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
14 claims: 10 independent, 4 dependent
- 1Verfahren zur Verfolgung und Detektion von Positionen von Lichtpunkten (5), die von einer Anzahl N, wobei N>1, zu Simulationszwecken umgebauten Schusswaffen (2) zumindest vorübergehend erzeugt werden, auf einer Projektionsfläche (3) eines Waffensimulators (1), wobei ein Inhalt der Projektionsfläche (3) einschließlich der Lichtpunkte (5) zu bestimmten Zeitpunkten von mindestens einer Kamera (6) optisch erfasst wird, dadurch gekennzeichnet, dass zu allen ungeraden Zeitpunkten (11) vor dem Erfassen des Inhalts der Projektionsfläche (3) die Lichtpunkte (5) aller Schusswaffen (2) des Waffensimulators (1) eingeschaltet und erfasst und deren Positionen detektiert und entsprechende Positionsdaten gewonnen werden, und dass zu aufeinander folgenden geraden Zeitpunkten (12) vor dem Erfassen des Inhalts der Projektionsfläche (3) ein Lichtpunkt (5) jeweils einer anderen Schusswaffe i (2), wobei i=1...N, eingeschaltet und erfasst und der Schusswaffe i (2) zugeordnet wird und entsprechende Zuordnungsinformationen gewonnen werden, bis nach einer der Anzahl N der in dem Waffensimulator (1) betriebenen Schusswaffen (2) entsprechenden Anzahl von geraden Zeitpunkten (12) die Position der Lichtpunkte (5) aller in dem Waffensimulator (1) betriebenen Schusswaffen (2) detektiert worden ist und die Lichtpunkte (5) aller Schusswaffen (2) jeweils einer der Schusswaffen (2) zugeordnet sind, die den Lichtpunkt (5) erzeugt hat.
- 2Verfahren nach Anspruch 1, dadurch gekennzeichnet, dass nach dem Einschalten, Erfassen und Zuordnen des Lichtpunkts (5) der letzten der in dem Waffensimulator (1) betriebenen Schusswaffe i=N (2) zu einem geraden Zeitpunkt (12), das Verfahren wieder von vorne durchlaufen wird und zu dem darauf folgenden geraden Zeitpunkt (12) wieder der Lichtpunkt (5) der ersten in dem Waffensimulator (1) betriebenen Schusswaffe i=1 (2) eingeschaltet und ermittelt und der Schusswaffe i=1 (2) zugeordnet wird und entsprechende Zuordnungsinformationen gewonnen werden.
- 3Verfahren nach Anspruch 1 oder 2, dadurch gekennzeichnet, dass nach dem Einschalten, Erfassen und Zuordnen des Lichtpunkts (5) der letzten der in dem Waffensimulator (1) betriebenen Schusswaffe i=N (2) zu einem geraden Zeitpunkt (12), zu einem nachfolgenden geraden Zeitpunkt (12) der Lichtpunkt (5) einer in dem Waffensimulator (1) betriebenen, von einem Schützen ausgelösten Schusswaffe (2) eingeschaltet und ermittelt und der Schusswaffe i=1 (2) zugeordnet wird und entsprechende Zuordnungsinformationen gewonnen werden.
- 4Verfahren nach einem der Ansprüche 1 bis 3, dadurch gekennzeichnet, dass zu den geraden Zeitpunkten (12) jeweils auch die Position des eingeschalteten und erfassten Lichtpunkts (5) detektiert wird und entsprechende Positionsdaten gewonnen werden.
- 5Verfahren nach einem der Ansprüche 1 bis 4, dadurch gekennzeichnet, dass zu den ungeraden Zeitpunkten (11) eine Zuordnung der detektierten Lichtpunkte (5) zu den einzelnen in dem Waffensimulator (1) betriebenen Schusswaffen (2) anhand der zu den geraden Zeitpunkten (12) gewonnenen Zuordnungsinformationen erfolgt.
- 6Verfahren nach einem der Ansprüche 1 bis 5, dadurch gekennzeichnet, dass die Lichtpunkte (5) der Schusswaffen (2) des Waffensimulators (1) am Ende der ungeraden Zeitpunkte (11) eingeschaltet und erfasst werden.
- 7Verfahren nach einem der Ansprüche 1 bis 6, dadurch gekennzeichnet, dass die Lichtpunkte (5) der einzelnen Schusswaffen (2) des Waffensimulators (1) jeweils am Anfang der geraden Zeitpunkte (12) eingeschaltet und erfasst werden.
- 8Verfahren nach einem der Ansprüche 1 bis 7, dadurch gekennzeichnet, dass die geraden und ungeraden Zeitpunkte (10) von einer Frame-Rate der mindestens einen Kamera (6) abhängig sind und jeder Zeitpunkt einem Frame der Kamera (6) entspricht.
- 9Verfahren nach einem der Ansprüche 1 bis 8, dadurch gekennzeichnet, dass das Licht der Lichtpunkte (5) eine Frequenz aufweist, die außerhalb des für das menschliche Auge sichtbaren Frequenzbereichs liegt.
- 10Verfahren nach einem der Ansprüche 1 bis 9, dadurch gekennzeichnet, dass die Lichtpunkte (5) Laserpunkte sind.
- 11Recheneinheit (8) eines Waffensimulators (1), der eine Projektionsfläche (3), eine Anzahl N, wobei N>1, darin betriebene zu Simulationszwecken umgebaute Schusswaffen (2), die zumindest vorübergehend Lichtpunkte (5) auf der Projektionsfläche (3) erzeugen, und mindestens eine Kamera (6) aufweist, die zu bestimmten Zeitpunkten einen Inhalt der Projektionsfläche (3) einschließlich der Lichtpunkte (5) optisch erfasst, dadurch gekennzeichnet, dass auf der Recheneinheit (8) ein Computerprogramm abläuft, das zur Ausführung des erfindungsgemäßen Verfahrens nach einem der Ansprüche 1 bis 8 programmiert ist.
- 12Recheneinheit (8) nach Anspruch 11, dadurch gekennzeichnet, dass die Recheneinheit (8) eine Kommunikationsverbindung (9) zu den die Lichtpunkte (5) erzeugenden umgebauten Schusswaffen (2) aufweist, um diese zu bestimmten Zeitpunkten zum Erzeugen der Lichtpunkte (5) zu veranlassen.
- 13Recheneinheit (8) nach Anspruch 11 oder 12, dadurch gekennzeichnet, dass die Recheneinheit (8) eine Kommunikationsverbindung (7) zu der mindestens einen Kamera (6) aufweist, um diese zu bestimmten Zeitpunkten zum Erfassen des Inhalts der Projektionsfläche (3) zu veranlassen.
- 14Waffensimulator (1), der eine Recheneinheit (8) nach einem der Ansprüche 11 bis 13, eine Projektionsfläche (3), eine Anzahl N, wobei N>1, darin betriebene zu Simulationszwecken umgebaute Schusswaffen (2), die zumindest vorübergehend Lichtpunkte (5) auf der Projektionsfläche (3) erzeugen, und mindestens eine Kamera (6) aufweist, die zu bestimmten Zeitpunkten einen Inhalt der Projektionsfläche (3) einschließlich der Lichtpunkte (5) optisch erfasst, dadurch gekennzeichnet, dass auf der Recheneinheit (8) ein Computerprogramm abläuft, das zur Ausführung des erfindungsgemäßen Verfahrens nach einem der Ansprüche 1 bis 8 programmiert ist.
Independent claims14
67 paragraphs, as filed
0001The present invention relates to a method for detecting and tracking positions of light spots generated by a plurality (N number, where N> 1) of simulated rebuilt firearms, 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 detected at specific times by at least one camera.
0002The invention also relates to an arithmetic unit of a weapon simulator and a weapon simulator comprising a projection surface, a plurality of firearms operated for simulation purposes, which at least temporarily generate light spots on the projection surface, and at least one camera which at certain times has a content of the projection surface including the light points optically recorded.
0003Due to the dangers associated with the operation of firearms, it is essential that the use of firearms be extensively trained. Such training often involves firing blanks or real ammunition. High levels of noise, pods and other remnants of fired cartridges, harmful burned powder gases, environmental restrictions, high costs and a general danger for the shooter and bystanders are major disadvantages with regard to the use of blanks or real ammunition.
0004In order to overcome these disadvantages, weapons simulators have been presented in the prior art, on which the use and the use of any firearms can be trained as realistic as possible. As a weapon simulator, a kind of shooting range is referred to below, on the basis of using reorganized for training purposes firearms, the use and the use of appropriate original weapons can be trained as realistic as possible, without blanks or real ammunition must be fired. Such a weapon simulator is, for example, from the<patcit id="pcit0001" dnum="DE10042982A1"><text>DE 100 42 982 A1</text></patcit> known. Furthermore, a weapon simulator is sold by the applicant under the name Sagittarius®, which is used, for example, in the German Federal Armed Forces under the name AGSHP (training device shooting simulator handguns / antitank handguns). A weapon simulator may include strictly predetermined shooting lanes. But it is also conceivable that the shooters can move freely with their converted firearms in the weapon simulator.
0005The rebuilt firearms commonly used in the popular weapon simulators do not fire blanks or real ammunition. Nevertheless, in order to enable as realistic a training as possible, a recoil movement is simulated when "firing" the firearms by means of compressed air. From the<patcit id="pcit0002" dnum="US4302190A"><text>US 4,302,190</text></patcit> For example, a retrofit firearm in the form of a rifle is known in which, upon initiation of a "shot", compressed air exits downwardly directed openings in the rifle barrel to force the barrel up to simulate recoil. In this case, a switch on the trigger (so-called trigger) operates an electromagnetic valve to control the flow of compressed air to the openings in the gun barrel.
0006Further, a recoil of a converted firearm when "firing" a shot can be realized by a triggered by compressed air movement of a movable in the firearm slide assembly or a movable shutter of the firearm. The slide assembly or the closure is driven against a stop, which simulates recoil. In particular, when the trigger is actuated, the slide assembly or latch is pneumatically placed in a reciprocating motion (a so-called "cycle of motion") that can also simulate ejecting the "fired" cartridge and reloading a new cartridge from a magazine of the firearm. Such a converted firearm is, for example, from the<patcit id="pcit0003" dnum="WO2004015357A2"><text>WO 2004/015357 A2</text></patcit> known.
0007To supply the converted firearm with compressed air various possibilities are conceivable. On the one hand, the firearm can be connected via a pneumatic line to a compressor, which generates 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 pneumatic lines or channels, pneumatic valves, a pneumatically actuated slide assembly, and / or a pneumatically actuable shutter. Upon actuation of the trigger of the firearm, the pneumatic valve disposed in the firearm is opened so that compressed air can flow into the pneumatic system of the firearm to effect the reciprocation of the sliding assembly or closure.
0008On the other hand, the firearm can be connected to the compressed air supply 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 supply of compressed air to the pneumatic line and further to the pneumatic system of the firearm. Upon actuation of the trigger of the firearm, 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 reciprocation of the sliding assembly or the closure. Thereafter, the valve closes again and the pneumatic line is depressurized again.
0009Furthermore, the firearm for compressed air supply may have an internal compressed air reservoir, which can deliver controlled via a pneumatic valve compressed air to the pneumatic system of the firearm. The compressed air reservoir is arranged either removably in the weapon, so that an empty reservoir removed and a new, filled with compressed air reservoir can be used, or the reservoir has an externally accessible port on which it from time to time, eg. About a connectable pneumatic line, can be filled with compressed air. A removable compressed air reservoir is, for example, part of a reusable magazine which can be detachably inserted into a magazine receptacle of the firearm. Such a firearm is, for example, from the<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. Actuation of the trigger of the firearm may open the pneumatic valve and allow pressurized air to flow into the pneumatic system of the firearm to effect the reciprocal motion of the sliding assembly or closure. With such a converted firearm, the shooter can move freely in the weapon simulator and is not limited by a pneumatic line in its radius of movement.
0010Finally, the converted firearm can use compressed air cartridges for compressed air supply. These are used as conventional sharp cartridges directly into the chamber of the firearm or in a magazine, from where they are then loaded individually during operation of the firearm in the chamber. The compressed air cartridges have a compressed air reservoir which communicates with the environment via valve means integrated in the cartridge. In the compressed air reservoir compressed air is contained, which can be discharged by opening the valve means to the environment. 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 reservoir can escape into the pneumatic system of the firearm, to effect a cycle of movement of the slide assembly or closure. As part of the cycle of movement of the slide assembly or shutter, the "fired" cartridge may be ejected from the chamber and a new cartridge from the magazine loading the chamber. Such a converted firearm is, for example, from the filed by the applicant on 27.11.2013 at the German Patent and Trademark Office<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> is described such a converted firearm. When using a compressed air cartridge for compressed air supply to a converted firearm, a particularly realistic simulation of the use and use of the firearm is possible.
0011On a projection screen of a weapon simulator, a training scenario for the shooter (s) can be shown. The training scenario may include realistic dynamic situations, eg a demonstration with some violent demonstrators or a house fight, but also static pure training situation, for example a target. The shooter keeps the converted firearms for training purposes and uses them as part of the scenario shown as a conventional firearm, for example, by trying to adequately combat demonstrators or enemy fighters or to achieve as many hits on the target shown. At least when "firing" the simulated firearm, a laser beam can be emitted from the weapon, its direction substantially corresponds to the direction of departure of a fired projectile of a sharp cartridge. A point of light generated by the laser beam on the projection surface thus corresponds approximately to the point at which a projectile would strike if the weapon were an original weapon firing live ammunition. By determining the position of the light spot on the projection surface and by comparing the position determined with the training scenario shown on the projection surface at the time the shot is fired, virtual hits can be detected or calculated. the weapon would be an original weapon firing live ammunition. By determining the position of the light spot on the projection surface and by comparing the position determined with the training scenario shown on the projection surface at the time the shot is fired, virtual hits can be detected or calculated. the weapon would be an original weapon firing live ammunition. By determining the position of the light spot on the projection surface and by comparing the position determined with the training scenario shown on the projection surface at the time the shot is fired, 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 (for example an LCD, LED, OLED or plasma flat panel display) on which the training scenario is displayed. Several screens can be added to the screen. The projection surface can be flat or curved in order to allow the most realistic possible representation of the training scenarios.
0013If the compressed air supply of the simulated firearms is realized via an external compressed air source, the weapon simulator can also have at least one controlled compressed air supply unit (so-called Weapon Connection Box) to 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 processing unit which coordinates and controls the course of the training, preferably for all shooters of the weapon simulator. In particular, the arithmetic unit selects the respective training scenario and controls the projection surface of the shooting lanes accordingly to represent the selected scenario. The arithmetic unit is also responsible for detecting the current operating state of the firearms and for "firing" 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 actuation of the trigger of a firearm or at other times by the image taken by the at least one camera is evaluated by the arithmetic unit and, if several to each other spaced cameras are present, the different images or the corresponding evaluation results are compared and processed by the arithmetic unit. A camera can take pictures with a certain frame rate (so-called frame rate). This is currently usually in the range of about 25 to 100 Hz. Between consecutive image frames (so-called frames) are usually short pauses of about 1-5 ms. The at least one camera of the weapon simulator is responsible for detecting the position of the light spots of several firearms. This requires that the light points of several weapon simulator gunners can be uniquely assigned to the various shooters or their firearms, so that in the event of a "firing" by a firearm, it can promptly be determined from the current position of the corresponding light spot on the screen, where the "shot" was fired in the training scenario or whether a hit was scored or not.
0015To make this possible, it would theoretically be possible to turn on only the light spot of a firearm of the weapon simulator in any given frame of the at least one camera. In this case, both a determination of the position of the light spot and an unambiguous assignment of the light spot to the firearm could take place in the given frame. However, the weapon simulator is designed to handle a plurality of (eg 20) firearms simultaneously. This would result in the procedure described that, for example, only every 20 frames, the position of a light spot of a particular firearm is updated. With an exemplary assumed frame rate of about 25 Hz of a camera, this results in an update rate of the positions of the individual points of light of about 1 with 20 firearms operated on the weapon simulator of approx. 25 Hz (= 800 msec). During this time, however, it is likely that the shooter has moved his weapon and the point of light at the time of a "shot trigger" has a different position than the position detected about 500 ms ago. This is especially true for weapon simulators, in which the shooters can move freely with their firearms, so do not remain at predetermined positions in predetermined trajectories. This method would thus be too slow for weapon simulators, which can handle a large number of firearms at the same time and therefore not suitable. This is especially true for weapon simulators, in which the shooters can move freely with their firearms, so do not remain at predetermined positions in predetermined trajectories. This method would thus be too slow for weapon simulators, which can handle a large number of firearms at the same time and therefore not suitable. This is especially true for weapon simulators, in which the shooters can move freely with their firearms, so do not remain at predetermined positions in predetermined trajectories. This method would thus be too slow for weapon simulators, which can handle a large number of firearms at the same time and therefore not suitable.
0016From the <patcit id="pcit0008" dnum="US2007082322A1"><text>US 2007/082 322 A1</text></patcit> is a weapons simulator for sharp firearms known to shoot real ammunition. In addition, the disclosed<patcit id="pcit0009" dnum="US2006073438A1"><text>US 2006/073 438 A1</text></patcit> a weapon simulator for simulated firearms.
0017Based on the described prior art, the invention is therefore the object of designing and developing a weapons simulator that light points of several converted firearms on a screen in the simplest possible way, but still with the required speed or refresh rate and their positions with the required Accuracy can be detected.
0018To solve this problem, it is proposed on the basis of the method of the type mentioned that the light points of all firearms of the weapon simulator turned on and recorded and detected their positions and corresponding position data are obtained at all odd times before capturing the content of the screen. At successive even times, before detecting the content of the projection surface, a light spot of each other firearm i (i = l) is detected.
0019The method according to the invention can be realized as a computer program that runs on the computing unit of the weapon simulator. In particular, the arithmetic unit has one or more processors that process the computer program. The computing unit may comprise a single computer or a network of multiple computers. The arithmetic unit is assigned to the weapon simulator, but it does not have to be located locally in the area of the weapon simulator. The arithmetic unit can also be part of an external data center which, for example, is connected to the other components of the weapon simulator via a data connection, for example the Internet.
0020An essential aspect of the present invention is that the actual position determination of the points of light takes place at a different time than the assignment of the individual points of light to the various firearms. Although this requires a kind of initialization phase first, it allows an accurate and timely evaluation of "shots" in the weapon simulator, even if a relatively large number (eg,> 5) of firearms are operated in the weapon simulator.
0021After switching on, detecting and assigning the light spot of the last of the firearms operated in the weapon simulator i = N at a straight time, the method is advantageously again run from the front and at the subsequent even point again the light point of the first firearm operated in the weapon simulator i = 1 is switched on and determined and assigned to the firearm i = 1 and corresponding assignment information is obtained. Accordingly, the described method is carried out repeatedly in the manner of a program loop, wherein at the odd times, a position determination of all points of light takes place and at the even times each an assignment of a point of light to a particular firearm, namely the firearm, which has generated the light point takes place. The triggering of a firearm by a shooter during training can trigger a software interrupt, as a result of which the last (at the previous even time) detected position of the light spot determined in a timely manner and used as a target point when triggering the shot. The interrupt may contain information about the identity, in particular a unique identifier, of the fired firearm.
0022However, the triggering of a "shot" can also be detected without an interrupt if, without triggering one of the firearms, a light point is suddenly detected by the arithmetic unit for the purpose of determining the position or assigning the points of light on the projection surface. Based on a comparison of the position of the suddenly detected light spot with the previously detected at the previous odd time point positions of all points of light and taking advantage of previously obtained at the previous even time allocation information, the suddenly detected light point of the fired firearm can be assigned.
0023But it is also conceivable that after switching on, detecting and assigning the light spot of the last operated in the weapon simulator firearm i = N at a straight time, at a subsequent even time, the point of light operated in the weapon simulator, triggered by a shooter firearm switched on and determined and the firearm i = 1 is assigned and appropriate assignment information is obtained. This can be done in addition to or in addition to the above-described assignment of individual firearms to specific light points or to their positions on the projection surface at the even times.
0024According to a preferred embodiment, in addition to the assignment of the individual points of light to the corresponding firearms, the position of the switched-on and detected point of light is also detected at the even points in time, and corresponding position data are obtained. The position data obtained at the even times can be used to update or to check the plausibility of the position data obtained at the odd time points.
0025Preferably, 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.
0026In 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, whereby all the converted firearms of the weapon simulator are driven so that they emit a light beam, for example a laser beam, and generate a light spot. If all the light points are on the projection surface, the images of the projection surface taken to the odd frames contain as many points of light as firearms that have been converted to a weapon simulator. The points of light are detected and their positions determined. The position data obtained in this way can be stored, for example, in a memory of the arithmetic unit so that they are available at later times. After the first odd frame after the start of the process, it is not yet possible to make an exact assignment of the points of light to the individual firearms. So there are still no assignment information in the arithmetic unit of the weapon simulator, which firearm has generated which light point.
0027This is then served by the even frames following the odd frames. During the even frames, only one of the converted firearms operated in the weapon simulator is in turn driven in such a way that it generates a point of light. The point of light generated at a first straight frame is detected by the at least one camera and assigned to the firearm that generated it. Since only one firearm is active in the sense of sending out a light point and only one point of light is detected on the projection surface, an unambiguous assignment of the light point to the firearm is possible. The assignment information obtained in this way for the detected point of light is stored, for example, in a memory of the processing unit of the weapon simulator.
0028Following this, all firearms are controlled in a second odd frame in such a way that all firearms emit points of light. These points of light are in turn detected 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 previously acquired in the preceding odd frame or one of the preceding even frames can be updated. Apart from the light point assigned in the preceding first straight frame, there are still no assignment information in the arithmetic unit of the weapon simulator as to which firearm has generated which light spot.
0029During the following second straight frame, again, one of the converted firearms operated in the weapon simulator is driven to generate a spot of light. In this case, a different firearm is preferably activated than in the previous straight frame. In the straight frames, one after the other, all firearms are actuated successively at least once so that they each generate a light spot, which can then be assigned to the corresponding firearm. This assignment information is 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 even frame. The position data can in turn be used to
0030The process is repeated until, in the even frames, all firearms operated in the weapon simulator have been driven once to generate a spot of light and until all the spots of light have been assigned to a particular firearm. At this point in time, position and assignment information is available for the light points of all firearms of the weapon simulator.
0031Subsequently, the method can be run through again from the beginning, in the next odd frame again position data for all points of light are detected and in the next straight frame again the first firearm is driven so that it generates a point of light, which is then assigned to the firearm and so on.
0032The method according to the invention thus has a kind 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 firearms or their points of light. 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 firearm is normally also possible for all light points detected during the odd frames due to the assignment information generated during the preceding even frames. The fact is exploited, that during normal operation of a firearm (with normal shooting behavior of the shooter), the position of the generated by the firearm light point between an odd and a straight frame only slightly varies, since there are only a few milliseconds. Thus, one takes advantage of the fact that the positions of the points of light detected at the odd frames are substantially identical with the positions during a subsequent straight frame except for slight deviations. As a result, the points of light can be assigned to the firearms even during the odd frames. in that the positions of the light points detected on the odd frames coincide substantially with the positions during a subsequent straight frame, except for slight deviations. As a result, the points of light can be assigned to the firearms even during the odd frames. in that the positions of the light points detected on the odd frames coincide substantially with the positions during a subsequent straight frame, except for slight deviations. As a result, the points of light can be assigned to the firearms even during the odd frames.
0033With the present invention, after the initialization phase has been completed, sufficiently accurate position data are therefore available for all light points, and each of the light points can be assigned to a specific firearm. Then, when a firearm "fires a shot", ie the shooter presses the trigger of the firearm, are from the previous odd frame accurate position data before, which allow to determine with high accuracy, where the "shot" would go and whether he Hit or not.
0034According to an advantageous development of the invention, it is proposed that the light spots of the firearms of the weapon simulator be switched on and detected at the end of the odd times. Of course, the control of the firearms to broadcast the points of light must be done in time in an odd frame that the points of light generated in the frame can still be detected by the content of the screen is detected. The position determination itself by evaluating the captured image of the screen can be done during a short break 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 to assign a light spot in the subsequent straight frame. Within this short time is a possible movement of the firearm and thus a change in the position of the light spot low. This allows a particularly reliable assignment of the light spot to a specific firearm.
0035According to another advantageous development of the invention, it is proposed that the points of light of the individual firearms of the weapon simulator be switched on and detected at the beginning of the straight moments. The assignment of the detected light spot to the corresponding firearm may occur during a brief pause following the even frame or even during a subsequent odd frame. Since the generation of the light spot and its assignment to the corresponding firearm takes place as early as possible in a straight frame, less time has passed since the position of the light points was determined in the preceding odd frame. Within this short time is a possible movement of the firearm and thus a change in the position of the light spot low.
0036According to a preferred embodiment, the light of the light spots has a frequency which is outside the frequency range visible to the human eye. It is conceivable, for example, that it is light in the IR or UV range. It is furthermore preferred if the points of light are laser points. Thus, for example, light points generated by an infrared (IR) laser are particularly preferred.
0037The object underlying the present invention is also achieved by a computing unit of the type mentioned on which runs a computer program that is programmed to carry out the method according to the invention. According to an advantageous development of the invention, it is proposed that the arithmetic unit has a communication connection to the rebuilt firearms producing the points of light to the latter at certain times, ie during even or odd frames, in particular at certain times at the beginning or at the end of the frames Generating the light points to cause. Sensor signals from sensors of the firearms, which detect the current operating state of the firearm, can also be transmitted to the arithmetic unit via the communication connection. Such sensor signals are, for example. "Trigger pressed", "Gun snapped when triggered", "Lock pressed", "Weapon secured" or similar. his. According to a preferred embodiment, it is proposed that the arithmetic unit has a communication connection to the at least one camera in order to detect the contents of the latter at specific times, ie during even or odd frames, in particular at specific times at the beginning or at the end of the frames To cause projection surface. The image data of the images of the projection surface taken by the camera can also be transmitted to the arithmetic unit for evaluation (position determination or assignment to a specific firearm) via the communication connection. The object underlying the present invention is also achieved by a weapon simulator of the type mentioned above, on the arithmetic unit of a computer program runs, which is programmed to carry out the method according to the invention.
0038A preferred embodiment of the present invention will be explained in more detail with reference to FIGS. Show it:<ul><li><figref idref="f0001">Fig. 1</figref> a weapon simulator according to the invention according to a preferred embodiment;</li><li><figref idref="f0002">Fig. 2</figref> Waveforms in the weapon simulator off <figref idref="f0001">Fig. 1</figref>;</li><li><figref idref="f0003">Fig. 3</figref> a flow diagram of a method according to the invention according to a preferred embodiment and</li><li><figref idref="f0004">Fig. 4</figref> a flowchart of a method according to the invention according to another preferred embodiment.</li></ul>
0039In <figref idref="f0001">FIG. 1</figref> an inventive weapon simulator is designated in its entirety by the reference numeral 1. A weapon simulator 1 is a kind of shooting range on which with the help of converted for training purposes firearms 2, the use and the use of appropriate original weapons can be trained as realistic as possible without blanks or real ammunition must be fired. In the illustrated weapon simulator 1, the shooters can move freely with their converted firearms 2.
0040The weapon simulator 1 comprises one or more projection surfaces 3 on which a training scenario for the shooter (s) is displayed. The projection surface 3 may comprise a screen or one or more screens. The training scenario may include realistic dynamic situations, such as a landscape depicting enemy positions, or multiple buildings where opposing shooters can be dynamically faded in to simulate a house fight. The shooter holds the converted for training purposes firearm 2 and uses them in the scenario shown as a conventional firearm, for example, by trying to meet opposing positions on a landscape or opposing shooters in or next to the buildings shown.
0041At least during the "firing" of the simulated firearms 2, a laser beam 4 can be emitted from the weapon 2, the course of which essentially corresponds to the trajectory of a fired projectile of a sharp cartridge. A light spot 5 generated by the laser beam 4 on the projection surface 3 thus corresponds approximately to the point at which a projectile would strike if the simulated firearm 2 were an original weapon firing live ammunition. By determining the position of the light spot 5 on the projection surface 3 and by comparing the position determined with the training scenario shown on the projection surface 3 at the time the shot is fired, virtual hits can be detected. If the position of the in a "shot firing" If the light spot 5 coincides with the position of an opposing position or an enemy shooter on the projection surface 3 at the time the shot is fired within certain limits, it is possible to speak of a hit. In order to determine which of the shooters has landed the hit, it is necessary to assign the different light points 5 shown on the projection surface 3 to the corresponding firearms 2. This is necessary in order to be able to evaluate the training and the individual achievements of the shooters in hindsight. It is necessary to assign the various light spots 5 shown on the projection surface 3 to the corresponding firearms 2. This is necessary in order to be able to evaluate the training and the individual achievements of the shooters in hindsight. It is necessary to assign the various light spots 5 shown on the projection surface 3 to the corresponding firearms 2. This is necessary in order to be able to evaluate the training and the individual achievements of the shooters in hindsight.
0042The weapon simulator 1 also has at least one camera 6, the receiving area of which comprises the at least one projection surface 3. When using multiple cameras 6 their receiving areas may include different areas of the screen 3. The camera 6 is used to optically detect the content of the projection surface 3 including the light spots 5 at certain times. The camera 3 is embodied, for example, as a CCD camera or as a CMOS camera which, in certain frames 10 predetermined by the frame rate of the camera 3 (cf.<figref idref="f0002">FIG. 2</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 about 1 to 5 ms, which can be used for preprocessing the recorded image data and / or for transmitting the image data to the arithmetic unit 8.
0043The at least one image taken by the camera 6 of the projection surface 3 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 connection 7 is realized by means of a cable. But it can also be wireless, for example. By radio, be realized. In the arithmetic unit 8, the light spots 5 are extracted from the image by suitable image processing and the position of the light spots 5 on the projection surface 3 is calculated. The arithmetic unit 8 is also responsible for coordinating the course of the training and displaying the corresponding images of the training scenario on the projection surface 3.
0044The at least one camera 6 of the weapon simulator 1 is responsible for the detection of the position of the light spots 5 of several firearms 2. This makes it necessary that the light spots 5 of several firearms 2 of the weapon simulator 1 can be unambiguously assigned to the various shooters or their firearms 2, thus in the case of a "shot firing" by one of the firearms 2 on the basis of the current position of the corresponding light spot 5 the projection surface 3 can be determined in a timely manner, where the "shot" went or whether a hit was achieved or not.
0045In order to allow the fastest possible assignment of one of the light spots 5 to the fired firearm 2 and a position determination of the associated light spot 5 on the projection surface 3 in the case of a "shot triggering", the method according to the invention is proposed. This has particular advantages when a relatively large number of shooters and a corresponding number of firearms 2 are present in the weapon simulator 1 and if the shooter in the area of the weapon simulator 1 can move freely, that is, the positions of the shooter not on shooting lanes or other fixed positions are limited, so that the positions of the converted firearms 2 in the weapon simulator 1 in a "shot triggering" are not known.
0046For the sequence control of the training as well as for the position determination of the light spots 5 and the assignment of the light spots 5 to the firearms 2, at least one computer program runs on the arithmetic unit 8. This computer program is also used to carry out the method according to the invention.
0047The inventive method is described below with reference to the <figref idref="f0002">FIGS. 2a to 2c</figref> explained in more detail. It is assumed that a weapon simulator 1, in which, for example, six shooters with their converted firearms 2 can train at the same time. Of course, the inventive method can also be applied in weapon simulators 1, in which more than six, for example, twenty or thirty shooters can train at the same time. The greater the number of shooters who can train simultaneously in the weapon simulator 1, the greater the advantages of the method according to the invention over the methods known from the prior art.
0048In the <figref idref="f0002">FIGS. 2a to 2c</figref> each three waveforms are shown. The uppermost signal curve identifies the successive frames 10 of the camera 6, wherein the individual frames 10 in the<figref idref="f0002">FIGS. 2a to 2c</figref> are numbered from 10.1 ... 10.18. For the present method, a distinction is made between two consecutive, different types of frames 10. The invention speaks in this context of odd 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 to the present invention is the distinction between two types of frames 10 in which different actions are taken. However, the designation of the various types of frames 10 is irrelevant. Furthermore, it is conceivable to carry out those actions which are carried out according to the invention in the odd frames 10.1, 10.3,..., Instead in the even frames 10.2, 10.4,..., And then in the even in accordance with the invention Frames 10.2, 10.4, ... Accordingly, actions to be performed in the odd 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.
0049According to the present invention, a position determination for the light spots 5 of all firearms 2 operated in the weapon simulator 1 is therefore carried out in the first type of frames 10. An assignment of the individual points of light 5 to the individual firearms 2 is not yet made. The assignment of the points of light 5 to the individual firearms 2 then takes place in the other type of frames 10. The mean signal course 11 in the<figref idref="f0002">FIGS. 2a to 2c</figref> respectively indicates the point in time at which the positions of all light spots 5 of all firearms 2 of the weapon simulator 1 are determined in the method described by way of example. It can be seen that a positional determination is always made in the odd frames 10.1, 10.3,... For the light spots 5 of all firearms 2 operated in the weapon simulator 1. Advantageously, this is always done at the end of the odd frames 10.1, 10.3, .... The lowest signal waveform 12 in the<figref idref="f0002">FIGS. 2a to 2c</figref> in each case indicates the times at which an assignment of a light spot 5 to one of the firearms 2 used in the weapon simulator 1 takes place. It can be seen that the assignment of the light spots 5 to the individual firearms 2 always takes place in even frames 10. 2, 10. 4,. Advantageously, this always takes place at the beginning of the even frames 10.2, 10.4, .... This has the advantage that between the position determinations of all light points 5 in the odd frames 10.1, 10.3,... And the assignment of the individual light spots 5 to the corresponding ones Firearms 2 in the even frames 10.2, 10.4, ... a shortest possible time passes, so that at the time of assignment of a light spot 5 in a straight frame 10.2, 10.4, ... it can be assumed that the light point 5 nor the previously in an odd frame 10.1, 10.3, ...
0050A flow diagram of a method according to the invention according to a preferred embodiment is shown in FIG<figref idref="f0003">FIG. 3</figref> shown. In the weapon simulator 1, a number N of firearms 2 are 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, with the counter i set to 1. The counter i stands for the firearm 2 which is to be controlled in the current straight frame 10.2, 10.4 ... in order to be able to assign the light spot 5 generated by it. In a first function block 21, the light points 5 of all firearms 2 operated in the weapon simulator 1 are detected in a first odd frame 10. 1 and their position detected. The position data generated in this way for all light spots 5 can be stored in a memory 30, which may be part of the arithmetic unit 8, for example. However, the memory 30 may be an external memory to which the arithmetic unit 8 has access to store and download data. In order to switch on all light points 5 of all firearms 2 used in the weapon simulator 1, the arithmetic unit 8 transmits corresponding control signals to the firearms 2 via suitable communication connections 9. In the example of FIG<figref idref="f0001">FIG. 1</figref> the communication link 9 is realized as a wireless connection, so that the shooters can move freely with their firearms 2 in the area of the weapon simulator 1. Preferably, the communication links 9 are formed between the computing unit 8 and the firearms 2 as radio links. The transmission of the control signals from the arithmetic unit 8 to the converted firearms 2 can take place according to any protocol.
0051Coming back to the flowchart of <figref idref="f0003">FIG. 3</figref> In a subsequent functional block 22, in a first straight frame 10.2, the light spot 5 of the first (i = 1) firearm 2 is switched on, detected and assigned to the first firearm 2. The corresponding assignment 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 acquired in this way for the one light spot 5 can be used for updating or for a plausibility check of the previously acquired position data for this light spot 5. The position data detected for this light point 5 can also be stored in the memory 30.
0052Subsequently, the counter i is increased by 1 in a function block 23, so that the light spot 5 of the second (i = 2) firearm 2 can be assigned in the subsequent pass in the straight frame 10 and if necessary the position of the light spot 5 can be determined. In a query block 24 is checked whether all operated in the weapon simulator 1 firearms 2 have been assigned once in a straight frame 10.2, 10.4, ... to the light point 5 generated by them.
0053If not all firearms 2 operated in the weapon simulator 1 have been assigned their light point 5 in a straight frame 10, the method branches back to function block 21 and is run through again. With reference to<figref idref="f0002">FIG. 2a</figref> Then, in the next odd frame 10.3, the positions of all the light spots 5 of all firearms 2 operated in the weapon simulator 1 would be detected again. Subsequently, in the functional block 22 in the subsequent straight frame 10.4, the second firearm 2 would be assigned to the light spot 5 generated by it. After this passage of the function blocks 21 and 22, the positions of all points of light 5 of all firearms 2 were determined or updated in the odd frame 10.3. In addition, in the even frame 10.4 the light spot 5 has been assigned to another firearm 2. Thus, up-to-the-minute position data are available for all the light spots 5, with two of the light spots 5 now being assigned to the corresponding firearms 2.
0054In the function block 23, the counter i is again increased by 1 so that it now amounts to i = 3. In the query block 24, in turn, it is queried whether all firearms 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 is run through until all the light spots 5 have been assigned to one of the firearms 2. At the end of the last run, in turn, up-to-the-minute position data are available for all light points 5 of all firearms 2 (from the previous odd frame 10) and all light points 5 of all N in the weapon simulator 1 are assigned to the corresponding firearms 2.
0055This completes a type of initialization phase 31. The initialization phase 31 thus comprises N passes through the functional blocks 21 to 24. In an example with N = 6 firearms 2 in the weapon simulator 2, a frame length of 25 ms and pauses 13 of 2 ms between the frames 10, the passage through the initialization phase would be 31 about 324 ms (6 odd frames x 25 ms + 6 even frames x 25 ms + 12 x 2 ms = 324 ms). Although this is relatively long, but for the initialization phase must be run only once immediately after the start of the procedure. Thereafter, the desired position data and assignment information for the fired "shots" or the corresponding points of light 5 within a very short time (a few 10 ms) are available.
0056Following the initialization phase 31, the method can be continued in different ways. In the subsequent frames 10, the position of the individual points of light 5 due to the frequent frequent determination of the positions of all points of light 5 in the odd frames 10 can be easily tracked and the assignment of all points of light 5 to certain firearms 2 are easily maintained.
0057One way in which the method can be continued after the initialization phase 31 is in FIG <figref idref="f0003">FIG. 3</figref> shown. Accordingly, the initialization phase described above with reference to the function blocks 21 to 24 is simply performed once again, wherein in the first straight frame 10 following the initialization phase 31 again the light point 5 of the first (i = 1) firearm 2 assigned and possibly its position the projection surface 3 is determined. In a query block 25 it is checked whether the training session is over or not. If the training unit has not yet ended, in a function block 26, the counter i is again set to 1, that is, to the first firearm 2. If the training session is over, the procedure in function block 27 is ended.
0058In <figref idref="f0004">FIG. 4</figref> another possibility is shown how the method according to the invention can be carried out further after the initialization phase 31. The method begins in a function block 40 and initially executes the initialization phase 31, as described above with reference to FIG<figref idref="f0003">FIG. 3</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 firearms used in the weapon simulator 1 are turned on and detected and their positions detected. The obtained position data can be stored in the memory 30. In this respect, the functional step 40 essentially corresponds to the functional step 21 described above<figref idref="f0003">FIG. 3</figref>, Assuming a weapon simulator 1 with N = 6 firearms 2, the odd frame 10 from function block 41 would be frame 10.13 in FIG<figref idref="f0002">Figure 2c</figref>,
0059Subsequently, in a functional block 42 in a subsequent straight frame 10 (for example, the frame 10.16), a light spot 5 of a firearm 2 operated by the weapon simulator 1 and triggered by a shooter is switched on and its position detected. As soon as a "shot" is triggered, in the following straight frame 10, the light spot 5 of the fired firearm 2 is switched on and detected and its position detected. At the same time, a reassignment of the light spot 5 to the firearm 2 can take place. The obtained position data can also be stored in the memory 30. Based on the position data, the arithmetic unit 8 can determine whether a hit has been achieved or not. In the described possibility for continuing the method, therefore, only the light spot 5 is switched on and determined by a firearm 2 after the initialization phase 31 in the straight frames 10 and detects its position, which has previously been triggered by a shooter. In this case, an assignment of the light spot 5 to the corresponding firearm 2 can take place and at the same time the quality of a "shot" can be evaluated, in particular whether it represents a hit or not.
0060In the process off <figref idref="f0004">FIG. 4</figref> There may well be frames 10, in which previously no "shot" of a firearm 2 has been triggered. Consequently, in these straight frames 10, no light spot 5 is also shown on the projection surface 3, whose position is determined and which could be assigned to a specific firearm 2. In such a case, in the straight frame 10 (for example the frame 10.14) no action, neither a position determination of a light spot 5 nor an assignment of a light spot 5 to a specific firearm 2, can be made. The same applies to the straight frame 10.18 in<figref idref="f0002">Figure 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 assignment of individual light spots 5 to specific firearms 2 and to update them.
0061Coming back to the flowchart of <figref idref="f0004">FIG. 4</figref> is then checked in a query block 43, if the training session is over. If not, the function block 41 is branched again and the function blocks 41 through 43 are run through again. If the training session is over, the procedure in function block 44 is ended.
0062This completes a type of initialization phase 31. The initialization phase 31 thus comprises N passes through the functional blocks 21 to 24. In an example with N = 6 firearms 2 in the weapon simulator 2, a frame length of 25 ms and pauses 13 of 2 ms between the frames 10, the passage through the initialization phase would be 31 about 324 ms (6 odd frames x 25 ms + 6 even frames x 25 ms + 12 x 2 ms = 324 ms). Although this is relatively long, but for the initialization phase must be run only once immediately after the start of the procedure. Thereafter, the desired position data and assignment information for the fired "shots" or the corresponding points of light 5 within a very short time (a few 10 ms) are available.
0063Following the initialization phase 31, the method can be continued in different ways. In the subsequent frames 10, the position of the individual points of light 5 due to the frequent frequent determination of the positions of all points of light 5 in the odd frames 10 can be easily tracked and the assignment of all points of light 5 to certain firearms 2 are easily maintained.
0064One way in which the method can be continued after the initialization phase 31 is in FIG <figref idref="f0003">FIG. 3</figref> shown. Accordingly, the initialization phase described above with reference to the function blocks 21 to 24 is simply performed once again, wherein in the first straight frame 10 following the initialization phase 31 again the light point 5 of the first (i = 1) firearm 2 assigned and possibly its position the projection surface 3 is determined. In a query block 25 it is checked whether the training session is over or not. If the training unit has not yet ended, in a function block 26, the counter i is again set to 1, that is, to the first firearm 2. If the training session is over, the procedure in function block 27 is ended.
0065In <figref idref="f0004">FIG. 4</figref> another possibility is shown how the method according to the invention can be carried out further after the initialization phase 31. The method begins in a function block 40 and initially executes the initialization phase 31, as described above with reference to FIG<figref idref="f0003">FIG. 3</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 firearms used in the weapon simulator 1 are turned on and detected and their positions detected. The obtained position data can be stored in the memory 30. In this respect, the functional step 40 essentially corresponds to the functional step 21 described above<figref idref="f0003">FIG. 3</figref>, Assuming a weapon simulator 1 with N = 6 firearms 2, the odd frame 10 from function block 41 would be frame 10.13 in FIG<figref idref="f0002">Figure 2c</figref>,
0066Subsequently, in a functional block 42 in a subsequent straight frame 10 (for example, the frame 10.16), a light spot 5 of a firearm 2 operated by the weapon simulator 1 and triggered by a shooter is switched on and its position detected. As soon as a "shot" is triggered, in the following straight frame 10, the light spot 5 of the fired firearm 2 is switched on and detected and its position detected. At the same time, a reassignment of the light spot 5 to the firearm 2 can take place. The obtained position data can also be stored in the memory 30. AnhAt the position data, the arithmetic unit 8 can determine whether a hit has been made or not. In the described possibility for continuing the method, therefore, only the light spot 5 is switched on and determined by a firearm 2 after the initialization phase 31 in the straight frames 10 and detects its position, which has previously been triggered by a shooter. In this case, an assignment of the light spot 5 to the corresponding firearm 2 can take place and at the same time the quality of a "shot" can be evaluated, in particular whether it represents a hit or not.
0067In the process off <figref idref="f0004">FIG. 4</figref> There may well be frames 10, in which previously no "shot" of a firearm 2 has been triggered. Consequently, in these straight frames 10, no light spot 5 is also shown on the projection surface 3, whose position is determined and which could be assigned to a specific firearm 2. In such a case, in the straight frame 10 (for example the frame 10.14) no action, neither a position determination of a light spot 5 nor an assignment of a light spot 5 to a specific firearm 2, can be made. The same applies to the straight frame 10.18 in<figref idref="f0002">Figure 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 assignment of individual light spots 5 to specific firearms 2 and to update them. Coming back to the flowchart of<figref idref="f0004">FIG. 4</figref> is then checked in a query block 43, if the training session is over. If not, the function block 41 is branched again and the function blocks 41 through 43 are run through again. If the training session is over, the procedure in function block 44 is ended.
4 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| WO2014185764A1 | Cites | World Intellectual Property Organization (WIPO) | – |
| US5215464A | Cites | United States of America | – |
| US2006073438A1 | Cites | United States of America | – |
| US2007082322A1 | Cites | United States of America | – |
| None | Non-patent | – | Examiner |
3 members in 2 offices; this record represents the family
Members3
| Document | Office | Kind | |
|---|---|---|---|
| DE102015207707A1 | Germany | A1 | |
| EP3088836A1 | European Patent Office (EPO) | A1 | |
| EP3088836B1This record | European Patent Office (EPO) | B1 |
73 legal events, as 9 offices reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | Office | |
|---|---|---|---|
| Annual fee paid to national office [announced via postgrant information from national office to epo]GrantedPGFP | PGFP | EP | |
| Annual fee paid to national office [announced via postgrant information from national office to epo]GrantedPGFP | PGFP | EP | |
| Annual fee paid to national office [announced via postgrant information from national office to epo]GrantedPGFP | PGFP | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Annual fee paid to national office [announced via postgrant information from national office to epo]GrantedPGFP | PGFP | EP | |
| Annual fee paid to national office [announced via postgrant information from national office to epo]GrantedPGFP | PGFP | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapse because of not paying annual feesLapsedMM01 | MM01 | AT | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Gb: european patent ceased through non-payment of renewal feeCeasedGBPC | GBPC | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed because of non-payment of the annual feeLapsedMM | MM | BE | |
| Patent ceasedCeasedPL | PL | CH | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| No opposition filedOpposition26N | 26N | EP | |
| No opposition filed within time limitOppositionORIGINAL CODE: 0009261PLBE | PLBE | EP | |
| Information on the status of an ep patent application or granted ep patentGrantedSTATUS: NO OPPOSITION FILED WITHIN TIME LIMITSTAA | STAA | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| No opposition filed against granted patent, or epo opposition proceedings concluded without decisionGrantedR097 | R097 | DE | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Invalidated european patentMG4D | MG4D | LT | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Lapsed in a contracting state [announced via postgrant information from national office to epo]LapsedPG25 | PG25 | EP | |
| Translation for ep filed (entry of ep into country)FP | FP | NL | |
| Dpma publication of mentioned ep patent grantGrantedR096 | R096 | DE | |
| European patents granted designating irelandGrantedLANGUAGE OF EP DOCUMENT: GERMANFG4D | FG4D | IE | |
| Reference to at number (ep patent validated in austria)REF | REF | AT | |
| European patent takes effect as a national patent in ch/liEP | EP | CH | |
| Designated contracting statesAK | AK | EP | |
| European patent grantedGrantedNOT ENGLISHFG4D | FG4D | GB | |
| (expected) grantORIGINAL CODE: 0009210GRAA | GRAA | EP | |
| Information on the status of an ep patent application or granted ep patentGrantedSTATUS: THE PATENT HAS BEEN GRANTEDSTAA | STAA | EP | |
| Grant fee paidORIGINAL CODE: EPIDOSNIGR3GRAS | GRAS | EP | |
| Intention to grant announcedINTG | INTG | EP | |
| Information provided on ipc code assigned before grantRIC1 | RIC1 | EP | |
| Information provided on ipc code assigned before grantRIC1 | RIC1 | EP | |
| Information provided on ipc code assigned before grantRIC1 | RIC1 | EP | |
| Information provided on ipc code assigned before grantRIC1 | RIC1 | EP | |
| Despatch of communication of intention to grant a patentORIGINAL CODE: EPIDOSNIGR1GRAP | GRAP | EP | |
| Information related to disapproval of communication of intention to grant by the applicant or resumption of examination proceedings by the epo deletedORIGINAL CODE: EPIDOSDIGR1GRAJ | GRAJ | EP | |
| Information on the status of an ep patent application or granted ep patentGrantedSTATUS: GRANT OF PATENT IS INTENDEDSTAA | STAA | EP | |
| Request for examination filed17P | 17P | EP | |
| Designated contracting states (corrected)RBV | RBV | EP | |
| Information on the status of an ep patent application or granted ep patentGrantedSTATUS: REQUEST FOR EXAMINATION WAS MADESTAA | STAA | EP | |
| Designated contracting statesAK | AK | EP | |
| Request for extension of the european patentAX | AX | EP | |
| Public reference made under article 153(3) epc to a published international application that has entered the european phaseORIGINAL CODE: 0009012PUAI | PUAI | EP |
Numbers
- Publication
- 3088836
- Publication, DOCDB
- 3088836
- Publication, EPODOC
- EP3088836
- Application
- 16165237
- Application, DOCDB
- 16165237
- Application, EPODOC
- EP20160165237
Titles3
- 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
Classification
- CPC, 4
- F41J5/02
- F41A33/02
- F41G3/2627
- F41G3/2655
- IPC, 4
- F41J5 02
- F41A33 02
- F41G3 26
- G09B9 00
Designated states38
- 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
