WO2017082877A1 - Shooter training - Google Patents
Shooter training Download PDFInfo
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- WO2017082877A1 WO2017082877A1 PCT/US2015/059944 US2015059944W WO2017082877A1 WO 2017082877 A1 WO2017082877 A1 WO 2017082877A1 US 2015059944 W US2015059944 W US 2015059944W WO 2017082877 A1 WO2017082877 A1 WO 2017082877A1
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- Prior art keywords
- target
- training
- training routine
- routine
- execute
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Classifications
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- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41G—WEAPON SIGHTS; AIMING
- F41G3/00—Aiming or laying means
- F41G3/26—Teaching or practice apparatus for gun-aiming or gun-laying
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- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41J—TARGETS; TARGET RANGES; BULLET CATCHERS
- F41J5/00—Target indicating systems; Target-hit or score detecting systems
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- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41J—TARGETS; TARGET RANGES; BULLET CATCHERS
- F41J7/00—Movable targets which are stationary when fired at
- F41J7/06—Bobbing targets, i.e. targets intermittently or unexpectedly appearing
Definitions
- Live fire training may be conducted with lethal or non-lethal bullets using a variety of different target systems that can present both stationary and movable targets.
- FIG. 1 is a block diagram illustrating one example of a live fire shooter training system.
- FIG. 2 is a flow diagram illustrating one example of a shooter training method for executing a training routine on a bulletproof target, such as might be implemented in the training system shown in Fig. 1 .
- FIG. 3 is a block diagram illustrating another example of a live fire shooter training system.
- Fig. 4 is a flow diagram illustrating one example of a shooter training method for executing multiple training routines on multiple targets, such as might be implemented in the training system shown in Fig. 3.
- FIG. 5 is a diagram illustrating one example of a live fire shooter training system.
- FIGs. 6 and 7 illustrate one example of a bulletproof target in which the body of the target (with the target image) may be rotated to different positions.
- FIGs. 8 and 9 illustrate one example of the construction of a target body such as might be used in the target shown in Figs. 6 and 7.
- FIGs. 10-16 illustrate one example of a graphical user interface (GUI) presenting a hierarchy of target and other training system control functions for generating a shooter training routine.
- GUI graphical user interface
- Figs. 17-26 are a sequence of flow diagrams illustrating one example of a method for generating a shooter training routine.
- Fig. 27 is a flow diagram illustrating one example of a method for changing a shooter training routine during execution of the routine on a bulletproof target, based on shooter performance data derived from hit sensors in the target.
- FIGs. 28-41 show one example of a graphical user interface (GUI) for executing a training routine on a set of targets available at a training facility.
- GUI graphical user interface
- a new live fire training system has been developed to help provide a more effective training experience for military, law enforcement and other small arms shooters.
- the new system includes a bulletproof target with sensors to sense bullets hitting the target and a system controller programmed to execute a training routine on the target.
- the training routine is made to change on-the-fly, for example by increasing or decreasing difficulty based on shooter performance data derived from the hit sensors.
- the system controller or the target controller is programmed to automatically adapt the training routine to the skill level of the shooter.
- the training routine may be executed on a single target or on multiple targets each providing feedback to the controller.
- the system controller is programmed to execute a group of training routines on multiple targets during a single training session. For example, a group of routines are executed sequentially to present the shooter with basic range commands in a first routine, followed by a second routine presenting the shooter with varying numbers of multiple targets having different shapes and colors to test shooter memory, processing speed and accuracy, and then a still more complex third routine in which the targets simulate a hostage situation including both visual and audio effects.
- Training routines may include preconfigured "standard" routines provided with the system and/or "custom" routines specially configured by or for the user. Each routine itself may be changed in real time, on-the-fly as described above, and/or the routines or sequence of routines within the group may be changed during the training session, for example based on shooter data gathered during the session.
- these and other implementations of a new live fire training system enable a shooter to move throughout a range of live fire targets.
- Each target may itself be movable among a variety of different positions and presentations, and a training facility may be configured with a variety of different targets and shooting scenarios. The activities of a shooter moving through the training facility can be monitored as the shooter decides how to approach and engage the targets, for more realistic and effective shooter training.
- a “bullet” means a lethal or non-lethal projectile fired from a gun (or to be fired from a gun); "bulletproof means impenetrable to a lethal and/or a non- lethal bullet; a bulletproof “exterior” means an outer part of a target intended to stop a bullet and does not preclude, for example, a penetrable fagade or other covering not intended to stop a bullet; and "memory” means any non-transitory tangible medium that can embody, contain, store, or maintain machine readable instructions for execution by a computer, a processor, or other machine that can execute the instructions, including volatile memory (e.g., RAM) and non-volatile memory (e.g., ROM, flash memory, disks and tapes).
- Non-lethal bullets include, for example, UTM (Ultimate Training
- Fig. 1 is a block diagram illustrating one example of a shooter training system 10.
- system 10 includes targets 12 and a system controller 14 operatively connected to targets 12 through a communications link 16. Although two targets 12 are shown in Fig. 1 , system 10 may include a single target 12 or any number of multiple targets 12.
- Communications link 16 represents generally any suitable device that enables bidirectional
- Link 16 may be wired or wireless.
- Each target 12 includes a bulletproof exterior 18 and a sensor 20 to sense a bullet hitting exterior 18.
- sensor 20 usually will be implemented as an array of multiple sensors configured to generate data that may be used to determine the location of each bullet hitting target exterior 18.
- Controller 14 represents a processor and associated memory and instructions, and the electronic circuitry and components needed to control the operative elements of system 10.
- system controller 14 includes a memory 22 with shooter training instructions 24, and a processor 26 to read and execute instructions 24.
- Instructions 24 include a training routine 28 and change instructions 30 to change routine 28 as it is being executed on targets 12.
- system controller 14 is programmed to execute a changing training routine 28 on targets 12.
- each target 12 may include a local, target controller to control operative elements of the target to execute the changing training routine at the direction of system controller 14.
- a training routine 28 usually will be implemented as a series of commands that are sent to a target 12 to control its behavior as part of a training session. The commands may control timing, stimulus, actions, lights and audio/visual effects.
- Training routine 28 on memory 22 may be implemented as a single training routine 28 or as multiple training routines 28. Each training routine 28 may itself include multiple executable elements.
- memory 22 includes a series of training routines 28 that vary in difficulty.
- each training routine 28 includes executable elements that vary in difficulty. Routines and/or executable elements within routines may be varied by change instructions 30, for example based on shooter performance data derived from hit sensors 20.
- training routine(s) 28 and change instructions 30 are shown as separate blocks of training instructions 24 in Fig.
- Fig. 2 is a flow diagram illustrating one example of a shooter training method 400 for executing a changing training routine on a bulletproof target. Method 400 may be implemented, for example, by system controller 14 in Fig. 1 executing a training routine 28 on targets 12 using change instructions 30.
- method 400 includes: beginning to execute the training routine on the target (block 402); while executing the training routine on the target, changing the training routine to a changed training routine (block 404); and then continuing to execute the training routine on the target by executing the changed training routine on the target (block 406).
- Method 400 in Fig. 2 is just one example for executing a changing training routine on a target. Other examples are possible.
- the changing training routine may be executed on a single target or on multiple targets. Also, the training routine may be changed to increase difficulty, to decrease difficulty or to increase and decrease difficulty, for example based on shooter performance data derived from the hit sensors.
- training instructions 24 on system controller memory 22 include session instructions 32 to execute multiple training routines 28 on multiple targets 12 during a single training session.
- system controller 14 is programmed to execute multiple training routines 28 on multiple targets 12 in a single training session.
- training routine 28 and session instructions 32 are shown as separate blocks in Fig. 3, the logical functions of routines 28 and instructions 32 are not necessarily implemented as discrete elements of training instructions 24.
- each target 12 may include a local, target controller to control operative elements of the target to execute the training routines at the direction of system controller 14.
- each training routine 28 in the session may be executed as a changing training routine described above with reference to Figs. 1 and 2.
- Fig. 4 is a flow diagram illustrating one example of a shooter training method 500 for executing multiple training routines on multiple targets.
- Method 500 may be implemented, for example, by system controller 14 in Fig. 3 executing training routines 28 on targets 12 using session instructions 32.
- method 500 includes: selecting a first training routine for execution on the targets during a single training session (block 502); executing the first training routine on the targets during the single training session (block 504); selecting a second training routine for execution on the targets based on data recorded during execution of the first training routine (block 506); and executing the second training routine on the targets during the single training session (block 508).
- Method 500 in Fig. 4 is just one example for executing multiple training routines on multiple targets. Other examples are possible. Other training routines may be executed on the targets during the single training session before the "first" training routine, between the "first” and “second” training routines, or after the "second” training routine. Second and other subsequent training routines may be selected based on shooter performance determined from data recorded during execution of the first or other earlier training routines.
- the training routines may include preconfigured "standard” routines provided with the system and/or "custom" routines specially configured by or for the user. Training routines may be executed on the targets
- successively without interrupting the training session or the trainer may interrupt or pause a training session, for example, to provide immediate feedback before moving to the next routine or returning to an earlier routine.
- a system controller 14 in Figs. 1 and 3 may be implemented, for example, as a server or a client, in a desktop computer, laptop computer, tablet computer or smart phone.
- a memory 22 with training instructions 24, shown generally in Figs. 1 and 3, may be implemented in different media and be present on different devices at different locations simultaneously or at different times.
- instructions 24 may be maintained on a "cloud" server and downloaded to a client device acting as a system controller 14.
- a memory 22 with instructions 24 may be present simultaneously on the server and on the client(s). Indeed, as with many computer programs, instructions 24 may be present on multiple memories 22 simultaneously.
- a system controller 14 usually will be implemented locally, at the site of the targets, a cloud server or other remote device could itself act as a system controller 14 communicating directly with the targets.
- the implementations noted are non-limiting examples.
- Other suitable implementations for a memory 22 with training instructions 24 and for a system controller 14 are possible.
- a networked server with memory 22 and instructions 24 could serve training routines 28 over the Internet to targets 12 at a training range remote from the server.
- Fig. 5 is a diagram illustrating one example of a shooter training system 10.
- system 10 includes a target 12 and a system controller 14 to control target 12 and other operative elements of system 10.
- target 12 may include multiple targets 12.
- controller 14 is represented by a single icon depicting a tablet computer or smart phone, as noted above system controller 14 may be implemented in other types of processing devices with its functions implemented in a single device or in multiple devices.
- Target 12 includes a bulletproof exterior 18 and sensors 20 to sense a bullet 33 hitting exterior 18.
- each sensor 20 is implemented as an accelerometer configured to sense the impact of a bullet hitting exterior 18 at or near a target image 34. Accelerometers are commonly used as shock sensors to determine the location and magnitude of a shock - a bullet hitting the target in this case.
- the data represented by signals from accelerometers 20 is used to determine the position, and magnitude if desired, of a bullet hitting target exterior 18. Any suitable technique may be used to make position and magnitude determinations based on data from accelerometers 20.
- the position of a bullet hitting the target may be determined from the timing difference between the shock wave reaching each of the sensors - the left and right sensors indicating the X-axis position of a hit and the top and bottom sensors indicating the Y-axis position of a hit.
- the signals from multiple accelerometers 20 sensing the location and time of a hit can be used to measure accuracy and time differentials (e.g., hit to hit timing and event to hit timing) and to trigger other target and/or system events.
- four accelerometers 20 positioned along the perimeter of image 34 are shown, more or fewer accelerometers and/or placed at different locations may be use.
- Target image 34 is visible on or through exterior 18.
- a dynamic target image 34 is projected on to exterior 18 or on to a surface behind a transparent exterior 18.
- a projected target image 34 may be utilized, for example, when it is desirable to change the target image on-the-fly during the execution of a training routine or during the execution of a sequence of training routines.
- a static target image 34 is formed on exterior 18 or on a surface behind a transparent exterior 18.
- target 12 also includes a local, target controller 36 to control the operative elements of the target to execute training routines received through system controller 14.
- Target controller 36 represents generally a processor, associated memory and instructions, and the electronic circuitry and components to control the operative elements of target 12. While it is expected that a target controller 36 usually will be implemented as a microcontroller or CPU, other processing devices may be used.
- Target controller 36 is operatively connected to accelerometers 20, an actuator 38 to move target exterior 18, a GPS receiver or other location sensor 40, and a wireless transceiver 42 for bidirectional communication with system controller 14.
- Target 12 may also include lights 44, a sound system 46, a microphone 48, and a proximity sensor 50, each operatively connected to target controller 36.
- a target controller 36 may also include a visual display and graphical user interface (not shown). Controller 36 and other operative elements of target 12 may be battery powered (battery not shown).
- actuator 38 may include one or more motors, linear and rotary actuators, tracks or drive trains to move target exterior 18.
- Target location sensor 40 may be used to monitor the location of target exterior 18 during a training routine or throughout a training session, for example to determine the relative location of a shooter to the target(s).
- Proximity sensor 50 may be used to sense the location of a shooter relative to the target, for example to trigger a target event when a shooter comes within a threshold distance from the target.
- Target 12 may include one or more lights 44 associated with target exterior 18 and/or target image 34.
- Lights 44 may be turned on and off or change color, for example to indicate the location of a bulls eye, hitting or missing a bulls eye or other target objective, commencing and ceasing fire, the location of a hit, and a system error, low battery or mechanical malfunction.
- Multiple lights 44 may be turned on and off individually, as a group, and/or in a pattern or sequence to achieve the desired visual effect.
- a sound system 46 including speakers and control electronics may be used as part of target 12, for example to play sound tracks for audio effects or give instructions or feedback to the shooter as part of a training routine.
- One or more microphones 48 and associated control electronics may be used as part of target 12, for example to trigger a target event during a training routine when a particular sound is detected, such as the blast of an air horn, the sound of gunfire or the sound of breaking glass.
- system 10 may include a portable gun monitor 52 to attach to a gun 54 and/or a portable shooter monitor 56 to be worn by a shooter 58.
- Monitors 52, 56 enable a shooter 58 to interact with target 12 and system controller 14 beyond just shooting bullets at the target.
- each monitor 52, 56 includes a wireless transceiver 60 and an inertial measurement unit (IMU) 62 to signal to signal that gun 54 is fired and to signal the location and orientation of gun 54 and shooter 58 as the shooter moves and shoots.
- IMU 62 typically will include an accelerometer and a gyroscope, and may also include a magnetometer, together with a microprocessor, battery, and display.
- transceiver 60 and IMU 62 usually will be integrated into a single electronic assembly, commonly referred to as a WIMU (wireless inertial measurement unit), for each monitor 52, 56.
- WIMU wireless inertial measurement unit
- Surveyer and gun positions and gun recoil may be calibrated, at the beginning of a training routine for example, by shooting gun 54 at a specific target and recording initial IMU values from monitors 52, 54. Subsequent IMU values may be compared to the initial values to determine the position of gun 54 and shooter 58 during the training routine.
- calibrating gun recoil at the beginning of a training routine enables monitor 52 to sense (and signal) each time a gun 54 is fired during the training routine.
- Each monitor 52, 56 may also include a GPS receiver 63, as shown in Fig.
- each monitor 52, 56 may be configured with a transceiver 60 and GPS receiver 63, without an IMU, to monitor location only.
- system 10 also includes a cloud based data storage 64 and a router or other suitable access point 66 through which system controller 14 may access cloud storage 64.
- Cloud storage 64 may be desired, for example, to store the large amounts of sensor and other data that may be generated during training.
- Shooter training system 10 may include training facility devices 68, a facility controller 70 to control the operative elements of facility devices 68 at the direction of system controller 14, and a wireless transmitter 72.
- Facility controller 70 represents generally a processor, associated memory and instructions, and the electronic circuitry and components to control facility devices 68. While it is expected that a facility controller 70 usually will be implemented as a microcontroller or CPU, other processing devices may be used.
- Facility devices 68 may include, for example, lights 74, a sound system 76, and actuators 78 to, for example, open and close doors, trigger air horns, set off flash bangs and other diversionary devices, and actuate other mechanical or electromechanical devices.
- Communications link 16 with communications paths 80 between and among various elements of training system 10 may include system controller 14 executing training instructions 24 (Figs. 1 and 3) to send commands 82 to target controller 36 for execution on target 12 and to facility controller 70 for execution on facility devices 68. Similarly, information 84 generated by sensors on target 12 and monitors 52, 56 is sent to system controller 12 along communication paths 80. Training instructions running on system controller 14 may time stamp information 84 received from the sensors, if desired, before storing or otherwise processing the information. Additional processing capabilities may be supplied as part of controller 14 through additional processor(s) 86 and additional memory provided by storage 88.
- a real time clock (RTC) 89 in Fig. 5 represents generally an RTC or other suitable clock or clock circuit integrated into or otherwise operatively connected to each of the electronic components of system 14.
- Time sensitive information from each component may be time stamped by the component or by system controller 14 upon receipt from the component.
- gun monitor 52 senses the shot and sends a data packet 84 to system controller 14 with the location and orientation of the gun and the direction of the force vector created by the recoil.
- the data packet is time stamped by gun monitor 52 or by controller 14.
- each time target sensors 20 signal target controller 36 that a bullet 33 hits target 12, target controller 36 time stamps the relevant information and sends it to system controller 14 in a data packet 84.
- RTCs in each component may be synchronized to minimize timing errors between components, for example by system controller 14 periodically signaling all components to update their respective RTC to the same time as the controller RTC. Since all of the system components are connected through a communications link 16 (e.g. paths 80 in Fig. 5), a synchronized RTC update can be sent to multiple components simultaneously with one communication, for example using the 802.1 1 WiFi communication protocol UDP (User Datagram Protocol) multicast command. A multicast message may be sent to all of the components connected to system controller 14 updating the component RTC 89 value to be the same value as controller 14 to help ensure that performance data reflects the true performance of a shooter and is not influenced by clock timing errors. Also, since the time of each event at each component may be accurately monitored, events at one component may be used to trigger events at another component and gun, shooter and target data may be processed to accurately determine shooter performance.
- UDP User Datagram Protocol
- Figs. 6 and 7 illustrate one example of a target 12, in which the body of the target with target image 34 may be rotated to different positions.
- Figs. 8 and 9 illustrate one example for the construction of a target body such as might be used in the target shown in Figs. 6 and 7.
- target 12 includes a body 90 with a target image 34.
- Body 90 is supported in a frame 92 mounted to a stand 93 on pins 94 so that body 90 may be rotated with respect to stand 93.
- Target 12 also includes a rotary actuator (not shown) to rotate target body 90 to the desired position, for example at the direction of target controller 36 or system controller 14 in Fig. 5.
- target body 90 is mounted in a frame 92 supported on a floor stand 93.
- body 90 could be mounted in a window frame.
- body 90 could be mounted in a frame on a track for linear motion (with or without rotary motion).
- target image 34 generally depicts a human head 96 and torso 98.
- Lights 44 may be used to highlight specific targeting points within the target image. Each targeting light 44 may be selectively illuminated, as desired, for example to prompt a shooter to target different zones A, B, C, D of image 34.
- Target 12 may include speakers 46, for example to make victim and perpetrator sounds, and to give instructions and provide feedback to a shooter.
- Target 12 may also include red and green indicator lights 100, 102, for example to signal a shooter to start and stop shooting.
- target image 34 is formed on or in a sheet of image-able material 104 sandwiched between a backing 106 and a transparent bulletproof exterior 18.
- Image sheet 104 may be affixed to backing 106 and exterior 18, for example, with a transparent film of adhesive 108.
- Suitable materials for image sheet 104 include flexible sheets of vinyl, polyester (e.g. Mylar brand films), and paper.
- Suitable materials for backing 106 include rigid sheets of acetyl or other hard plastic.
- Suitable materials for bulletproof exterior 18 include flexible sheets of vinyl, polyester (e.g. Mylar brand films) or other sufficiently durable materials.
- Target body 90 includes sensors 20 shock mounted to backing 106 as part of an assembly 1 10 that includes a printed circuit assembly (PCA) 1 12 carrying sensor 20 and making connections to the target controller or other circuits external to target body 90.
- Shock sensor assembly 1 10 also includes a damper 1 14 interposed between PCA 1 12 and backing 106. Suitable materials for damper 1 14 include silicone rubber and foam rubber.
- PCA 126 is affixed to damper 1 14 and damper 1 14 is affixed to backing 106 with adhesives 1 16.
- Sensor assembly 1 10 may be attached to backing 106 with a screw or other mechanical fastener 1 18 as an alternative to adhesives 1 16 or in addition to adhesives 1 16.
- a multi-layer assembly 1 10 with damper 1 14 such as that shown in Figs. 8 and 9 helps ensure a secure attachment with uniform sensing properties while damping out some of the ringing that can occur when bullets hit the target.
- a flat bulletproof exterior 18 and target body 90 with an internal two dimensional target image 34 is shown in the figures, other target bodies and/or target images may be used.
- a projected target image could be used.
- a three dimensional target image could be formed by clothing, graphics or another fagade covering a shaped body with a bulletproof exterior to simulate specific types of targets or training situations.
- Training instructions 24 in Figs. 1 and 3 include instructions to control a target 12 during a training session.
- a target 12 may be activated by a signal from controller 14 or by a signal from a sensor communicating directly with target controller 36 in system 10 shown in Fig. 5.
- Training instructions 24 may also include instructions to control facility devices 68 in connection with things happening at target 12. For example, the training instructions can determine timing, stimulus, actions, lights and audio/visual effects played before, during and after a target is active.
- Training routines 28 may be stored in an online database or other suitable "cloud" storage 64 accessible to a user on the Internet or on a private network.
- a user can download selected routines to a local memory 14, 88 for use by a controller 14, or a routine 28 may be streamed to controller 14.
- a collection of routines 28 may be made available to a user to select a single routine or group of routines for a training session using the targets available at a particular training course or shooting range.
- Controller 14 may query each target 12 in a training course or shooting range to identify its capabilities in connection with a training routine 28.
- the user may be offered a list of routines 28 and targets 12 that are compatible with one another and, thus, available for user selection, or controller 14 may automatically select compatible routines 28 and targets 12.
- a training routine 28 may be generated from a compilation of settings and actions presented to a user through a graphical user interface (GUI).
- GUI 120 graphical user interface
- FIGs. 10-16 show one example of a GUI 120 for generating a training routine 28.
- GUI 120 is used to present a hierarchy of target and other training system control functions through a cascading series of menu items.
- GUI 120 includes a group 122 of first, higher level menu items 124, 126, 128, 130, and 132 representing basic target control functions.
- level one group 120 includes menu items for sound, video and/or other media 124, motion 126, indicator lights 128, other devices 130 and triggers 132.
- Each menu item 124-132 is depicted by an individual tab in the example of GUI 120 shown in Figs. 10-16.
- GUI 120 also includes a group 134 of timelines 136, 138, 140, and 142 corresponding to the menu items for media 124, motion 126, indicator lights 128, and other devices 130.
- the timelines in group 134 collectively represent the timeline for a training routine generated through GUI 120.
- the user can organize the timing and sequence of the actions in a training routine by dropping icons on to the corresponding timeline at the desired location.
- a timeline zoom 144 may be provided to scroll to parts of a timeline 136-142 that may otherwise be out of view.
- An icon legend 146 may be provided as part of GUI 120 identifying different types of icons that may be placed on timelines 136-142.
- legend 146 depicts three different types of icons - a black on white arrow right icon 148 indicating a trigger event, a black on white arrow down icon 150 indicating an action, and a white on black arrow down icon 150 indicating the end of an action or routine.
- Selecting each group level one item 124-132 displays a group of second, lower level menu items.
- media 124 is selected and a group 154 of second, lower level media menu items 124a, 124b, 124c, 124d, and 124e are displayed.
- level two group 154 includes media menu items for a victim 124a, a perpetrator 124b, weapons and explosives 124c, background noises 124d, and instructions and feedback 124e.
- Each menu item 124a-124e is depicted by an individual tab in GUI 120.
- the victim media tab 124a is selected in Fig. 10 to display control functions for a victim soundtrack, video or other media.
- victim media control functions are presented in a table of media bites 156 and a menu 158 that includes options for playing media bites 156 on two media channels 160-1 , 160-2.
- Media bite SV202 for a frightened woman is selected in table 156 in Fig. 10.
- the user may select to repeat the media bite a specified number of times (repeat action 162) or to loop the media bite continuously throughout the routine (loop action 164) on each channel 160-1 , 160-2.
- the user may also set the volume for playing the audio portion of the selected media bite, with a volume slider 166 in menu 158.
- the user may play a selected media bite manually through playback buttons 168.
- a movable "action" icon 170 of the selected media bite is automatically displayed in GUI 120.
- Action icon 170 allows the user to drag the action settings from menu 158 for the selected media bite and drop them on to a media timeline 136-1 , 136-2 corresponding to each media channel 160-1 , 160-2.
- action icon 170 is "dragged" to and “dropped” on timeline 136-2, as indicated by line 172 in Fig. 10, to implemented the repeat (3 times) action selected in menu 158, as indicated by three SV202 icons on timeline 136-2.
- the position at which action icon 170 is dropped on timeline 136-2 determines the time(s) at which media bite SV202 is played.
- Media bites 156 may be played on each channel independently of the other channel or synchronously with it.
- Media bites 156 may be played on media channels 160-1 , 160-2 through a target media play system (for example including target sound system 46) or on a facility media play (for example including facility sound system 76) in training system 10 in Fig. 5. While only one media bite SV202 is shown in Fig. 10, multiple media bites may be selected to play during a routine and two media bites may be played simultaneously on the two media channels.
- GUI 120 includes a time tracker 174 that moves along time lines 136-142 during playback (or preview) to provide a visual indication of the time status of a training routine.
- Playback buttons 176 and video display 178 may be included in GUI 120 to allow a user to playback and view a training routine as it is being generated or subsequently during execution in a training session.
- motion tab 126 is selected and a group 180 of second, lower level motion menu items 126a, 126b, 126c, 126d, and 126e is displayed.
- level two group 180 includes motion items for target rotation about the X axis 126a, target rotation about the Y axis 126b, target translation along the X axis 126c, target translation along the Y axis 126d, and target translation along the Z axis 126e.
- the X axis rotation tab 126a is selected in Fig. 1 1 to display control functions for rotating a target about the X axis.
- a user wishes to program a training routine to include a target rotating on the X axis, the user selects motion tab 126 to display motion menu items 126a-126e and then X axis rotation tab 126a to display the control functions that are available for X axis target rotation.
- X axis target rotation control functions are presented in menu 182 that includes options to rotate the target to the left 184, to the right 186, and to a home position 188.
- rotate left 184 has been selected and the corresponding action icon 190 is displayed and dropped on to motion timeline 138, as indicated by line 192 and the MR101 icon on motion timeline 138.
- indicator lights tab 128 is selected and a group 194 of second, lower level indicator lights menu items 128a, 128b, 128c, 128d, and 128e is displayed.
- level two group 194 includes indicator light items for target zone A lighting 128a, target zone B lighting 128b, target zone C lighting 128c, target zone D lighting 128d, and target frame lighting 128e.
- target zones A-D are shown in Figs. 6 and 7.
- the zone A lighting tab 128a is selected in Fig. 12 to display control functions for zone A lighting on a target.
- zone A lighting control functions are presented in a table 196 that includes operating states for red and green lights - switch on green light LG103 is selected in table 196 and the corresponding action icon 198 is displayed and dropped on to indictor lights timeline 140, as indicated by line 200 and the LG102 icon on timeline 140.
- a group 202 of second, lower level other devices menu items 130a, 130b, 130c, 130d, and 130e is displayed.
- level two group 202 includes other devices items for overhead lights 130a, door opener 130b, sound system 130c, fog machine 130d, and flash bang explosive 130e.
- the overhead lights tab 130a is selected in Fig. 13 to display control functions for facility overhead lights. If a user wishes to program a training routine to control the overhead lights in a building or other training facility, the user selects other devices tab 130 to display menu items 130a-130e and then overhead lights tab 130a to display the control functions that are available for overhead lighting. In the example shown in Fig.
- overhead lighting control functions include on DO101 , off DO102 and dimmer DO103 selections - dimmer DO103 is selected in Fig. 13 and the corresponding action icon 204 is displayed and dropped on to other devices timeline 142, as indicated by line 206 and the DO103 icon on timeline 142.
- triggers tab 132 is selected and a group 208 of second, lower level trigger menu items 132a, 132b, 132c, 132d, and 132e is displayed.
- level two group 208 includes triggers for a proximity sensor 132a, a microphone 132b, bullet hits 132c, weapon sensors 132d, and shooter sensors 132e.
- the proximity sensor tab 132a is selected in Fig. 14 to display control functions for a trigger from a proximity sensor, for example a proximity sensor 50 on a target 12 in the training system 10 shown in Fig. 5.
- a proximity sensor for example a proximity sensor 50 on a target 12 in the training system 10 shown in Fig. 5.
- the user selects triggers tab 132 to display trigger menu items 132a-132e and then proximity sensor tab 132a to display the control functions that are available for a proximity sensor trigger.
- Proximity sensor trigger control functions are displayed in a table 210 with trigger distances from 10 yards to 40 yards - SP104 indicating a trigger distance of 25 yards is selected in Fig. 14 and the corresponding action icon 212 is displayed and dropped on to the media channel 2 timeline 136-1 to set a time when the sensor becomes active, as indicated by line 214 and the SP104 icon on timeline 136-1 .
- the microphone trigger tab 132b is selected in Fig. 15 to display control functions for a trigger from a microphone, for example a microphone 48 on a target 12 in the training system 10 shown in Fig. 5.
- a user wishes to program a training routine to set a trigger based on the signal from a microphone, the user selects triggers tab 132 to display trigger menu items 132a-132e and then microphone tab 132b to display the control functions that are available for a microphone trigger.
- Microphone trigger control functions are displayed in a table 216 with trigger sound levels from 20 decibels to 160+ decibels - TP104 indicating a trigger level of about 80 decibels is selected in Fig. 15 and the corresponding action icon 218 is displayed and dropped on to the motion timeline 138 to set a time when the microphone becomes active, as indicated by drag and drop line 220 and the TP104 icon on timeline 138.
- the bullet hit trigger tab 132c is selected in Fig. 16 to display control functions for a trigger from a bullet hitting the target, for example using signals from sensors 20 on a target 12 in the training system 10 shown in Fig. 5.
- a user wishes to program a training routine to set a trigger based on the signal from a bullet hit sensor, the user selects triggers tab 132 to display trigger menu items 132a-132e and then hits tab 132c to display the control functions that are available for a bullet hit trigger.
- Hit trigger control functions are displayed in a 224. Five hits are selected in Fig. 16 and the corresponding action icon 226 is displayed and dropped on to the indicator lights timeline 140, as indicated by drag and drop line 228 and the H-05 icon on timeline 140.
- a GUI 120 such as that shown in Figs. 10-16 may also be used to modify a training routine on the fly, locally or remotely, for example to increase or decrease difficulty based on shooter performance.
- the hierarchy of target and other training system control functions shown in Figs. 10-16 is just one example of a cascading series of menu items. Other control functions and depictions in a GUI 120 are possible.
- a library of training routines and training sessions may be available online to users for shooter training at different facilities.
- training routines and sessions may be streamed to a local controller or they may be downloaded and stored locally.
- existing routines and sessions may be modified based on user preferences and/or adapted to the capabilities of a particular training facility or system, for example using a graphical user interface (GUI) such as GUI 120 in Figs. 10-16.
- GUI graphical user interface
- new training routines and sessions may generated by the user locally or through an online programming interface. Once a training routine is generated,
- Figs. 17-26 present a flow diagram illustrating one example of a method 600 for generating a shooter training routine 28 in Figs. 1 and 3.
- Each Fig. 17-26 includes a part of method 600 that may be implemented, for example, as a sub-routine within the program. Where the steps of a sub-routine do not fit on a single drawing sheet, each sheet is designated with a letter.
- the sub-routine of "Fig. 23" is shown in Figs. 23A and 23B.
- Method 600 may be implemented, for example, through a compilation of settings and actions presented to a user through a graphical user interface (GUI) such as GUI 120 shown in Figs. 10-16.
- GUI graphical user interface
- a training routine is to include audio and/or other media files (yes at block 601 ), for example to play media bites from a menu 158 in GUI 120 in Fig. 10, then media files are loaded from a list of media files at blocks 602-605.
- an event to automatically activate a target to start a routine may be added to a training routine at blocks 606-620.
- triggers may be set for sound (microphone), proximity, a first bullet hitting the target, and a time delay. If a routine start event is desired (yes at block 606), then method 600 proceeds to decision blocks 607, 610, 613 and 616 to set the desired triggers at the respective process blocks 608, 61 1 , 614, and 617.
- method 600 also includes programming to select the face of a target (e.g., side A or side B) and then read the target image on the selected face.
- a target e.g., side A or side B
- the face of the target is set to the desired position at block 620.
- the target image for the face set at block 620 is to be read (yes at block 621 )
- the target image is read at block 622, for example so that the type of image displayed on the face may be identified to the controller(s).
- the characteristics of a bullet hitting a target may be different for different types of bullets. For example, non-lethal bullets will impact a target differently than lethal bullets. Accordingly, a training routine may be
- Training routine programming method 600 may include settings for frame and zone indicator lights, for example as shown in GU I 120 in Fig. 12.
- the user may decide to set red and green frame indicator lights (e.g., lights 100, 102 in Figs. 6 and 7) at blocks 630-668 in Fig. 21 and zone indicator lights (e.g., lights 44 in Figs. 6 and 7) at blocks 669-646 in Fig. 22.
- red and green frame indicator lights e.g., lights 100, 102 in Figs. 6 and 7
- zone indicator lights e.g., lights 44 in Figs. 6 and 7
- Training routine programming method 600 may include setting goals for one or more target zones, for example to act as triggers shown in GUI 120 in Fig. 16. Referring to Figs. 23A and 23B, in this example if a user decides to set zone goals (yes at block 647), then a goal for the number of hits in each zone may be set at blocks 649-650, a goal for the time between hits set at blocks 651 -652, a goal for the proximity to the bullseye set at blocks 653-654, and a timeout set at blocks 655-656.
- Method 600 may also include setting goals for the entire target.
- a goal for the number of lethal hits may be set at blocks 658- 659, a goal for the number of wounding hits set at blocks 660-661 , and timeout set at blocks 662-663.
- Media files loaded into the training routine at blocks 601 -605 in Fig. 17 may be selected for playback at blocks 664-679 in Figs. 25A and 25B, for example to play soundbites from a menu 158 in GUI 120 in Fig. 10.
- the media channel for playback the number of playback loops, the number of replays, play duration and whether or not to play the media file continuously may be set at blocks 665-673 for each media file.
- an event to trigger the start and stop for each media file may be set at blocks 674-678.
- method 600 also includes a programming sub-routine to play sounds when a bullet hits the target.
- a user decides to play hit media (yes at block 680)
- the user may select a sound to play if a bullet hits any zone of the target image (blocks 681 -682), a sound to play if the shooter misses the target image (blocks 683-684), a sound to play if a bullet hits a lethal zone of the target image (blocks 685-686), a sound to play if a bullet hits in a wounding zone of the target image (blocks 687-688), and a sound to play if the shooter times out (blocks 689-690).
- Fig. 27 is a flow diagram illustrating one example of a method 700 for changing a training routine during execution of the routine on a bulletproof target.
- the change is based on shooter performance data derived from hit sensors in the target.
- Method 700 in Fig. 27 may be implemented, for example, at block 204 in Fig. 2 by a system controller 14 or target controller 36 executing a training routine 28 on targets 12 using change instructions 30 in Fig. 1 .
- a soundbite is played during the training routine signaling the shooter to shoot a first sequence, for example shooting two groups of three rounds with two rounds in each group aimed at target zone A and one round in each sequence aimed at target zone B (block 702).
- the target rotates or otherwise moves into a shooting position, signaling the shooter to begin shooting the first sequence (block 704) and, after the allowed time has elapsed, the target rotates back to its home position, signaling the shooter to stop shooting (block 706).
- Hit location and shot timing are recorded for the first sequence (block 708), for example based on signals from hit sensors 20 and RTC 89 in Fig. 5, and compared to threshold values for accuracy and speed (block 710).
- the routine remains unchanged and, in this example, repeats the first sequence at blocks 702-712 as many as two more times (block 714) before ending this part of the routine at block 726.
- the training routine is changed to decrease difficulty and the shooter is instructed in the new, less difficult sequence in the same manner described below for a second, more difficult sequence.
- the training routine is changed to increase difficulty (block 716).
- a new soundbite is played signaling the shooter to shoot a second more difficult sequence - for example two groups of six rounds with two rounds in each group aimed at each of target zones A, B and C (block 718).
- the target rotates into position, signaling the shooter to begin shooting the second sequence (block 720) and, after the allowed time has elapsed, the target rotates back to its home position, signaling the shooter to stop shooting (block 722).
- Hit location and shot timing are recorded for the elapsed time (block 724) and this part of the routine ends (block 726).
- Shooter performance may also be used to change the duration of a routine, with or without changing the difficulty of the routine. For example, if the shooter's performance does not exceed a threshold, then the duration of the training routine may be extended until the shooter achieves the threshold. If the shooter's performance exceeds a threshold, then the duration of the routine may be shortened. Thus, a training routine can be adjusted to the performance of a shooter both for difficulty and duration.
- Shooter performance data may be derived from various event and hit data including, for example, timing data (e.g., the time between an event and a bullet hitting the target), positional data (e.g. the position of bullet hitting the target), and response data (e.g., interpreting media commands and signals).
- timing data e.g., the time between an event and a bullet hitting the target
- positional data e.g. the position of bullet hitting the target
- response data e.g., interpreting media commands and signals.
- Timing, positional and response data may be compiled and analyzed during a routine as events occur and used to change a current routine or subsequent routines in session. Timing, positional, and response data may also be compiled and analyzed after a training routine or training session is completed.
- Figs. 28-41 show one example of a GU I 230 for executing a training routine 28 on a bulletproof target 12.
- GUI 230 is used to present a cascading series of menus prompting a user to make selections to execute a training routine 28.
- the user initiates the execution sequence from a main menu 232 by selecting a "train now" icon 234, as shown in Fig. 28.
- selecting "train now” in main menu 232 displays a library 236 of training routines 28 and training sessions 238 shown in a train now selection menu 239.
- Library 236 may be stored in an online database accessible to a user over the Internet or another online connection (e.g. cloud storage 64 in Fig. 5).
- Library 236 with routines 28 and sessions 238 may also be downloaded to or otherwise stored at a local device, for example a mobile device implementing system controller 14 in Fig. 5.
- the user may select an individual training routine 28 from library 236, or a group of routines in a training session 238.
- a user has selected the "Skills Drill" session S-9 in Fig. 29.
- the user is given an opportunity to preview the session before training in a preview menu 241 .
- the selected session S-9 skills drill includes three training routines 28 to be executed in sequence - R-8 Speed drill, R-9 Memory drill, and R-5 Shoot, No-shoot.
- Fig. 30 the selected session S-9 skills drill includes three training routines 28 to be executed in sequence - R-8 Speed drill, R-9 Memory drill, and R-5 Shoot, No-shoot.
- the preview GUI 230 may also include a list of the target(s) 12 and target images 34 used in each routine 28.
- the user may proceed to the first training routine by selecting the "train now” icon 234 or return to the "select your training" GUI in Fig. 29 by selecting the “select a different session” icon 240.
- the "train now” icon 234 is selected in Fig. 30.
- a "train now - first routine" GU I 230 is displayed, as shown in Fig. 31 .
- the user may select the "train now” icon 234 to begin executing the first training routine 28 (R-8 speed drill).
- first routine GUI 230 also includes a "pause” icon 242 to pause the routine, a “resume” icon 244 to resume a paused routine, a “stop” icon 246 to stop the routine, a "manually adjust difficulty” icon 248 to manually adjust the difficulty of the routine, an “auto adjust difficulty” icon 250 to automatically adjust the difficulty of the routine based on shooter performance, and a "start over” icon 252 to start over at the beginning of the routine.
- first routine GUI 230 includes a table 254 to display the shooter's performance in real time based on feedback from each target. In Fig. 31 , the "train now" icon 234 is selected, the training routine has begun and the user has fired 13 shots (so far) with the results displayed in table 254. (Shooter performance for the entire routine is shown in Fig. 39.)
- the current difficultly 256 of the routine may be displayed in GUI 230 and, in this example, includes threshold values for accuracy 258 and speed 260 (for R-8 Speed drill routine 28).
- the default difficulty displayed initially at 256 may be changed manually before executing routine 28 by changing the values for accuracy 258 and/or speed 260.
- the user may interrupt execution of the routine to change the difficulty 256 by selecting the "manually adjust difficulty" icon 248. Selecting the "manually adjust difficulty" icon 248 will pause the routine, allowing the user to change the thresholds for accuracy 258 and/or speed 260.
- the routine may be resumed by selecting the "manually adjust difficulty" icon 248 again or by selecting the "resume” icon 244.
- the difficulty of the routine may be also be adjusted automatically based on shooter performance by selecting the "auto adjust difficulty” icon 250 before executing the routine. Selecting the "auto adjust difficulty” icon 250 causes the difficulty of the routine to be adjusted automatically during the routine (and without interrupting the routine) based on shooter performance, for example according to pre-programmed thresholds for accuracy and speed. Alternatively, in response to the user selecting the "auto adjust difficulty” icon 250, the user may be allowed to select the threshold values that will trigger automatically adjusting the difficulty of the routine.
- a user may initiate the creation of a new training routine 28 by selecting a "create new training routine" icon 262 from main menu 232 of GUI 230. Selecting the "create new training routine" icon 262 in Fig. 34 initiates a routine creation sequence, for example as described above with reference to the sequence of GUIs 120 shown in Figs. 10-16.
- a user may initiate the creation of a new training session by selecting a "create new training session" icon 264 from main menu 232 of GUI 230.
- a “create new training session” icon 264 in response to selecting the "create new training session" icon 264 in main menu 232, the user is presented with a list 266 of training routines 28 that may be selected and sequenced as desired for the session.
- training routine R-3 is selected to run first, followed by R-5, R-10, R-2, R-1 1 and then R-10 again.
- the session may be added to the list of Sessions 238 (Fig. 29) saved to an online database and/or to a local device.
- a user may review a shooter's performance by selecting a "review performance" icon 268 from main menu 232 of GUI 230.
- a “review performance” icon 268 in response to selecting the "review performance" icon 268 in main menu 232 the user is presented with a historical table 270 of training sessions. The user may select a session and then the "view data now" icon 272 to view shooter performance data for each training routine in the selected session. For example, an S-9 Skills Drill session executed on October 9, 2015 is selected in Fig. 38 and performance data for each of the routines R-8 Speed Drill, R-9 Memory Drill, and R-5 Shoot, No-Shoot in session S-9 is displayed sequentially in Figs. 39-41 , respectively.
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Abstract
In one example, a shooter training system includes a target having a bulletproof exterior, a sensor to sense a bullet hitting the exterior and a controller programmed to execute a changing training routine on the target.
Description
SHOOTER TRAINING BACKGROUND
[0001] Military, law enforcement and other small arms shooters sometimes train with live ammunition. Live fire training may be conducted with lethal or non-lethal bullets using a variety of different target systems that can present both stationary and movable targets.
DRAWINGS
[0002] Fig. 1 is a block diagram illustrating one example of a live fire shooter training system.
[0003] Fig. 2 is a flow diagram illustrating one example of a shooter training method for executing a training routine on a bulletproof target, such as might be implemented in the training system shown in Fig. 1 .
[0004] Fig. 3 is a block diagram illustrating another example of a live fire shooter training system.
[0005] Fig. 4 is a flow diagram illustrating one example of a shooter training method for executing multiple training routines on multiple targets, such as might be implemented in the training system shown in Fig. 3.
[0006] Fig. 5 is a diagram illustrating one example of a live fire shooter training system.
[0007] Figs. 6 and 7 illustrate one example of a bulletproof target in which the body of the target (with the target image) may be rotated to different positions.
[0008] Figs. 8 and 9 illustrate one example of the construction of a target body such as might be used in the target shown in Figs. 6 and 7.
[0009] Figs. 10-16 illustrate one example of a graphical user interface (GUI) presenting a hierarchy of target and other training system control functions for generating a shooter training routine.
[0010] Figs. 17-26 are a sequence of flow diagrams illustrating one example of a method for generating a shooter training routine.
[0011] Fig. 27 is a flow diagram illustrating one example of a method for changing a shooter training routine during execution of the routine on a
bulletproof target, based on shooter performance data derived from hit sensors in the target.
[0012] Figs. 28-41 show one example of a graphical user interface (GUI) for executing a training routine on a set of targets available at a training facility.
[0013] The same part numbers designate the same or similar parts throughout the figures. The figures are not necessarily to scale.
DESCRIPTION
[0014] A new live fire training system has been developed to help provide a more effective training experience for military, law enforcement and other small arms shooters. In one implementation, the new system includes a bulletproof target with sensors to sense bullets hitting the target and a system controller programmed to execute a training routine on the target. In one example, the training routine is made to change on-the-fly, for example by increasing or decreasing difficulty based on shooter performance data derived from the hit sensors. Thus, in this example, the system controller or the target controller is programmed to automatically adapt the training routine to the skill level of the shooter. The training routine may be executed on a single target or on multiple targets each providing feedback to the controller.
[0015] In another implementation, the system controller is programmed to execute a group of training routines on multiple targets during a single training session. For example, a group of routines are executed sequentially to present the shooter with basic range commands in a first routine, followed by a second routine presenting the shooter with varying numbers of multiple targets having different shapes and colors to test shooter memory, processing speed and accuracy, and then a still more complex third routine in which the targets simulate a hostage situation including both visual and audio effects.
[0016] Training routines may include preconfigured "standard" routines provided with the system and/or "custom" routines specially configured by or for the user. Each routine itself may be changed in real time, on-the-fly as described above, and/or the routines or sequence of routines within the group may be changed during the training session, for example based on shooter data gathered during the session.
[0017] Unlike video training systems in which the targets are presented as images on a screen and the shooter is confined to the screening area, these and other implementations of a new live fire training system enable a shooter to move throughout a range of live fire targets. Each target may itself be movable among a variety of different positions and presentations, and a training facility may be configured with a variety of different targets and shooting scenarios. The activities of a shooter moving through the training facility can be monitored as the shooter decides how to approach and engage the targets, for more realistic and effective shooter training.
[0018] These and other implementations and examples described herein and shown in the figures illustrate but do not limit the scope of the patent, which is defined in the Claims following this Description.
[0019] As used in this document, "and/or" means any one of multiple elements or any group of more than one of the elements, including all of the elements; a "bullet" means a lethal or non-lethal projectile fired from a gun (or to be fired from a gun); "bulletproof means impenetrable to a lethal and/or a non- lethal bullet; a bulletproof "exterior" means an outer part of a target intended to stop a bullet and does not preclude, for example, a penetrable fagade or other covering not intended to stop a bullet; and "memory" means any non-transitory tangible medium that can embody, contain, store, or maintain machine readable instructions for execution by a computer, a processor, or other machine that can execute the instructions, including volatile memory (e.g., RAM) and non-volatile memory (e.g., ROM, flash memory, disks and tapes). Non-lethal bullets include, for example, UTM (Ultimate Training Munitions) brand ammunition, Simunition® brand ammunition, airsoft pellets and paintballs.
[0020] Fig. 1 is a block diagram illustrating one example of a shooter training system 10. Referring to Fig. 1 , system 10 includes targets 12 and a system controller 14 operatively connected to targets 12 through a communications link 16. Although two targets 12 are shown in Fig. 1 , system 10 may include a single target 12 or any number of multiple targets 12. Communications link 16 represents generally any suitable device that enables bidirectional
communication between controller 14 and targets 12. Link 16 may be wired or
wireless. Each target 12 includes a bulletproof exterior 18 and a sensor 20 to sense a bullet hitting exterior 18. As described in detail below, sensor 20 usually will be implemented as an array of multiple sensors configured to generate data that may be used to determine the location of each bullet hitting target exterior 18.
[0021] Controller 14 represents a processor and associated memory and instructions, and the electronic circuitry and components needed to control the operative elements of system 10. In particular, system controller 14 includes a memory 22 with shooter training instructions 24, and a processor 26 to read and execute instructions 24. Instructions 24 include a training routine 28 and change instructions 30 to change routine 28 as it is being executed on targets 12. Thus, in this example, system controller 14 is programmed to execute a changing training routine 28 on targets 12. As described below with reference to Fig. 5, each target 12 may include a local, target controller to control operative elements of the target to execute the changing training routine at the direction of system controller 14.
[0022] A training routine 28 usually will be implemented as a series of commands that are sent to a target 12 to control its behavior as part of a training session. The commands may control timing, stimulus, actions, lights and audio/visual effects. Training routine 28 on memory 22 may be implemented as a single training routine 28 or as multiple training routines 28. Each training routine 28 may itself include multiple executable elements. In one example, memory 22 includes a series of training routines 28 that vary in difficulty. In one example, each training routine 28 includes executable elements that vary in difficulty. Routines and/or executable elements within routines may be varied by change instructions 30, for example based on shooter performance data derived from hit sensors 20. Although training routine(s) 28 and change instructions 30 are shown as separate blocks of training instructions 24 in Fig. 1 , some or all of the change instructions 30 may be integrated into a routine 28. In one example, change instructions 30 include trigger points within a routine 28 to change executable elements, or the sequence of executable elements, based on feedback from a target 12.
[0023] Fig. 2 is a flow diagram illustrating one example of a shooter training method 400 for executing a changing training routine on a bulletproof target. Method 400 may be implemented, for example, by system controller 14 in Fig. 1 executing a training routine 28 on targets 12 using change instructions 30.
Referring to Fig. 2, method 400 includes: beginning to execute the training routine on the target (block 402); while executing the training routine on the target, changing the training routine to a changed training routine (block 404); and then continuing to execute the training routine on the target by executing the changed training routine on the target (block 406). Method 400 in Fig. 2 is just one example for executing a changing training routine on a target. Other examples are possible. The changing training routine may be executed on a single target or on multiple targets. Also, the training routine may be changed to increase difficulty, to decrease difficulty or to increase and decrease difficulty, for example based on shooter performance data derived from the hit sensors.
[0024] In another example, shown in the block diagram of Fig. 3, training instructions 24 on system controller memory 22 include session instructions 32 to execute multiple training routines 28 on multiple targets 12 during a single training session. Thus, in this example, system controller 14 is programmed to execute multiple training routines 28 on multiple targets 12 in a single training session. Although training routine 28 and session instructions 32 are shown as separate blocks in Fig. 3, the logical functions of routines 28 and instructions 32 are not necessarily implemented as discrete elements of training instructions 24. As described below with reference to Fig. 5, each target 12 may include a local, target controller to control operative elements of the target to execute the training routines at the direction of system controller 14. Also, each training routine 28 in the session may be executed as a changing training routine described above with reference to Figs. 1 and 2.
[0025] Fig. 4 is a flow diagram illustrating one example of a shooter training method 500 for executing multiple training routines on multiple targets. Method 500 may be implemented, for example, by system controller 14 in Fig. 3 executing training routines 28 on targets 12 using session instructions 32.
Referring to Fig. 4, method 500 includes: selecting a first training routine for
execution on the targets during a single training session (block 502); executing the first training routine on the targets during the single training session (block 504); selecting a second training routine for execution on the targets based on data recorded during execution of the first training routine (block 506); and executing the second training routine on the targets during the single training session (block 508).
[0026] Method 500 in Fig. 4 is just one example for executing multiple training routines on multiple targets. Other examples are possible. Other training routines may be executed on the targets during the single training session before the "first" training routine, between the "first" and "second" training routines, or after the "second" training routine. Second and other subsequent training routines may be selected based on shooter performance determined from data recorded during execution of the first or other earlier training routines. The training routines may include preconfigured "standard" routines provided with the system and/or "custom" routines specially configured by or for the user. Training routines may be executed on the targets
successively without interrupting the training session or the trainer may interrupt or pause a training session, for example, to provide immediate feedback before moving to the next routine or returning to an earlier routine.
[0027] A system controller 14 in Figs. 1 and 3 may be implemented, for example, as a server or a client, in a desktop computer, laptop computer, tablet computer or smart phone. A memory 22 with training instructions 24, shown generally in Figs. 1 and 3, may be implemented in different media and be present on different devices at different locations simultaneously or at different times. For example, instructions 24 may be maintained on a "cloud" server and downloaded to a client device acting as a system controller 14. In this example, a memory 22 with instructions 24 may be present simultaneously on the server and on the client(s). Indeed, as with many computer programs, instructions 24 may be present on multiple memories 22 simultaneously. While it is expected that a system controller 14 usually will be implemented locally, at the site of the targets, a cloud server or other remote device could itself act as a system controller 14 communicating directly with the targets. The implementations
noted are non-limiting examples. Other suitable implementations for a memory 22 with training instructions 24 and for a system controller 14 are possible. For another example, a networked server with memory 22 and instructions 24 could serve training routines 28 over the Internet to targets 12 at a training range remote from the server.
[0028] Fig. 5 is a diagram illustrating one example of a shooter training system 10. Referring to Fig. 5, system 10 includes a target 12 and a system controller 14 to control target 12 and other operative elements of system 10. Although only one target 12 is shown in Fig. 5, system 10 may include multiple targets 12. Also, while controller 14 is represented by a single icon depicting a tablet computer or smart phone, as noted above system controller 14 may be implemented in other types of processing devices with its functions implemented in a single device or in multiple devices.
[0029] Target 12 includes a bulletproof exterior 18 and sensors 20 to sense a bullet 33 hitting exterior 18. In this example, each sensor 20 is implemented as an accelerometer configured to sense the impact of a bullet hitting exterior 18 at or near a target image 34. Accelerometers are commonly used as shock sensors to determine the location and magnitude of a shock - a bullet hitting the target in this case. The data represented by signals from accelerometers 20 is used to determine the position, and magnitude if desired, of a bullet hitting target exterior 18. Any suitable technique may be used to make position and magnitude determinations based on data from accelerometers 20. For example, the position of a bullet hitting the target may be determined from the timing difference between the shock wave reaching each of the sensors - the left and right sensors indicating the X-axis position of a hit and the top and bottom sensors indicating the Y-axis position of a hit. Also, the signals from multiple accelerometers 20 sensing the location and time of a hit can be used to measure accuracy and time differentials (e.g., hit to hit timing and event to hit timing) and to trigger other target and/or system events. Although four accelerometers 20 positioned along the perimeter of image 34 are shown, more or fewer accelerometers and/or placed at different locations may be use.
[0030] Target image 34 is visible on or through exterior 18. In one example, a dynamic target image 34 is projected on to exterior 18 or on to a surface behind a transparent exterior 18. A projected target image 34 may be utilized, for example, when it is desirable to change the target image on-the-fly during the execution of a training routine or during the execution of a sequence of training routines. In another example, a static target image 34 is formed on exterior 18 or on a surface behind a transparent exterior 18.
[0031] In the example shown in Fig. 5, target 12 also includes a local, target controller 36 to control the operative elements of the target to execute training routines received through system controller 14. Target controller 36 represents generally a processor, associated memory and instructions, and the electronic circuitry and components to control the operative elements of target 12. While it is expected that a target controller 36 usually will be implemented as a microcontroller or CPU, other processing devices may be used. Target controller 36 is operatively connected to accelerometers 20, an actuator 38 to move target exterior 18, a GPS receiver or other location sensor 40, and a wireless transceiver 42 for bidirectional communication with system controller 14. Target 12 may also include lights 44, a sound system 46, a microphone 48, and a proximity sensor 50, each operatively connected to target controller 36. A target controller 36 may also include a visual display and graphical user interface (not shown). Controller 36 and other operative elements of target 12 may be battery powered (battery not shown).
[0032] It may be desirable in some training routines to move target exterior 18 with image 34 (the part of target 12 that is targeted by a shooter, with or without other elements of target 12), for example to present different target angles or to expose hidden targets. Thus, actuator 38 may include one or more motors, linear and rotary actuators, tracks or drive trains to move target exterior 18. Target location sensor 40 may be used to monitor the location of target exterior 18 during a training routine or throughout a training session, for example to determine the relative location of a shooter to the target(s).
Proximity sensor 50 may be used to sense the location of a shooter relative to
the target, for example to trigger a target event when a shooter comes within a threshold distance from the target.
[0033] Target 12 may include one or more lights 44 associated with target exterior 18 and/or target image 34. Lights 44 may be turned on and off or change color, for example to indicate the location of a bulls eye, hitting or missing a bulls eye or other target objective, commencing and ceasing fire, the location of a hit, and a system error, low battery or mechanical malfunction. Multiple lights 44 may be turned on and off individually, as a group, and/or in a pattern or sequence to achieve the desired visual effect.
[0034] A sound system 46 including speakers and control electronics may be used as part of target 12, for example to play sound tracks for audio effects or give instructions or feedback to the shooter as part of a training routine. One or more microphones 48 and associated control electronics may be used as part of target 12, for example to trigger a target event during a training routine when a particular sound is detected, such as the blast of an air horn, the sound of gunfire or the sound of breaking glass.
[0035] Still referring to Fig. 5, system 10 may include a portable gun monitor 52 to attach to a gun 54 and/or a portable shooter monitor 56 to be worn by a shooter 58. Monitors 52, 56 enable a shooter 58 to interact with target 12 and system controller 14 beyond just shooting bullets at the target. In the example shown, each monitor 52, 56 includes a wireless transceiver 60 and an inertial measurement unit (IMU) 62 to signal to signal that gun 54 is fired and to signal the location and orientation of gun 54 and shooter 58 as the shooter moves and shoots. An IMU 62 typically will include an accelerometer and a gyroscope, and may also include a magnetometer, together with a microprocessor, battery, and display. It is expected that transceiver 60 and IMU 62 usually will be integrated into a single electronic assembly, commonly referred to as a WIMU (wireless inertial measurement unit), for each monitor 52, 56. Shooter and gun positions and gun recoil may be calibrated, at the beginning of a training routine for example, by shooting gun 54 at a specific target and recording initial IMU values from monitors 52, 54. Subsequent IMU values may be compared to the initial values to determine the position of gun 54 and shooter 58 during the training
routine. Similarly, calibrating gun recoil at the beginning of a training routine enables monitor 52 to sense (and signal) each time a gun 54 is fired during the training routine. Each monitor 52, 56 may also include a GPS receiver 63, as shown in Fig. 5, to sense the location of gun 54 and shooter 56 directly (i.e., without reference to an initial location). While it is expected that a gun monitor 52 and/or a shooter monitor 56 usually will include an IMU 62, each monitor 52, 56 may be configured with a transceiver 60 and GPS receiver 63, without an IMU, to monitor location only.
[0036] In the example shown in Fig. 5, system 10 also includes a cloud based data storage 64 and a router or other suitable access point 66 through which system controller 14 may access cloud storage 64. Cloud storage 64 may be desired, for example, to store the large amounts of sensor and other data that may be generated during training.
[0037] Shooter training system 10 may include training facility devices 68, a facility controller 70 to control the operative elements of facility devices 68 at the direction of system controller 14, and a wireless transmitter 72. Facility controller 70 represents generally a processor, associated memory and instructions, and the electronic circuitry and components to control facility devices 68. While it is expected that a facility controller 70 usually will be implemented as a microcontroller or CPU, other processing devices may be used. Facility devices 68 may include, for example, lights 74, a sound system 76, and actuators 78 to, for example, open and close doors, trigger air horns, set off flash bangs and other diversionary devices, and actuate other mechanical or electromechanical devices.
[0038] Communications link 16 with communications paths 80 between and among various elements of training system 10 may include system controller 14 executing training instructions 24 (Figs. 1 and 3) to send commands 82 to target controller 36 for execution on target 12 and to facility controller 70 for execution on facility devices 68. Similarly, information 84 generated by sensors on target 12 and monitors 52, 56 is sent to system controller 12 along communication paths 80. Training instructions running on system controller 14 may time stamp information 84 received from the sensors, if desired, before storing or otherwise
processing the information. Additional processing capabilities may be supplied as part of controller 14 through additional processor(s) 86 and additional memory provided by storage 88.
[0039] A real time clock (RTC) 89 in Fig. 5 represents generally an RTC or other suitable clock or clock circuit integrated into or otherwise operatively connected to each of the electronic components of system 14. Time sensitive information from each component may be time stamped by the component or by system controller 14 upon receipt from the component. For example, each time a bullet 33 is fired from gun 54, gun monitor 52 senses the shot and sends a data packet 84 to system controller 14 with the location and orientation of the gun and the direction of the force vector created by the recoil. The data packet is time stamped by gun monitor 52 or by controller 14. For another example, each time target sensors 20 signal target controller 36 that a bullet 33 hits target 12, target controller 36 time stamps the relevant information and sends it to system controller 14 in a data packet 84.
[0040] RTCs in each component may be synchronized to minimize timing errors between components, for example by system controller 14 periodically signaling all components to update their respective RTC to the same time as the controller RTC. Since all of the system components are connected through a communications link 16 (e.g. paths 80 in Fig. 5), a synchronized RTC update can be sent to multiple components simultaneously with one communication, for example using the 802.1 1 WiFi communication protocol UDP (User Datagram Protocol) multicast command. A multicast message may be sent to all of the components connected to system controller 14 updating the component RTC 89 value to be the same value as controller 14 to help ensure that performance data reflects the true performance of a shooter and is not influenced by clock timing errors. Also, since the time of each event at each component may be accurately monitored, events at one component may be used to trigger events at another component and gun, shooter and target data may be processed to accurately determine shooter performance.
[0041] Figs. 6 and 7 illustrate one example of a target 12, in which the body of the target with target image 34 may be rotated to different positions. Figs. 8
and 9 illustrate one example for the construction of a target body such as might be used in the target shown in Figs. 6 and 7. Referring first to Figs. 6 and 7, target 12 includes a body 90 with a target image 34. Body 90 is supported in a frame 92 mounted to a stand 93 on pins 94 so that body 90 may be rotated with respect to stand 93. Target 12 also includes a rotary actuator (not shown) to rotate target body 90 to the desired position, for example at the direction of target controller 36 or system controller 14 in Fig. 5. In the example shown, target body 90 is mounted in a frame 92 supported on a floor stand 93. Other presentations for target body 90 are possible. For one example, body 90 could be mounted in a window frame. For another example, body 90 could be mounted in a frame on a track for linear motion (with or without rotary motion).
[0042] In the example shown in Figs. 6 and 7, target image 34 generally depicts a human head 96 and torso 98. Lights 44 may be used to highlight specific targeting points within the target image. Each targeting light 44 may be selectively illuminated, as desired, for example to prompt a shooter to target different zones A, B, C, D of image 34. Target 12 may include speakers 46, for example to make victim and perpetrator sounds, and to give instructions and provide feedback to a shooter. Target 12 may also include red and green indicator lights 100, 102, for example to signal a shooter to start and stop shooting.
[0043] Referring now to Figs. 8 and 9 illustrating one example for the construction of a target body 90, target image 34 is formed on or in a sheet of image-able material 104 sandwiched between a backing 106 and a transparent bulletproof exterior 18. Image sheet 104 may be affixed to backing 106 and exterior 18, for example, with a transparent film of adhesive 108. Suitable materials for image sheet 104 include flexible sheets of vinyl, polyester (e.g. Mylar brand films), and paper. Suitable materials for backing 106 include rigid sheets of acetyl or other hard plastic. Suitable materials for bulletproof exterior 18 include flexible sheets of vinyl, polyester (e.g. Mylar brand films) or other sufficiently durable materials.
[0044] Target body 90 includes sensors 20 shock mounted to backing 106 as part of an assembly 1 10 that includes a printed circuit assembly (PCA) 1 12
carrying sensor 20 and making connections to the target controller or other circuits external to target body 90. Shock sensor assembly 1 10 also includes a damper 1 14 interposed between PCA 1 12 and backing 106. Suitable materials for damper 1 14 include silicone rubber and foam rubber. In the example shown, PCA 126 is affixed to damper 1 14 and damper 1 14 is affixed to backing 106 with adhesives 1 16. Sensor assembly 1 10 may be attached to backing 106 with a screw or other mechanical fastener 1 18 as an alternative to adhesives 1 16 or in addition to adhesives 1 16. A multi-layer assembly 1 10 with damper 1 14 such as that shown in Figs. 8 and 9 helps ensure a secure attachment with uniform sensing properties while damping out some of the ringing that can occur when bullets hit the target.
[0045] Although a flat bulletproof exterior 18 and target body 90 with an internal two dimensional target image 34 is shown in the figures, other target bodies and/or target images may be used. For one example, a projected target image could be used. For another example, a three dimensional target image could be formed by clothing, graphics or another fagade covering a shaped body with a bulletproof exterior to simulate specific types of targets or training situations.
[0046] Training instructions 24 in Figs. 1 and 3 include instructions to control a target 12 during a training session. A target 12 may be activated by a signal from controller 14 or by a signal from a sensor communicating directly with target controller 36 in system 10 shown in Fig. 5. Training instructions 24 may also include instructions to control facility devices 68 in connection with things happening at target 12. For example, the training instructions can determine timing, stimulus, actions, lights and audio/visual effects played before, during and after a target is active.
[0047] Training routines 28 (and other elements of instructions 24 if implemented separately from routines 28) may be stored in an online database or other suitable "cloud" storage 64 accessible to a user on the Internet or on a private network. A user can download selected routines to a local memory 14, 88 for use by a controller 14, or a routine 28 may be streamed to controller 14. A collection of routines 28 may be made available to a user to select a single
routine or group of routines for a training session using the targets available at a particular training course or shooting range. Controller 14 may query each target 12 in a training course or shooting range to identify its capabilities in connection with a training routine 28. The user may be offered a list of routines 28 and targets 12 that are compatible with one another and, thus, available for user selection, or controller 14 may automatically select compatible routines 28 and targets 12.
[0048] A training routine 28 may be generated from a compilation of settings and actions presented to a user through a graphical user interface (GUI). Figs. 10-16 show one example of a GUI 120 for generating a training routine 28. GU I 120 is used to present a hierarchy of target and other training system control functions through a cascading series of menu items. Referring to Figs. 10-16, GUI 120 includes a group 122 of first, higher level menu items 124, 126, 128, 130, and 132 representing basic target control functions. In this example, level one group 120 includes menu items for sound, video and/or other media 124, motion 126, indicator lights 128, other devices 130 and triggers 132. Each menu item 124-132 is depicted by an individual tab in the example of GUI 120 shown in Figs. 10-16.
[0049] GUI 120 also includes a group 134 of timelines 136, 138, 140, and 142 corresponding to the menu items for media 124, motion 126, indicator lights 128, and other devices 130. The timelines in group 134 collectively represent the timeline for a training routine generated through GUI 120. As described below with reference to each of Figs. 10-16, the user can organize the timing and sequence of the actions in a training routine by dropping icons on to the corresponding timeline at the desired location. To facilitate viewing longer duration training routines, a timeline zoom 144 may be provided to scroll to parts of a timeline 136-142 that may otherwise be out of view. An icon legend 146 may be provided as part of GUI 120 identifying different types of icons that may be placed on timelines 136-142. In the example shown, legend 146 depicts three different types of icons - a black on white arrow right icon 148 indicating a trigger event, a black on white arrow down icon 150 indicating an action, and a white on black arrow down icon 150 indicating the end of an action or routine.
[0050] Selecting each group level one item 124-132 displays a group of second, lower level menu items. Thus, in Fig. 10, media 124 is selected and a group 154 of second, lower level media menu items 124a, 124b, 124c, 124d, and 124e are displayed. In this example, level two group 154 includes media menu items for a victim 124a, a perpetrator 124b, weapons and explosives 124c, background noises 124d, and instructions and feedback 124e. Each menu item 124a-124e is depicted by an individual tab in GUI 120. The victim media tab 124a is selected in Fig. 10 to display control functions for a victim soundtrack, video or other media.
[0051] For example, if a user wishes to program a training routine to include the sounds of a victim, the user selects media tab 124 to display media menu items 124a-124e and then victim media tab 124a to display the control functions that are available for victim media. In the example shown in Fig. 10, victim media control functions are presented in a table of media bites 156 and a menu 158 that includes options for playing media bites 156 on two media channels 160-1 , 160-2. Media bite SV202 for a frightened woman is selected in table 156 in Fig. 10. In menu 158, the user may select to repeat the media bite a specified number of times (repeat action 162) or to loop the media bite continuously throughout the routine (loop action 164) on each channel 160-1 , 160-2. The user may also set the volume for playing the audio portion of the selected media bite, with a volume slider 166 in menu 158. The user may play a selected media bite manually through playback buttons 168.
[0052] Also, in this example, when a media bite is selected in table 156, SV202 for a frightened woman is selected in Fig. 10, a movable "action" icon 170 of the selected media bite is automatically displayed in GUI 120. Action icon 170 allows the user to drag the action settings from menu 158 for the selected media bite and drop them on to a media timeline 136-1 , 136-2 corresponding to each media channel 160-1 , 160-2. Thus, in this example, action icon 170 is "dragged" to and "dropped" on timeline 136-2, as indicated by line 172 in Fig. 10, to implemented the repeat (3 times) action selected in menu 158, as indicated by three SV202 icons on timeline 136-2. The position at
which action icon 170 is dropped on timeline 136-2 determines the time(s) at which media bite SV202 is played.
[0053] Media bites 156 may be played on each channel independently of the other channel or synchronously with it. Media bites 156 may be played on media channels 160-1 , 160-2 through a target media play system (for example including target sound system 46) or on a facility media play (for example including facility sound system 76) in training system 10 in Fig. 5. While only one media bite SV202 is shown in Fig. 10, multiple media bites may be selected to play during a routine and two media bites may be played simultaneously on the two media channels.
[0054] Referring again to Figs. 10-16, in the example shown GUI 120 includes a time tracker 174 that moves along time lines 136-142 during playback (or preview) to provide a visual indication of the time status of a training routine. Playback buttons 176 and video display 178 may be included in GUI 120 to allow a user to playback and view a training routine as it is being generated or subsequently during execution in a training session.
[0055] In Fig. 1 1 , motion tab 126 is selected and a group 180 of second, lower level motion menu items 126a, 126b, 126c, 126d, and 126e is displayed. In this example, level two group 180 includes motion items for target rotation about the X axis 126a, target rotation about the Y axis 126b, target translation along the X axis 126c, target translation along the Y axis 126d, and target translation along the Z axis 126e. The X axis rotation tab 126a is selected in Fig. 1 1 to display control functions for rotating a target about the X axis. If a user wishes to program a training routine to include a target rotating on the X axis, the user selects motion tab 126 to display motion menu items 126a-126e and then X axis rotation tab 126a to display the control functions that are available for X axis target rotation. In the example shown in Fig. 1 1 , X axis target rotation control functions are presented in menu 182 that includes options to rotate the target to the left 184, to the right 186, and to a home position 188. Also in the example shown in Fig. 1 1 , rotate left 184 has been selected and the corresponding action icon 190 is displayed and dropped on to motion timeline 138, as indicated by line 192 and the MR101 icon on motion timeline 138.
[0056] In Fig. 12, indicator lights tab 128 is selected and a group 194 of second, lower level indicator lights menu items 128a, 128b, 128c, 128d, and 128e is displayed. In this example, level two group 194 includes indicator light items for target zone A lighting 128a, target zone B lighting 128b, target zone C lighting 128c, target zone D lighting 128d, and target frame lighting 128e. (One example for target zones A-D are shown in Figs. 6 and 7.) The zone A lighting tab 128a is selected in Fig. 12 to display control functions for zone A lighting on a target. If a user wishes to program a training routine to control target zone A lights, the user selects indicator lights tab 128 to display indicator lights menu items 128a-128e and then zone A lights tab 128a to display the control functions that are available for zone A lighting. In the example shown in Fig. 12, zone A lighting control functions are presented in a table 196 that includes operating states for red and green lights - switch on green light LG103 is selected in table 196 and the corresponding action icon 198 is displayed and dropped on to indictor lights timeline 140, as indicated by line 200 and the LG102 icon on timeline 140.
[0057] In Fig. 13, other devices 130 is selected and a group 202 of second, lower level other devices menu items 130a, 130b, 130c, 130d, and 130e is displayed. In this example, level two group 202 includes other devices items for overhead lights 130a, door opener 130b, sound system 130c, fog machine 130d, and flash bang explosive 130e. The overhead lights tab 130a is selected in Fig. 13 to display control functions for facility overhead lights. If a user wishes to program a training routine to control the overhead lights in a building or other training facility, the user selects other devices tab 130 to display menu items 130a-130e and then overhead lights tab 130a to display the control functions that are available for overhead lighting. In the example shown in Fig. 13, overhead lighting control functions include on DO101 , off DO102 and dimmer DO103 selections - dimmer DO103 is selected in Fig. 13 and the corresponding action icon 204 is displayed and dropped on to other devices timeline 142, as indicated by line 206 and the DO103 icon on timeline 142.
[0058] In Figs. 14-16, triggers tab 132 is selected and a group 208 of second, lower level trigger menu items 132a, 132b, 132c, 132d, and 132e is
displayed. In this example, level two group 208 includes triggers for a proximity sensor 132a, a microphone 132b, bullet hits 132c, weapon sensors 132d, and shooter sensors 132e.
[0059] The proximity sensor tab 132a is selected in Fig. 14 to display control functions for a trigger from a proximity sensor, for example a proximity sensor 50 on a target 12 in the training system 10 shown in Fig. 5. As shown in Fig. 14, if a user wishes to program a training routine to set a trigger based on the reading from a target's proximity sensor, the user selects triggers tab 132 to display trigger menu items 132a-132e and then proximity sensor tab 132a to display the control functions that are available for a proximity sensor trigger. Proximity sensor trigger control functions are displayed in a table 210 with trigger distances from 10 yards to 40 yards - SP104 indicating a trigger distance of 25 yards is selected in Fig. 14 and the corresponding action icon 212 is displayed and dropped on to the media channel 2 timeline 136-1 to set a time when the sensor becomes active, as indicated by line 214 and the SP104 icon on timeline 136-1 .
[0060] The microphone trigger tab 132b is selected in Fig. 15 to display control functions for a trigger from a microphone, for example a microphone 48 on a target 12 in the training system 10 shown in Fig. 5. As shown in Fig. 15, if a user wishes to program a training routine to set a trigger based on the signal from a microphone, the user selects triggers tab 132 to display trigger menu items 132a-132e and then microphone tab 132b to display the control functions that are available for a microphone trigger. Microphone trigger control functions are displayed in a table 216 with trigger sound levels from 20 decibels to 160+ decibels - TP104 indicating a trigger level of about 80 decibels is selected in Fig. 15 and the corresponding action icon 218 is displayed and dropped on to the motion timeline 138 to set a time when the microphone becomes active, as indicated by drag and drop line 220 and the TP104 icon on timeline 138.
[0061] The bullet hit trigger tab 132c is selected in Fig. 16 to display control functions for a trigger from a bullet hitting the target, for example using signals from sensors 20 on a target 12 in the training system 10 shown in Fig. 5. As shown in Fig. 16, if a user wishes to program a training routine to set a trigger
based on the signal from a bullet hit sensor, the user selects triggers tab 132 to display trigger menu items 132a-132e and then hits tab 132c to display the control functions that are available for a bullet hit trigger. Hit trigger control functions are displayed in a 224. Five hits are selected in Fig. 16 and the corresponding action icon 226 is displayed and dropped on to the indicator lights timeline 140, as indicated by drag and drop line 228 and the H-05 icon on timeline 140.
[0062] A GUI 120 such as that shown in Figs. 10-16 may also be used to modify a training routine on the fly, locally or remotely, for example to increase or decrease difficulty based on shooter performance. Also, the hierarchy of target and other training system control functions shown in Figs. 10-16 is just one example of a cascading series of menu items. Other control functions and depictions in a GUI 120 are possible.
[0063] A library of training routines and training sessions may be available online to users for shooter training at different facilities. As noted above, training routines and sessions may be streamed to a local controller or they may be downloaded and stored locally. In either case, existing routines and sessions may be modified based on user preferences and/or adapted to the capabilities of a particular training facility or system, for example using a graphical user interface (GUI) such as GUI 120 in Figs. 10-16. In addition, new training routines and sessions may generated by the user locally or through an online programming interface. Once a training routine is generated,
downloaded and/or modified to suit the user, it may be executed on the target(s) over a wired or wireless communication system, as described above with reference to Fig. 5.
[0064] Figs. 17-26 present a flow diagram illustrating one example of a method 600 for generating a shooter training routine 28 in Figs. 1 and 3. Each Fig. 17-26 includes a part of method 600 that may be implemented, for example, as a sub-routine within the program. Where the steps of a sub-routine do not fit on a single drawing sheet, each sheet is designated with a letter. For example, the sub-routine of "Fig. 23" is shown in Figs. 23A and 23B. Method 600 may be implemented, for example, through a compilation of settings and actions
presented to a user through a graphical user interface (GUI) such as GUI 120 shown in Figs. 10-16.
[0065] Referring first to Fig. 17, if a training routine is to include audio and/or other media files (yes at block 601 ), for example to play media bites from a menu 158 in GUI 120 in Fig. 10, then media files are loaded from a list of media files at blocks 602-605.
[0066] Referring to Fig. 18, an event to automatically activate a target to start a routine may be added to a training routine at blocks 606-620. In the example shown, triggers may be set for sound (microphone), proximity, a first bullet hitting the target, and a time delay. If a routine start event is desired (yes at block 606), then method 600 proceeds to decision blocks 607, 610, 613 and 616 to set the desired triggers at the respective process blocks 608, 61 1 , 614, and 617.
[0067] In this example, method 600 also includes programming to select the face of a target (e.g., side A or side B) and then read the target image on the selected face. Referring to Fig. 19, if the target face is to be set (yes at block 619), then the face of the target is set to the desired position at block 620. If the target image for the face set at block 620 is to be read (yes at block 621 ), then the target image is read at block 622, for example so that the type of image displayed on the face may be identified to the controller(s).
[0068] The characteristics of a bullet hitting a target may be different for different types of bullets. For example, non-lethal bullets will impact a target differently than lethal bullets. Accordingly, a training routine may be
programmed with parameter settings for the impact shock sensors (e.g., sensors 20 in Figs. 5-9) corresponding to a particular type of bullet. As shown in Fig. 20, a user may decide to adjust sensor settings for the type of bullet that will be used in the training routine (yes at block 623). In this example, the user may adjust accelerometer gain to, analog to digital converter (A D) settings, and debounce values at blocks 624-629. Each parameter may be set manually, as shown in Fig. 20, or the parameters associated with each type of bullet may be set automatically based on user selection of the bullet type.
[0069] Training routine programming method 600 may include settings for frame and zone indicator lights, for example as shown in GU I 120 in Fig. 12. Thus, the user may decide to set red and green frame indicator lights (e.g., lights 100, 102 in Figs. 6 and 7) at blocks 630-668 in Fig. 21 and zone indicator lights (e.g., lights 44 in Figs. 6 and 7) at blocks 669-646 in Fig. 22.
[0070] Training routine programming method 600 may include setting goals for one or more target zones, for example to act as triggers shown in GUI 120 in Fig. 16. Referring to Figs. 23A and 23B, in this example if a user decides to set zone goals (yes at block 647), then a goal for the number of hits in each zone may be set at blocks 649-650, a goal for the time between hits set at blocks 651 -652, a goal for the proximity to the bullseye set at blocks 653-654, and a timeout set at blocks 655-656.
[0071] Method 600 may also include setting goals for the entire target.
Referring to Fig. 24, in this example if a user decides to set target goals (yes at block 657), then a goal for the number of lethal hits may be set at blocks 658- 659, a goal for the number of wounding hits set at blocks 660-661 , and timeout set at blocks 662-663.
[0072] Media files loaded into the training routine at blocks 601 -605 in Fig. 17 may be selected for playback at blocks 664-679 in Figs. 25A and 25B, for example to play soundbites from a menu 158 in GUI 120 in Fig. 10. Referring to Figs. 25A and 25B, in this example if a user decides to play media during a training routine (yes at block 664), then the media channel for playback, the number of playback loops, the number of replays, play duration and whether or not to play the media file continuously may be set at blocks 665-673 for each media file. Also, in this example, an event to trigger the start and stop for each media file may be set at blocks 674-678.
[0073] In this example, method 600 also includes a programming sub-routine to play sounds when a bullet hits the target. Referring to Fig. 26, if a user decides to play hit media (yes at block 680), then the user may select a sound to play if a bullet hits any zone of the target image (blocks 681 -682), a sound to play if the shooter misses the target image (blocks 683-684), a sound to play if a bullet hits a lethal zone of the target image (blocks 685-686), a sound to play if a
bullet hits in a wounding zone of the target image (blocks 687-688), and a sound to play if the shooter times out (blocks 689-690).
[0074] Fig. 27 is a flow diagram illustrating one example of a method 700 for changing a training routine during execution of the routine on a bulletproof target. In this example, the change is based on shooter performance data derived from hit sensors in the target. Method 700 in Fig. 27 may be implemented, for example, at block 204 in Fig. 2 by a system controller 14 or target controller 36 executing a training routine 28 on targets 12 using change instructions 30 in Fig. 1 . Referring to Fig. 27, a soundbite is played during the training routine signaling the shooter to shoot a first sequence, for example shooting two groups of three rounds with two rounds in each group aimed at target zone A and one round in each sequence aimed at target zone B (block 702). The target rotates or otherwise moves into a shooting position, signaling the shooter to begin shooting the first sequence (block 704) and, after the allowed time has elapsed, the target rotates back to its home position, signaling the shooter to stop shooting (block 706). Hit location and shot timing are recorded for the first sequence (block 708), for example based on signals from hit sensors 20 and RTC 89 in Fig. 5, and compared to threshold values for accuracy and speed (block 710).
[0075] If the shooter's performance does not exceed the threshold (no at block 712), then the routine remains unchanged and, in this example, repeats the first sequence at blocks 702-712 as many as two more times (block 714) before ending this part of the routine at block 726. In another example (not shown), if the shooters performance does not exceed the threshold (no at block 712), then the training routine is changed to decrease difficulty and the shooter is instructed in the new, less difficult sequence in the same manner described below for a second, more difficult sequence.
[0076] If the shooter's performance in the first sequence exceeds the threshold (yes at block 712), then the training routine is changed to increase difficulty (block 716). In this example, a new soundbite is played signaling the shooter to shoot a second more difficult sequence - for example two groups of six rounds with two rounds in each group aimed at each of target zones A, B
and C (block 718). The target rotates into position, signaling the shooter to begin shooting the second sequence (block 720) and, after the allowed time has elapsed, the target rotates back to its home position, signaling the shooter to stop shooting (block 722). Hit location and shot timing are recorded for the elapsed time (block 724) and this part of the routine ends (block 726).
[0077] Shooter performance may also be used to change the duration of a routine, with or without changing the difficulty of the routine. For example, if the shooter's performance does not exceed a threshold, then the duration of the training routine may be extended until the shooter achieves the threshold. If the shooter's performance exceeds a threshold, then the duration of the routine may be shortened. Thus, a training routine can be adjusted to the performance of a shooter both for difficulty and duration.
[0078] Shooter performance data may be derived from various event and hit data including, for example, timing data (e.g., the time between an event and a bullet hitting the target), positional data (e.g. the position of bullet hitting the target), and response data (e.g., interpreting media commands and signals). Timing, positional and response data may be compiled and analyzed during a routine as events occur and used to change a current routine or subsequent routines in session. Timing, positional, and response data may also be compiled and analyzed after a training routine or training session is completed.
[0079] Figs. 28-41 show one example of a GU I 230 for executing a training routine 28 on a bulletproof target 12. GUI 230 is used to present a cascading series of menus prompting a user to make selections to execute a training routine 28. In this example, the user initiates the execution sequence from a main menu 232 by selecting a "train now" icon 234, as shown in Fig. 28. As shown in Fig. 29, selecting "train now" in main menu 232 displays a library 236 of training routines 28 and training sessions 238 shown in a train now selection menu 239. Library 236 may be stored in an online database accessible to a user over the Internet or another online connection (e.g. cloud storage 64 in Fig. 5). Library 236 with routines 28 and sessions 238 may also be downloaded to or otherwise stored at a local device, for example a mobile device implementing system controller 14 in Fig. 5.
[0080] The user may select an individual training routine 28 from library 236, or a group of routines in a training session 238. A user has selected the "Skills Drill" session S-9 in Fig. 29. In this example, as shown in Fig. 30, the user is given an opportunity to preview the session before training in a preview menu 241 . In Fig. 30, the selected session S-9 skills drill includes three training routines 28 to be executed in sequence - R-8 Speed drill, R-9 Memory drill, and R-5 Shoot, No-shoot. As shown in Fig. 30, the preview GUI 230 may also include a list of the target(s) 12 and target images 34 used in each routine 28. In this example, the user may proceed to the first training routine by selecting the "train now" icon 234 or return to the "select your training" GUI in Fig. 29 by selecting the "select a different session" icon 240. The "train now" icon 234 is selected in Fig. 30.
[0081] In response to selecting the "train now" icon 234 in Fig. 30, a "train now - first routine" GU I 230 is displayed, as shown in Fig. 31 . Referring to GUI 230 in Fig. 31 , the user may select the "train now" icon 234 to begin executing the first training routine 28 (R-8 speed drill). In this example, first routine GUI 230 also includes a "pause" icon 242 to pause the routine, a "resume" icon 244 to resume a paused routine, a "stop" icon 246 to stop the routine, a "manually adjust difficulty" icon 248 to manually adjust the difficulty of the routine, an "auto adjust difficulty" icon 250 to automatically adjust the difficulty of the routine based on shooter performance, and a "start over" icon 252 to start over at the beginning of the routine. Also, in this example, first routine GUI 230 includes a table 254 to display the shooter's performance in real time based on feedback from each target. In Fig. 31 , the "train now" icon 234 is selected, the training routine has begun and the user has fired 13 shots (so far) with the results displayed in table 254. (Shooter performance for the entire routine is shown in Fig. 39.)
[0082] The current difficultly 256 of the routine may be displayed in GUI 230 and, in this example, includes threshold values for accuracy 258 and speed 260 (for R-8 Speed drill routine 28). The default difficulty displayed initially at 256 may be changed manually before executing routine 28 by changing the values for accuracy 258 and/or speed 260. Also, the user may interrupt execution of
the routine to change the difficulty 256 by selecting the "manually adjust difficulty" icon 248. Selecting the "manually adjust difficulty" icon 248 will pause the routine, allowing the user to change the thresholds for accuracy 258 and/or speed 260. The routine may be resumed by selecting the "manually adjust difficulty" icon 248 again or by selecting the "resume" icon 244.
[0083] The difficulty of the routine may be also be adjusted automatically based on shooter performance by selecting the "auto adjust difficulty" icon 250 before executing the routine. Selecting the "auto adjust difficulty" icon 250 causes the difficulty of the routine to be adjusted automatically during the routine (and without interrupting the routine) based on shooter performance, for example according to pre-programmed thresholds for accuracy and speed. Alternatively, in response to the user selecting the "auto adjust difficulty" icon 250, the user may be allowed to select the threshold values that will trigger automatically adjusting the difficulty of the routine.
[0084] After the first routine is complete, the user is presented with a similar GUI 230 for each subsequent routine for the session - R-9 Memory Drill in Fig. 32 and R-5 Shoot, No Shoot in Fig. 33 for Session S-9 Skills Drill in this example.
[0085] Referring to Fig. 34, a user may initiate the creation of a new training routine 28 by selecting a "create new training routine" icon 262 from main menu 232 of GUI 230. Selecting the "create new training routine" icon 262 in Fig. 34 initiates a routine creation sequence, for example as described above with reference to the sequence of GUIs 120 shown in Figs. 10-16.
[0086] Referring to Fig. 35, a user may initiate the creation of a new training session by selecting a "create new training session" icon 264 from main menu 232 of GUI 230. As shown in Fig. 36, in response to selecting the "create new training session" icon 264 in main menu 232, the user is presented with a list 266 of training routines 28 that may be selected and sequenced as desired for the session. In the example shown in Fig. 36, training routine R-3 is selected to run first, followed by R-5, R-10, R-2, R-1 1 and then R-10 again. Once the routines are selected and sequenced, the session may be added to the list of Sessions 238 (Fig. 29) saved to an online database and/or to a local device.
[0087] Referring to Fig. 37, a user may review a shooter's performance by selecting a "review performance" icon 268 from main menu 232 of GUI 230. As shown in Fig. 38, in response to selecting the "review performance" icon 268 in main menu 232 the user is presented with a historical table 270 of training sessions. The user may select a session and then the "view data now" icon 272 to view shooter performance data for each training routine in the selected session. For example, an S-9 Skills Drill session executed on October 9, 2015 is selected in Fig. 38 and performance data for each of the routines R-8 Speed Drill, R-9 Memory Drill, and R-5 Shoot, No-Shoot in session S-9 is displayed sequentially in Figs. 39-41 , respectively.
[0088] The examples shown in the figures and described above illustrate but do not limit the scope of the patent which is defined in the following claims.
[0089] "A" and "an" as used in the claims means one or more.
Claims
What is claimed is: 1 . A shooter training system, comprising:
a target having a bulletproof exterior and a sensor to sense a bullet hitting the exterior; and
a controller programmed to execute a changing training routine on the target.
2. The system of Claim 1 , where the controller comprises a system controller that is not part of the target, programmed to execute the changing training routine on the target.
3. The system of Claim 1 , where the system is programmed to execute the changing training routine on the target by:
beginning to execute the training routine on the target;
while executing the training routine on the target, changing the training routine to a changed training routine; and then
continuing to execute the training routine on the target by executing the changed training routine on the target.
4. The system of Claim 1 , where the changing training routine changes in difficulty and/or in duration.
5. The system of Claim 1 , where the changing training routine increases in difficulty, decreases in difficulty, or increases and decreases in difficulty.
6. The system of Claim 2, where the target includes a target controller to control operative elements of the target to execute the changing training routine at the direction of the system controller.
7. The system of Claim 6, where:
the target includes multiple targets each having a bulletproof exterior and multiple sensors collectively configured to sense a bullet hitting the exterior; and the system controller is a single system controller programmed to execute the changing training routine on the targets.
8. A memory having machine readable instructions thereon that when executed cause a shooter training system to execute a changing training routine on a bulletproof target.
9. The memory of Claim 8, where the instructions when executed cause the system to execute a training routine changing in difficulty and/or duration.
10. The memory of Claim 8, where the instructions when executed cause the system to:
signal a shooter to shoot a first sequence of bullets;
record the locations of bullets from the first sequence hitting the target;
compare the locations of the hits from bullets in the first sequence to a threshold for accuracy; and
if the threshold is exceeded, then signal the shooter to shoot a second sequence of bullets more difficult than the first sequence.
1 1 . The memory of Claim 8, where the instructions when executed cause the system to:
signal a shooter to shoot a first sequence of bullets;
move a target from a home position to a shooting position;
record the locations of bullets from the first sequence hitting the target while in the shooting position;
compare the locations of the hits from bullets in the first sequence to a threshold for accuracy;
if the threshold is exceeded, then signal the shooter to shoot a second sequence of bullets more difficult than the first sequence;
move the target from the home position to a shooting position; and
record the locations of bullets from the second sequence hitting the target while in the shooting position.
12. A memory having machine readable instructions thereon that when executed cause a shooter training system to:
begin to execute a training routine on a bulletproof target;
while executing the training routine on the bulletproof target, change the training routine to a changed training routine; and then
continue to execute the training routine on the bulletproof target by executing the changed training routine.
13. A shooter training system, comprising:
multiple targets each having multiple sensors to sense a bullet hitting the target;
a controller having a processor and a memory operatively coupled to the processor, the memory having instructions thereon that when executed by the processor cause the controller to:
select a first training routine for execution on the targets during a single training session;
execute the first training routine on the targets during the single training session;
select a second training routine for execution on the targets based on data recorded during execution of the first training routine; and
execute the second training routine on the targets during the single training session.
14. The system of Claim 13, where the instructions when executed by the processor cause the controller to execute the second training routine on the targets following the first training routine with no intervening training routine.
15. The system of Claim 13, where the instructions when executed by the processor cause the controller to execute the first and second training routines on the targets without interrupting the single training session.
16. The system of Claim 13, where the instructions when executed by the processor cause the controller to:
determine shooter performance based on data recorded during execution of the first training routine; and
based on shooter performance, select a second training routine that is more difficult or less difficult than the first training routine.
17. A shooter training system, comprising:
multiple targets each having a bulletproof exterior and multiple sensors to sense a bullet hitting the exterior; and
a controller programmed to execute multiple training routines on the targets during a single training session.
18. The system of Claim 17, comprising a wireless communication device that enables wireless communication between the targets and the controller.
19. A memory having machine readable instructions thereon that when executed cause a shooter training system to:
select a first training routine for execution on a bulletproof target during a single training session;
execute the first training routine on the bulletproof target during the single training session;
select a second training routine based on data recorded during execution of the first training routine; and
execute the second training routine on the bulletproof target during the single training session.
20. The memory of Claim 19, having instructions thereon that when executed cause the system to execute the second training routine on the bulletproof target following the first training routine with no intervening training routine.
21 . The memory of Claim 19, having instructions thereon that when executed cause the system to execute the first and second training routines on the bulletproof target without interrupting the training session.
22. The memory of Claim 19, having instructions thereon that when executed cause the system to:
determine shooter performance based on the data recorded during execution of the first training routine; and
select a second training routine that is more difficult or less difficult than the first training routine.
23. The memory of Claim 19, where the instructions to execute the first training routine include instructions to:
begin to execute the first training routine on the bulletproof target;
while executing the first training routine on the bulletproof target, change the first training routine to a changed first training routine; and then
continue to execute the first training routine on the bulletproof target by executing the changed first training routine.
24. The memory of Claim 23, where the instructions to execute the second training routine on the bulletproof target include instructions to:
begin to execute the second training routine on the bulletproof target;
while executing the second training routine on the bulletproof target, change the second training routine to a changed second training routine; and then
continue to execute the second training routine on the bulletproof target by executing the changed second training routine.
25. A shooter training method, comprising executing a changing training routine on a bulletproof target.
26. The method of Claim 25, where the executing comprises:
beginning to execute the training routine on the target;
while executing the training routine on the target, changing the training routine to a changed training routine; and then
continuing to execute the training routine on the target by executing the changed training routine on the target.
27. The method of Claim 25, where the changing training routine changes in difficulty.
28. The method of Claim 25, where the executing comprises:
signaling a shooter to shoot a first sequence of bullets;
recording the locations of bullets from the first sequence hitting the target; comparing the locations of the hits from bullets in the first sequence to a threshold for accuracy; and
if the threshold is exceeded, then signaling the shooter to shoot a second sequence of bullets more difficult than the first sequence.
29. The method of Claim 25, where the executing comprises:
signaling a shooter to shoot a first sequence of bullets;
recording the locations of bullets from the first sequence hitting the target while in the shooting position;
comparing the locations of the hits from bullets in the first sequence to a threshold for accuracy;
if the threshold is exceeded, then signaling the shooter to shoot a second sequence of bullets more difficult than the first sequence; and
recording the locations of bullets from the second sequence hitting the target while in the shooting position.
Priority Applications (1)
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PCT/US2015/059944 WO2017082877A1 (en) | 2015-11-10 | 2015-11-10 | Shooter training |
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Application Number | Priority Date | Filing Date | Title |
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PCT/US2015/059944 WO2017082877A1 (en) | 2015-11-10 | 2015-11-10 | Shooter training |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2610604A (en) * | 2021-09-10 | 2023-03-15 | Cervus Defence And Security Ltd | Methods and systems for live fire analysis |
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