Apparatus and method for experiencing augmented reality-based screen sports match

Provided are an apparatus and method for experiencing an augmented reality (AR)-based screen sports match which enable even a child, an elderly person, and a person with a disability to easily and safely experience a ball sports match, such as tennis, badminton, or squash, as a screen sports match without using a wearable marker or sensor, a wearable display, an actual ball, and an actual tool.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims priority to and the benefit of Korean Patent Application No. 10-2020-0146763 filed on Nov. 5, 2020, the disclosure of which is incorporated herein by reference in its entirety.

BACKGROUND

1. Field of the Invention

The present invention relates to a technology for experiencing a sports match and, more particularly, to a technology for experiencing an augmented reality (AR)-based sport game using an indoor screen.

2. Discussion of Related Art

With the development of augmented reality (AR) technology, screen sports technology is attracting attention. Screen golf is a typical example of screen sports technology.

Existing screen sports technology, including screen golf, generates all virtual content related to sports, such as objects, video, and sound, through computer equipment, and thus there is a limit to visually and aurally providing a sense of reality as in real sports.

According to the existing screen sports technology, a user uses an actual ball and tool in person indoors. Accordingly, there is a risk of injury when two or more users experience a sports match at the same time in one place.

Also, the existing screen sports technology cannot support sports matches in which two or more users compete against each other, for example, tennis, badminton, and squash, like real sports matches.

Moreover, according to the existing screen sports technology, an experienced user can skillfully use actual tools (e.g., a ball and a racket) for a corresponding sports match while an inexperienced user or a user with reduced mobility (e.g., a child, an elderly person, or a person with a disability) cannot skillfully use the tool for the corresponding sports match. Accordingly, accessibility for users with reduced mobility is degraded.

SUMMARY OF THE INVENTION

The present invention is directed to providing an apparatus and method for experiencing an augmented reality (AR)-based screen sports match so that two or more users may experience a sports match in an indoor space.

The above and other objects, advantages, and features of the present invention and methods for achieving them will become apparent to those of ordinary skill in the art from exemplary embodiments described in detail below with reference to the accompanying drawings.

According to an aspect of the present invention, there is provided a method of experiencing an AR-based screen sports match including imaging, by a camera device installed in a first indoor space, actions of first users present in the first indoor space to generate actual image data, recognizing, by a first operating system installed in the first indoor space, the actions of the first users from the image data to generate first motion recognition data, generating, by the first operating system, tactile feedback information and force feedback information on the basis of the first motion recognition data, generating, by haptic devices which are used instead of actual sports tools by the first users, a tactile sensation and a kinesthetic sensation corresponding to a feeling of hitting that the first users have from the actual sports tools on the basis of the tactile feedback information and the force feedback information, receiving, by the first operating system, second motion recognition data, which represents motion recognition results of second users present in a second indoor space, from a second operating system installed in the second indoor space and generating AR contents on the basis of the second motion recognition data, and projecting, by a beam projector installed in the first indoor space, beams corresponding to the AR contents on a screen installed in the first indoor space.

According to another aspect of the present invention, there is provided an apparatus for experiencing an AR-based screen sports match including a camera device installed in a first indoor space and configured to acquire actual image data by imaging actions of first users present in the first indoor space, a motion recognition device installed in the first indoor space and configured to generate first motion recognition data by recognizing the actions of the first users from the image data, a haptic control device configured to generate tactile feedback information and force feedback information on the basis of the first motion recognition data, haptic devices used instead of actual sports tools by the first users and configured to generate a tactile sensation and a kinesthetic sensation corresponding to a feeling of hitting that the first users have from the actual sports tools on the basis of the tactile feedback information and the force feedback information, an AR content generation device configured to receive second motion recognition data, which represents motion recognition results of second users present in a second indoor space, from a second operating system installed in the second indoor space and generate AR contents on the basis of the second motion recognition data, and a beam projector installed in the first indoor space and configured to generate beams corresponding to the AR contents and project the beams on a screen installed in the first indoor space.

DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS

The present invention may be variously changed and include various embodiments, and specific embodiments will be shown in the accompanying drawings and described in detail. However, it should be understood that this is not to limit the scope of the present invention to the specific embodiments, and the present invention includes all modification, equivalents, and alternations included in the spirit and technical scope of the present invention.

The terminology used herein is for the purpose of describing specific embodiments only and is not intended to be limiting to the present invention. Unless the context clearly indicates otherwise, the singular forms include the plural forms as well. It will be understood that the terms “comprise,” “include,” and “have,” when used herein, specify the presence of stated features, numbers, steps, operations, elements, parts, or combinations thereof but do not preclude the presence or addition of one or more other features, numbers, steps, operations, parts, or combinations thereof.

Unless otherwise defined, all terms including technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the art to which the present invention pertains. Terms defined in generally used dictionaries should be construed as having meanings matched with contextual meanings in the art. Unless defined clearly, terms are not construed as ideally or excessively formal meanings.

The present invention provides an augmented reality (AR)-based screen sports service in which users present in an indoor space may experience a sports match (a ball sports match), such as tennis, badminton, or squash, without wearing a marker, a sensor, a display, etc. with other users present in another indoor space.

Also, the present invention provides AR-based screen sports service in which it is possible to experience screen sports using a haptic device for providing tactile and force feedbacks interoperating with motion recognition instead of actual tools (a tennis racket, a tennis ball, a badminton racket, a shuttlecock, a squash racket, a squash ball, a net, etc.) used in corresponding sports matches.

FIG. 1is a view showing a first indoor space in which an apparatus for experiencing an AR-based screen sports match is installed according to an exemplary embodiment of the present invention, andFIG. 2is a view showing a second indoor space in which the apparatus for experiencing an AR-based screen sports match is installed according to the exemplary embodiment of the present invention.

A first indoor space100shown inFIG. 1is physically separated from a second indoor space200shown inFIG. 2. In the first indoor space100, two or more users11and13are present to experience a screen sports match, and in the second indoor space200shown inFIG. 2, two or more other users21and23are present to experience the screen sports match with the two or more users11and13present in the first indoor space100.

A first camera device120including a plurality of cameras122,124, and126for recognizing motion of the users11and13is installed on the ceiling and the side walls of the first indoor space100shown inFIG. 1.

Likewise, a second camera device220including a plurality of cameras222,224, and226for recognizing motion of the users21and23, who want to experience the sports match with the users11and13present in the first indoor space100, is installed on the ceiling and the side walls of the second indoor space200shown inFIG. 2.

Screens160and260are installed on the front sides of the indoor spaces100and200, respectively. Each screen displays AR contents in which actual images of opponent users and virtual object images related to the sports match that the users11,13,21, and23want to experience are mixed (included). Here, the virtual object images may include a virtual background image obtained by virtualizing an actual playing field (the stands and the net), virtual tool images obtained by virtualizing actual tools (tennis rackets and a tennis ball, badminton rackets and a shuttlecock, or squash rackets and a squash ball), and the like.

The users11and13in the first indoor space100and the users21and23in the second indoor space200experience the sports match using haptic devices140and240instead of actual sports tools (tennis rackets, a tennis ball, badminton rackets, a shuttlecock, squash rackets, a squash ball, a net, etc.) related to the sports match that the users11,13,21, and23want to experience.

Operating systems110and210are installed in the first and second indoor spaces100and200, respectively. The users11,13,21, and23may set a way in which the sports match that the users11,13,21, and23want to experience is played using a user interface provided in the operating systems110and120.

Also, the operating systems110and210communicate with each other and control and manage devices installed in the indoor spaces100and200using information transmitted and received in the communication process.

Although not shown inFIGS. 1 and 2to simplify the drawings, a microphone device, a beam projector, an audio output device, etc. may be further installed in each indoor space.

The apparatus for experiencing an AR-based screen sports match according to the exemplary embodiment of the present invention will be described below with reference toFIG. 3.

FIG. 3is a block diagram schematically showing an internal configuration of the apparatus for experiencing an AR-based screen sports match according to the exemplary embodiment of the present invention.

Referring toFIG. 3, the apparatus for experiencing an AR-based screen sports match installed in the first indoor space100includes the first operating system110, the first camera device120, a first microphone device130, the first haptic device140, a first beam projector150, the first screen160, and a first audio output device170.

The first operating system110may basically control and manage overall operations of the first camera device120, the microphone device130, the first haptic device140, the first beam projector150, the first screen, and the first audio output device170and may be a computer.

The first operating system110communicates with the second operating system210installed in the second indoor space200in a wired or wireless manner, receives second motion recognition data and second voice data of the opponent users21and23from the second operating system210, and generates AR contents to be displayed on the first screen160on the basis of the received second motion recognition data and second voice data of the opponent users21and23.

Here, the second motion recognition data received from the second operating system210may include data related to images, a hitting action, a hitting time, a hitting viewpoint, a hitting position, and a hitting speed of the opponent users21and23required for sports simulation, and the second voice data received from the second operating system210may be data related to voices of the opponent users21and23.

Also, the first operating system110transmits first motion recognition data and first voice data of the users11and13present in the first indoor space100to the second operating system210, and the second operating system210generates AR contents to be displayed on the second screen260on the basis of the first motion recognition data and the first voice data received from the first operating system110.

The first camera device120generates image data by imaging actions of the users11and13to recognize actions of the users11and13and transmits the image data to the first operating system110. Subsequently, the first operating system110generates first motion recognition data by processing the image data received from the first camera device120.

The first camera device120includes the plurality of cameras122,124, and126, and each camera may be implemented as, for example, a red-green-blue depth (RGB-D) camera which easily recognizes actions of the users11and13in the form of a three-dimensional (3D) skeleton. In this case, image data acquired by the first camera device120may be RGB-D image data.

The plurality of RGB-D cameras may interoperate with each other through a camera calibration technique. In this case, the plurality of RGB-D cameras function as multi-viewpoint RGB-D cameras rather than single viewpoint RGB-D cameras and thus may solve problems including the lack of viewpoints, a limited range, errors, etc. which are disadvantages of a single viewpoint RGB-D camera.

The first microphone device130transmits the first voice data acquired by collecting (or recording) voices of the users11and13present in the first indoor space100to the first operating system110.

The first haptic device140is used by the users11and13present in the first indoor space100instead of an actual sports tool (a tennis racket, a tennis ball, a badminton racket, a shuttlecock, a squash racket, a squash ball, a net, etc.).

According to control of the first operating system110, the first haptic device140provides (generates) a virtual feeling of hitting a ball with an actual sports tool by interoperating with motion recognition of the users11and13present in the first indoor space100. Here, the virtual feeling of hitting includes a tactile feedback and a kinesthetic or force feedback.

To provide such a virtual feeling of hitting, the first haptic device140may include, for example, a vibration actuator and a collision actuator.

The vibration actuator generates a tactile sensation of vibration according to tactile feedback information received from the first operating system110through wireless communication, and the collision actuator generates a kinesthetic sensation of collision according to force feedback information received from the first operating system110through wireless communication.

In addition, the first haptic device140may further include a wireless communication module to wirelessly communicate with the first operating system110.

The first beam projector150receives AR image data based on the second motion recognition data of the users21and23present in the second indoor space200from the first operating system110and generates and projects beams corresponding to the received AR image data on the first screen160, thereby displaying AR contents corresponding to the AR image data through the first screen160.

The first audio output device170receives AR audio data based on the second voice data of the users21and23present in the second indoor space200from the first operating system110and outputs the received AR audio.

Here, the AR audio data may be obtained by combining the second voice data of the users21and23present in the second indoor space200and virtual hitting sound data.

The apparatus for experiencing an AR-based screen sports match installed in the second indoor space200includes the second operating system210, the second camera device220, a second microphone device230, the second haptic device240, a second beam projector250, the second screen260, and a second audio output device270, which have the same functionality as the above-described elements110to170. Accordingly, each element will be briefly described.

The second camera device220transmits image data acquired by imaging actions of the users21and23present in the second indoor space200to the second operating system210.

The second camera device220includes the plurality of cameras222,224, and226, and each camera may be an RGB-D camera.

The second microphone device230transmits the second voice data acquired by collecting voices of the users21and23present in the second indoor space200to the second operating system210.

The second haptic device240is used by the users21and23present in the second indoor space200instead of an actual sports tool (a tennis racket, a tennis ball, a badminton racket, a shuttlecock, a squash racket, a squash ball, a net, etc.).

According to control of the second operating system210, the second haptic device240provides (generates) a virtual feeling of hitting a ball with an actual sports tool by interoperating with motion recognition of the users21and23present in the second indoor space200.

To provide such a virtual feeling of hitting, the second haptic device240may include, for example, a vibration actuator and a collision actuator.

The second beam projector250receives AR image data based on the first motion recognition data of the users11and13present in the first indoor space100from the second operating system210and generates and projects beams corresponding to the received AR image data on the second screen260, thereby displaying AR contents corresponding to the AR image data through the second screen260.

The second audio output device270receives AR audio data based on the first voice data of the users11and13present in the first indoor space100from the second operating system210and outputs the received AR audio.

Here, the AR audio data may be obtained by combining the first voice data of the users11and13present in the first indoor space100and virtual hitting sound data.

FIG. 4is a block diagram schematically showing an internal configuration of a first operating system shown inFIG. 3.

Referring toFIG. 4, the first operating system110includes a motion recognizer111, a haptic controller113, a communicator115, and an AR content generator117.

The motion recognizer111receives image data of the users11and13present in the first indoor space100from the first camera device120, recognizes actions of the users11and13by processing the received image data, and outputs first motion recognition data111A as the recognition result.

The image data may be RGB-D image data, and the first motion recognition data111A may include data related to images, a hitting action, a hitting time, a hitting viewpoint, a hitting position, and a hitting speed of the users11and13.

As a method of recognizing actions of the users11and13, a method of recognizing sports actions of the users11and13in the form of a 3D skeleton on the basis of RGB values and depth values included in the RGB-D image data may be used.

To control the first haptic device140, the haptic controller113generates tactile feedback information113A and force feedback information113B interoperating with motion recognition of the users11and13on the basis of the first motion recognition data111A received from the motion recognizer111and transmits the pieces of information113A and113B to the first haptic device140in a wireless communication manner.

The first haptic device140may include a wireless communicator for receiving the pieces of information113A and113B, a vibration actuator, a collision actuator, and a controller for controlling operations of the vibration actuator and the collision actuator.

The vibration actuator generates a tactile sensation of vibration according to the tactile feedback information113A received from the haptic controller113, and the collision actuator generates a kinesthetic sensation of collision according to the force feedback information113B received from the haptic controller113.

The communicator115communicates with the second operating system210installed in the second indoor space200in a wired or wireless manner.

The communicator115transmits the first motion recognition data111A received from the motion recognizer111to the second operating system210and transmits first voice data130A of the users11and13, who are present in the first indoor space100, transmitted from the first microphone device130to the second operating system210.

Also, the communicator115receives second motion recognition data211A and second voice recognition data230A of the users21and23present in the second indoor space200from the second operating system210and transmits the data211A and230A to the AR content generator117.

The second motion recognition data211A includes data related to images, a hitting action, a hitting time, a hitting viewpoint, a hitting position, and a hitting speed of the opposite users21and23required for sports simulation.

The AR content generator117includes an AR image data generator117_1and an AR audio data generator117_2.

The AR image data generator117_1generates AR image data117A on the basis of the second motion recognition data211A received from the second operating system210through the communicator115.

Specifically, the AR image data generator117_1extracts data related to actual image data, data related to a hitting action, data related to a hitting time, data related to a hitting viewpoint, data related to a hitting position, and data related to a hitting speed of the users21and23present in the second indoor space200from the second motion recognition data211A. Subsequently, the AR image data generator117_1generates virtual object images to be combined with the actual image data of the opposite users21and23.

The virtual object images include a virtual background image31obtained by virtualizing an actual playing field (the stands and the net), virtual tool images33,35obtained by virtualizing actual tools (a tennis racket, a tennis ball, a badminton racket, a shuttlecock, a squash racket, and a squash ball) used in the corresponding sport, and the like.

While the virtual background image31is a static virtual object image which does not change over time, the virtual tool images33,35are dynamic object images which are changed on the basis of data related to a hitting action, a hitting time, a hitting viewpoint, a hitting position, and a hitting speed of the opposite users21and23. In other words, tools (the racket and the ball) depicted as the virtual tool images are changed in shape and movement speed in real time over time in images. A hitting action may also be used as a term encompassing a hitting time, a hitting viewpoint, a hitting position, and a hitting speed.

Subsequently, the AR image data generator117_1generates the AR image data117A by combining the actual image data and the virtual object images changed according to the hitting action of the opposite users21and23and transmits the AR image data117A to the first beam projector150. Then, the first beam projector150generates beams corresponding to the AR image data117A received from the AR image data generator117_1and projects the generated beams on the first screen160.

The AR audio data generator117_2generates AR audio data117B by combining (or augmenting) virtual hitting sound data with the second voice data230A and transmits the AR audio data117B to the first audio output device170.

The first audio output device170converts the AR audio data117B into an audio signal and outputs the audio signal to the first indoor space100.

Like this, the device according to the exemplary embodiment of the present invention simultaneously provides visual AR contents displayed by the first screen160and aural AR content output by the first audio output device170such that users can experience a screen sports match like a real sports match.

Also, an actual tool (a racket) used in an actual sports match is replaced by the haptic device140so that two or more users can safely experience a screen sports match in the same indoor space.

Further, an actual tool (a tennis ball, a shuttlecock, a squash ball, etc.) used in an actual sports match is replaced by an augmented virtual tool (a virtual tennis ball, a virtual shuttlecock, a virtual squash ball, etc.) such that even users who suffer inconvenience in physical activities can easily experience a screen sports match.

FIG. 5is a block diagram schematically showing an internal configuration of a second operating system shown inFIG. 3.

Referring toFIG. 5, the second operating system210includes a motion recognizer211, a haptic controller113, a communicator215, and an AR content generator217. These elements211,213,215, and217have the same functions as the elements111,113,115, and117shown inFIG. 4. Accordingly, the elements211,213,215, and217may be well understood from the above descriptions of the elements111,113,115, and117without detailed descriptions thereof.

A detailed description of each element will be omitted, and only what the reference numerals shown inFIG. 5represent will be described.

The reference numeral211A indicates data to be transmitted to the first operating system110, that is, second motion recognition data which represents action recognition results of the users21and23present in the second indoor space200. Here, the second motion recognition data211A includes actual image data of the users21and23present in the second indoor space200and data related to a hitting action (e.g., a hitting time, a hitting viewpoint, a hitting position, and a hitting speed).

The reference numeral213A indicates tactile feedback information for controlling an operation of the vibration actuator included in the second haptic device240.

The reference numeral213B indicates force feedback information for controlling an operation of the collision actuator included in the second haptic device240.

The reference numeral230A indicates data to be transmitted to the first operating system110, that is, second voice data of the users21and23, who are present in the second indoor space200, provided by the second microphone device230.

The reference numeral217A indicates image data which is generated by an AR image data generator217_1and which will be transmitted to the second beam projector250, that is, AR image data generated by combining actual image data of the users11and13, who are present in the first indoor space100, received from the first operating system110and a virtual object image interoperating with a hitting action of the users11and13.

The reference numeral217B indicates audio data which is generated by an AR audio data generator217_2and which will be transmitted to the second audio output device270, that is, AR audio data generated by combining first voice data of the users11and13, who are present in the first indoor space100, received from the first operating system110and virtual hitting sound data.

A method based on the above-described apparatus for experiencing an AR-based screen sports match is described below.

First, an operation is performed in which a camera device installed in a first indoor space generates actual image data by capturing actions of first users present in the first indoor space.

Subsequently, an operation is performed in which a first operating system installed in the first indoor space generates first motion recognition data by recognizing the actions of the first users from the image data.

Subsequently, an operation is performed in which the first operating system generates tactile feedback information and force feedback information on the basis of the first motion recognition data.

Subsequently, an operation is performed in which haptic devices, which are used instead of actual sports tools by the first users, generate a tactile sensation and a kinesthetic sensation corresponding to a feeling of hitting that the first users may have from the actual sports tools on the basis of the tactile feedback information and the force feedback information.

Subsequently, an operation is performed in which the first operating system receives second motion recognition data, which represents action recognition results of second users present in a second indoor space, from a second operating system installed in the second indoor space and generates AR contents on the basis of the second motion recognition data.

Subsequently, an operation is performed in which a beam projector installed in the first indoor space projects beams corresponding to the AR contents on a screen installed in the first indoor space.

According to the exemplary embodiment, the operation of generating the actual image data may be an operation of generating RGB-D image data which is used for recognizing actions of the first users in the form of a 3D skeleton.

According to the exemplary embodiment, the operation of generating the first motion recognition data may be an operation of generating the first motion recognition data including data related to a hitting action, a hitting time, a hitting viewpoint, a hitting position, and a hitting speed of the first users.

According to the exemplary embodiment, the operation of generating the tactile sensation and kinesthetic sensation may include an operation in which a vibration actuator included in the haptic device generates the tactile sensation according to the tactile feedback information and an operation in which a collision actuator included in the haptic device generates the kinesthetic sensation according to the force feedback information.

According to the exemplary embodiment, the operation of generating the AR contents may include an operation of extracting actual image data of the second users from the second motion recognition data, an operation of extracting data related to a hitting action of the second users (hereinafter, hitting action data) from the second motion recognition data, an operation of generating a virtual object image interoperating with the hitting action data of the second users, and an operation of generating the AR contents by combining the extracted actual image data of the second users and the virtual object image.

According to the exemplary embodiment, the virtual object image includes a background image obtained by virtualizing an actual playing field and virtual tool images obtained by virtualizing actual sports tools.

According to the exemplary embodiment, the virtual tool images may interoperate with the hitting action data of the second users.

According to the exemplary embodiment, the operation of generating the AR contents may further include an operation of receiving voice data of the second users from the second operating system and an operation of generating AR audio data by combining the voice data and virtual hitting sound data.

According to the exemplary embodiment, after the operation of generating the AR contents, the method may further include an operation in which an audio output device installed in the first indoor space outputs an audio signal corresponding to the AR audio data to the first indoor space.

FIG. 6is a block diagram of an exemplary computing device to which an inventive method of experiencing an AR-based screen sports match may be applied.

A computing device500may be used for performing various procedures disclosed herein. The computing device500may be any one of various computing devices such as a desktop computer, a laptop computer, a server computer, a portable computer, and a tablet computer.

The computing device500includes at least one processor (a central processing unit (CPU) and a graphics processing unit (GPU))402, at least one memory device404, at least one interface406, at least one mass storage device408, at least one input/output (I/O) device410, and a display device430, all of which are connected to a bus412.

The at least one processor402includes at least one processor or controller which executes commands stored in the at least one memory device404and/or the at least one mass storage device408. The at least one processor402may also include various types of computer-readable media such as a cache memory.

The at least one memory device404includes various computer-readable media such as a volatile memory (e.g., a random access memory (RAM)414) and/or a non-volatile memory (e.g., a read-only memory (ROM)416). The at least one memory device404may also include an electrically erasable programmable ROM (EEPROM) such as a flash memory.

The at least one mass storage device408includes various computer-readable media such as a magnetic tape, a magnetic disk, an optical disk, and a solid-state memory (e.g., a flash memory). As shown inFIG. 6, a specific mass storage device is a hard disk drive424. Various drives may also be included in the at least one mass storage device408to allow reading from various computer-readable media and/or recording on computer-readable media. The at least one mass storage device408includes a detachable storage device426and/or a fixed medium.

The at least one I/O device410includes various devices which allow data and/or other pieces of information to be input to a computing device400or to be searched through the computing device400. Examples of the at least one I/O device410include a cursor control device, a keyboard, a keypad, a microphone, a monitor or another display device, a speaker, a printer, a network interface card, a modem, a lens, a charge-coupled device (CCD) or another image capture device, and the like.

The display device430includes any type of device for displaying information to one or more users of the computing device400. Examples of the display device430include a monitor, a display terminal, a video projection device, and the like.

A GPU432may be connected to the at least one processor402and/or the display device430. The GPU432may render computer-generated images and perform other graphics processing.

The GPU432may have all or some functions of a general-purpose processor such as the at least one processor402. The GPU432may also have an additional function specified for graphics processing. The GPU432may have a hard-coded graphics function and/or a hard-wire graphics function related to other functions useful for coordinate transformation, shading, texturing, rasterization, and computer-generated image rendering.

The at least one interface406includes various interfaces which allow the computing device400to interact with another system, another device, or another computing environment.

Examples of the at least one interface406include an arbitrary number of different network interfaces420such as a local area network (LAN) interface, a wide area network (WAN) interface, a wireless network interface, and an Internet interface.

Other interfaces include a user interface418and a peripheral device interface422.

The at least one interface406may also include one or more user interfaces418. The at least one interface406may also include one or more peripheral device interfaces422such as interfaces for a printer, a pointing device (a mouse, a trackpad, etc.), a keyboard, and the like.

The bus412allows the at least one processor402, the at least one memory device404, the at least one interface406, the at least one mass storage device408, and the at least one I/O device410not only to communicate with each other but also to communicate with another device or element connected to the bus412.

The bus412indicates at least one of various types of bus structures including a system bus, a peripheral component interconnect (PCI) bus, an Institute of Electrical and Electronics Engineers (IEEE) 1394 bus, a universal serial bus (USB), and the like.

According to a related art, an actual ball and an actual tool are used indoors, and thus it is very dangerous for two or more users to experience a game together in one space. On the contrary, according to the present invention, a virtual ball and a haptic device replacing an actual tool are used, and thus even two or more users can experience various ball sports matches indoors very safely.

According to the related art, an actual ball and an actual tool are used indoors, and thus it is very difficult for users, such as an elderly person and a person with a disability, to experience a sports match. On the contrary, according to the present invention, a virtual ball and a haptic device replacing an actual tool are used, and thus it is possible to provide a sports match experience according to the level of a user.

Unlike in actual sports, the related art does not enable two users to play a game while looking at each other and thus cannot support sports matches such as tennis, badminton, and squash. On the other hand, like in actual sports, the present invention enables users to compete against each other through AR based on two or more multi-screens installed in different spaces.

Finally, most of the related art is based on virtual reality (VR), and thus all of people, objects, and a background in sports contents are generated through a computer. Accordingly, it is difficult to provide a sense of reality as in actual sports. On the contrary, the present invention employs AR in which people in sports contents are processed as actual images and objects, a background, etc. are virtually processed. Consequently, it is possible to easily provide the sense of reality as in actual sports.

For purposes of illustration, programs and other executable program elements are shown here as discrete blocks. However, such programs and components may reside at various times in different storage elements of the computing device400and are executed by the at least one processor402. Alternatively, the systems and procedures described herein can be implemented as hardware, software, or a combination of hardware, software, and firmware. For example, one or more application specific integrated circuits (ASICs) may be programmed to carry out one or more of the systems and procedures described herein.

The present invention has been described above with reference to the exemplary embodiments. Those of ordinary skill in the technical field to which the present invention pertains should be able to understand that various modifications and alterations can be made without departing from the essential features of the present invention. Therefore, it should be understood that the disclosed embodiments are not limiting but illustrative in all aspects. The scope of the present invention is defined not by the above description but by the following claims, and it should be understood that all changes or modifications derived from the scope and equivalents of the claims fall within the scope of the present invention.