.2, 10.4, 10.6, ..., 10.18). Important for the present invention is the distinction between two types of frames 10 in which various actions are taken. However, the designation of the different types of frames 10 is of no significance. Furthermore, it is conceivable to execute those actions which are carried out according to the invention in the odd-numbered frames 10.1, 10.3,..., Instead in the straightframes 10.2, 10.4,.. Frames 10.2, 10.4,... To be executed accordingly in the odd-numbered frames 10.1, 10.3,... In addition, it is conceivable to choose the designation of the different types of frames 10 differently, for example frames A and frames B.
0051According to the present invention, a position determination for the light points 5 of all shotguns 2 operated in the weapon simulator 1 is thus carried out in the first type of frames 10. An allocation of the individual light points 5 to the individual shotguns 2 is not yet carried out. The assignment of the light points 5 to the individual shotguns 2 then takes place in the other type of frames 10. The average signal profile 11 in the<figref idrefs="f0002">2a to 2c</figref> Shows in each case the point in time at which the positions of all the light points 5 of all shotguns 2 of the weapon simulator 1 are determined in the exemplary method described. It can be seen that a position determination for the light points 5 of all shotguns 2 operated in the weapon simulator 1 is always carried out in the odd frames 10.1, 10.3,. Advantageously, this always takes place at the end of the odd-numbered frames 10.1, 10.3, .... The lowest signal profile 12 in the<figref idrefs="f0002">2a to 2c</figref> Shows the respective times at which an allocation of a light spot 5 to one of the shotguns 2 used in the weapon simulator 1 takes place. It can be seen that the assignment of the light points 5 to the individual shotguns 2 always takes place in straight frames 10.2, 10.4,... Advantageously, this always takes place at the beginning of the straight frames 10.2, 10.4, .... This has the advantage that between the position determinations of all the light points 5 in the odd frames 10.1, 10.3, ... and the assignment of the individual light points 5 to the corresponding In the straight frame 10.2, 10.4,..., It is assumed that the light spot 5 still has the same wavelength as the previous light beam 5 in the straight frames 10.2, 10.4,.. In an odd frame 10.1, 10.3, ....
0052A flow diagram of a method according to the invention according to a preferred exemplary embodiment is shown in FIG <figref idrefs="f0003">FIG</figref> shown. In the weapon simulator 1, a number of N gun 2 is used. A counter is used which is incremented from 1 to N and then reset to 1. The method begins in a function block 20, the counter i being set to 1. The counter i stands for the shot weapon 2 which is to be controlled in the current straight frame 10.2, 10.4... In order to be able to assign it the light spot 5 generated by it. In a first function block 21, the light points 5 of all shotguns 2 operated in the weapon simulator 1 are detected in a first odd frame 10.1 and their position is detected. The position data generated in this way for all the light points 5 can be stored in a memory 30, which for example can be part of the computing unit 8. However, the memory 30 may be an external memory to which the computing unit 8 has access to store and download data. In order to switch on all the light points 5 from all shotguns 2 used in the weapon simulator 1, the computing unit 8 outputs corresponding control signals to the firearms 2 via appropriate communication connections 9<figref idrefs="f0001">FIG</figref> The communication connection 9 is realized as a cable connection so that the shooters can move with their shotguns 2 unhindered in the region of the weapon simulator 1. Preferably, the communication connections 9 are designed as radio connections between the computing unit 8 and the firearms 2. The transmission of the control signals from the computing unit 8 to the reconfigured firearms 2 can take place according to any protocol.
0053Return to the flowchart of the <figref idrefs="f0003">FIG</figref> The light point 5 of the first (i = 1) shotgun 2 is switched on, recorded and assigned to the first shotgun 2 in a subsequent function block 22 in a first straight frame 10.2. The corresponding allocation information can also be stored in the memory 30. Furthermore, a position determination of the light spot 5 can take place in the function block 22. The position data recorded in this way for the one light spot 5 can be used for updating or for a plausibility check of the previously detected position data for this light spot 5. The position data detected for this light point 5 can also be stored in the memory 30.
0054Subsequently, in a function block 23, the counter i is increased by 1, so that the light point 5 of the second (i = 2) gun 2 can be assigned in the following passage in the straight frame 10, and the position of the light spot 5 can be determined. In a query block 24 it is checked whether already all shotguns 2 operated in the weapon simulator 1 have already been allocated once in a straight frame 10.2, 10.4,... To the light spot 5 generated by them.
0055If not all firearms 2 operated in the weapon simulator 1 have been assigned to their light point 5 in a straight frame 10, the method branches back to function block 21 and is repeated once more. With reference to<figref idrefs="f0002">FIG. 2a</figref> Then in the next odd frame 10.3 the positions of all the light points 5 would again be detected by all the shotguns 2 operated in the weapon simulator 1. Subsequently, the second shotgun 2 in the subsequent straight frame 10.4 would be assigned to the light spot 5 generated by it in the function block 22. After this run of the function blocks 21 and 22, the positions of all the light points 5 of all shotguns 2 were thus determined or updated in the odd frame 10.3. In addition, in the straight frame 10.4, the light spot 5 was assigned to another shotgun 2. Thus, highly current position data are available for all the light points 5, two of the light points 5 now being assigned to the corresponding firearms 2.
0056In the function block 23, the counter i is again increased by 1, so that it is now i = 3. In the interrogation block 24, it is queried again whether all shotguns 2 used in the weapon simulator 1 have already been assigned to their light point 5 at least once in a straight frame 10.2, 10.4,... The program loop comprising the functional blocks 21 to 24 will continue until all the light points 5 of one of the shotguns 2 have been assigned. At the end of the last pass, highly accurate position data for all the light points 5 of all shotguns 2 (from the previous odd-numbered frame 10) and all the light points 5 of all the firearms 2 used in the weapon simulator 1 are assigned to the corresponding firearms 2.
0057Thus, a kind of initialization phase 31 is terminated. The initialization phase 31 thus comprises N passages through the function blocks 21 to 24. In an example with N = 6 shotguns 2 in the weapon simulator 2, a framel length of 25 ms and pauses 13 of 2 ms between the frames 10, the traversal of the initialization phase 31 About 324 ms (6 odd frames x 25 ms + 6 even frames x 25 ms + 12 x 2 ms = 324 ms). This is relatively long, but the initialization phase has to be executed only once immediately after the start of the procedure. Thereafter, the desired position data and allocation information for the fired "shots" or the corresponding light points 5 are available within a very short time (a few 10 ms). The method thus enables rapid and highly accurate tracking and detection of the light points 5 on the projection surface 3.
0058Following the initialization phase 31, the method can be continued in various ways. In subsequent frames 10, the position of the individual light points 5 can be easily traced due to the regular frequent determination of the positions of all the light points 5 in the odd-numbered frames 10, and the allocation of all the light points 5 to specific shotguns 2 can be easily maintained.
0059One way in which the method can be continued after the initialization phase 31 is shown in FIG <figref idrefs="f0003">FIG</figref> shown. Accordingly, the initialization phase described above with reference to the functional blocks 21 to 24 is simply carried out once more, the light point 5 of the first (i = 1) gun 2 being assigned to the first straight frame 10 after the initialization phase 31, Of the projection surface 3. In a query block 25, a check is made as to whether the training unit is finished or not. If the training unit has not yet been terminated, the counter i is set back to 1, ie to the first shotgun 2, in a function block 26. If the training unit is completed, the method in function block 27 is terminated.
0060In <figref idrefs="f0004">FIG</figref> Another possibility is shown how the method according to the invention is carried out further after the initialization phase 31. The method begins in a function block 40 and first carries out the initialization phase 31, as described above with reference to FIG<figref idrefs="f0003">FIG</figref> Is described in detail. Then, in a function block 41 in the odd frame 10 following the initialization phase 31, the positions of all the light spots 5 of all the shotguns used in the weapon simulator 1 are turned on and detected and their positions are detected. The obtained position data can be stored in the memory 30. In this respect, the functional step 40 essentially corresponds to the previously described functional step 21<figref idrefs="f0003">FIG</figref>. Starting from a weapon simulator 1 with N = 6 shotguns 2, the odd frame 10 of function block 41 would be the frame 10.13 in FIG<figref idrefs="f0002">FIG. 2c</figref>.
0061Subsequently, a light spot 5 of a firearm 2, which is operated in the weapon simulator 1 and is triggered by a shooter 2, is activated and detected in a function block 42 in a subsequent straight frame 10 (for example, the frame 10.16), and its position is detected. As soon as a "shot" is triggered, the light point 5 of the triggered shotgun 2 is activated and detected in the subsequent straight frame 10 and its position is detected. At the same time, the light spot 5 can be reassigned to the firearm 2. The acquired position data can also be stored in the memory 30. On the basis of the position data, the computing unit 8 can determine whether or not a hit has been achieved. In the described possibility for the continuation of the method, therefore, only the light point 5 from a firearm 2 is always switched on and detected after the initialization phase 31 in the straight frames 10, and its position, which has previously been triggered by a shooter, is detected. An allocation of the light spot 5 to the corresponding shotgun 2 can take place and at the same time the quality of a "shot" can be evaluated, in particular whether it is a hit or not.
0062In the method of FIG <figref idrefs="f0004">FIG</figref> There may also be straight frames 10 in which no "shot" of a shotgun 2 has previously been triggered. Consequently, no light spot 5 on the projection surface 3, whose position is determined and which could be assigned to a specific shotgun 2, is also represented in these straight frames 10. In such a case, no action, either a position determination of a light point 5 or an allocation of a light spot 5 to a specific shotgun 2, can be performed in the straight frame 10 (for example, the frame 10.14). The same also applies to the straight frame 10.18 in<figref idrefs="f0002">FIG. 2c</figref>, Where no action is taken. In these straight frames 10, it is conceivable to carry out the step from function block 22 in order to carry out an updating of individual light points 5 to specific shotguns 2 and to update them.
0063Return to the flowchart of the <figref idrefs="f0004">FIG</figref> Then a check block 43 is used to check whether the training unit is finished. If no, the function block 41 is branched again and the function blocks 41 to 43 are passed again. If the training unit is completed, the method in function block 44 is terminated.
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| Document | Relation | Office | Category | Cited during | Relevant claims |
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| AU2019238082B9 | Cited by | Australia | – | Search report | – |
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Numbers
- Publication
- 3088836
- Publication, DOCDB
- 3088836
- Publication, EPODOC
- EP3088836
- Application
- 16165237
- Application, DOCDB
- 16165237
- Application, EPODOC
- EP20160165237
Titles4
- German
- VERFAHREN ZUR DETEKTION UND VERFOLGUNG DER POSITION VON LICHTPUNKTEN AUF EINER PROJEKTIONSFLÄCHE EINES WAFFENSIMULATORS, WAFFENSIMULATOR UND RECHENEINHEIT EINES WAFFENSIMULATORS ZUR REALISIERUNG DES VERFAHRENS
- English
- METHOD FOR DETECTION AND TRACKING THE POSITION OF LIGHT SPOTS ON A PROJECTION SURFACE OF A WEAPONS SIMULATOR, A WEAPONS SIMULATOR AND COMPUTING UNIT FOR CARRYING OUT THE METHOD
- French
- PROCÉDÉ DE DÉTECTION ET DE SUIVI DE LA POSITION DE POINTS DE LUMIÈRE SUR UNE SURFACE DE PROJECTION D'UN SIMULATEUR D'ARMES, SIMULATEUR D'ARMES ET UNITÉ DE CALCUL D'UN SIMULATEUR D'ARMES DESTINÉ A EXÉCUTER LE PROCÉDÉ
- French
- PROCEDE DE DETECTION ET DE SUIVI DE LA POSITION DE POINTS DE LUMIERE SUR UNE SURFACE DE PROJECTION D'UN SIMULATEURS D'ARMES, SIMULATEURS D'ARMES ET UNITE DE CALCUL D'UN SIMULATEUR D'ARMES DESTINE A EXECUTER LE PROCEDE
Classification
- CPC, 4
- F41J5/02
- F41A33/02
- F41G3/2627
- F41G3/2655
- IPC, 4
- F41J5 02
- F41A33 02
- F41G3 26
- G09B9 00
Designated states40
- Contracting states, 38
- Albania
- Austria
- Belgium
- Bulgaria
- Switzerland
- Cyprus
- Czechia
- Germany
- Denmark
- Estonia
- Spain
- Finland
- France
- United Kingdom
- Greece
- Croatia
- Hungary
- Ireland
- Iceland
- Italy
- Liechtenstein
- Lithuania
- Luxembourg
- Latvia
and 14 moreShow fewer
- Monaco
- North Macedonia
- Malta
- Netherlands (Kingdom of the)
- Norway
- Poland
- Portugal
- Romania
- Serbia
- Sweden
- Slovenia
- Slovakia
- San Marino
- Türkiye
- Extension states, 2
- Bosnia and Herzegovina
- Montenegro