Abstract: A table tennis sports practising device comprising a horizontal playing platform 101 mimicking profile of a table-tennis board placed on a floor surface, a plurality of supporting legs 102 integrated with a castor wheel 103 for supporting platform 101 at a height from surface and providing omnidirectional movement to platform 101, a user-interface inbuilt in a computing unit accessed by a user for taking user’s input, a horizontal belt-driven linear arrangement 104 installed on platform 101 for high-speed lateral movement, an L-shaped link 105 is mounted for holding a playing module comprising a torso frame, spherical head 107 with holographic projectors, a motorized sleeve, and a smashing hand assembly, pressure sensors in paddle, an imaging unit 112 paired with a LiDAR sensor to track ball speed and trajectory, a speaker 113 and microphone unit, collapsible sliders 115 with cleaning rollers 116, telescopic links 117, and an optical laser sensor.
Description:FIELD OF THE INVENTION
[0001] This invention relates to the field of interactive sports training device, specifically a table tennis sports practising device developed to help users practice and enhance their table tennis skills through a simulated playing environment that offers dynamic practice, responsive gameplay, and personalized feedback for improving techniques, performance, and overall user engagement.
BACKGROUND OF THE INVENTION
[0002] Table tennis is a fast-paced and skill-intensive sport that requires consistent practice and real-time feedback to improve a player's performance. Players at various skill levels, from beginners to professionals, often need structured training tools that help them practice different techniques, shot types, and responses under varying gameplay conditions. With the growth of sports training technologies, there is a need for solutions that can provide a realistic, interactive, and responsive environment for solo practice. These tools should allow players to enhance their skills through repetitive drills, data-driven insights, and adaptive training sessions.
[0003] Traditionally, players have relied on simple rebound boards, ball-launching machines, or passive robotic arms for practicing table tennis shots. These machines typically shoot balls at fixed angles and speeds, and they lack the ability to dynamically respond to a user’s return shots. Many of these setups do not simulate real-game scenarios and fail to adapt to individual user preferences, shot patterns, or playing styles. These devices do not provide personalized coaching or player analysis that could help users track progress or improve technique. Players usually have to manually clean the area, which disrupts the training process and adds to the maintenance workload.
[0004] US3606987A discloses a table tennis training device comprising a table tennis board which inclines moderately down toward the place behind the center of said board, a shotting means installed at the center of said board so as to shoot intermittently table tennis balls one by one to the front of said board, and a back net or a back sheet standing up on the rear brim of said board so as to ward balls which are struck back by a racket of a trainee. Said balls fall on said board, roll down toward the place behind the center of said board and are led into the shooting means. The shooting means comprises a motor-driven rotatable member which pivotally supports a pair of 180* spaced and spring-biased ball striking plates. As the member rotates, the tip of a plate will be temporarily restrained to tension its spring and then released to strike a ball. The balls are automatically lifted one at a time from a supply source into position to be struck by a released plate. Therefore, the trainee may alone train on the table tennis without an opponent by employing this device.
[0005] US5485995A discloses a portable, low-cost robot serving assembly for serving table tennis balls includes a tray for holding a plurality of table tennis balls and a robot server removably mounted inside the tray. The robot-can be mounted to the front or rear of the tray and receive balls through a front opening positioned within the tray. The tray contains a quick release mounting assembly for mounting the assembly on a table, the mounting assembly being foldable for convenient carrying or storage. The assembly is designed such that a net assembly, ball troughs or panning head can be added if desired.
[0006] Conventionally, many devices for table tennis practice to facilitate solo training. However, the cited arts have certain limitations pertaining to not adapting to user's playing behaviour and adjust patterns and difficulty level accordingly to provide a personalized and effective training experience. The devices also lack automated cleaning means to maintain the shelf-life and provide effective and uninterrupted training.
[0007] In order to overcome the aforementioned drawbacks, there exists a need in the art to develop a device that is able to adapt difficulty levels based on user performance for delivering personalized feedback along with tracking user progress, and maintaining the cleanliness of the playing surface during use, thus enhancing the quality and efficiency of table tennis training.
OBJECTS OF THE INVENTION
[0008] The principal object of the present invention is to overcome the disadvantages of the prior art.
[0009] An object of the present invention is to develop a device that assists individual in solo table tennis practice sessions by replicating real match conditions, and interactive gameplay features to improve their skills.
[0010] Another object of the present invention is to develop a device that automatically analyses user's playing behaviour and modifies its shot delivery patterns and difficulty level accordingly to provide a personalized and effective training experience.
[0011] Another object of the present invention is to develop a device that tracks user’s performance during practice sessions and provide feedback in view of allowing users to identify areas for improvement and monitor their progress systematically over time.
[0012] Another object of the present invention is to develop a device that is capable of cleaning itself by detecting and removing dust or debris from the playing surface during use, thus maintaining optimal training conditions without requiring manual cleaning by the user.
[0013] Yet another object of the present invention is to develop a device that allows the users to adjust settings, change training modes, and receive guidance, thereby making the device more convenient to use and allowing users to stay focused on practice.
[0014] The foregoing and other objects, features, and advantages of the present invention will become readily apparent upon further review of the following detailed description of the preferred embodiment as illustrated in the accompanying drawings.
SUMMARY OF THE INVENTION
[0015] The present invention relates to a table tennis sports practising device that is capable of replicating real match scenarios for table tennis in view of enabling users to receive immediate feedback to improve their gameplay by means of an engaging and adaptive device.
[0016] According to an embodiment of the present invention, a table tennis sports practising device is disclosed comprises of a horizontal playing platform mimicking profile of table-tennis board configured to be placed on a floor surface, a plurality of supporting legs, each integrated with a castor wheel for supporting the platform at a height from the surface and providing omnidirectional movement, a user-interface inbuilt in a computing unit accessed by a user for receiving user profile details, a horizontal belt-driven linear arrangement installed on the platform and configured for high-speed lateral movement, an L-shaped link is mounted on the arrangement for holding a playing module, the playing module includes: a rectangular torso frame and a spherical head integrated with holographic projectors for visual simulation of the selected table tennis legend, a motorized sleeve connected to the torso frame for controlled arm movement, a smashing hand assembly including a spring toggle arrangement, motorized paddle-holding clamp, and a cascading slider, the cascading slider adjusts the hand’s extension according to playing module’s proportions, plurality of pressure sensors embedded in the paddle for detecting impact force of returned shots and sending the data to a microcontroller, an artificial intelligence-based imaging unit is installed on the platform and paired with a LiDAR (Light detection and ranging) sensor integrated on the platform to track ball speed and trajectory, and the microcontroller analyze the data and adjust playing module’s response characteristics in real-time.
[0017] According to another embodiment of the present invention, the present invention also includes a microphone unit configured on the platform to receive voice commands related to gameplay settings and device operations, a speaker to delivers voice feedback, coaching instructions, and motivational cues retrieved from an audio database integrated with the microcontroller, a plurality of collapsible sliders arranged along a boundary line of the platform for enabling sliding of a plurality of cleaning rollers attached with the slider, a pair of telescopic links are installed underneath the cleaning rollers to deploy the rollers in parallel orientation with the platform to reach the detected debris area, an optical laser sensor installed on at least one of the cleaning rollers for detecting dust or debris present on the platform, an augmented reality holographic projector unit is mounted on the platform and connected to the microcontroller for projecting a holographic image of a selected table tennis player, game metrics including score, reaction time, shot force, and ball trajectory, and instructional feedback including technique demonstration and practice routines, the user-interface comprises a selectable training mode and a playing mode, in training mode the holographic image demonstrates expert techniques of the selected player, and in the playing mode the holographic image returns user shots dynamically, followed by generation of an analytical report for the user, the microcontroller is configured to retrieve data including movement sequences, voice patterns, and shot behaviors from a central IoT-linked database and synchronize the data with real-time movements of the playing module, a vacuum-based suction unit is integrated with the platform to collect dust and debris inside a receptacle integrated into the platform, a centerline divider net is arranged along the center axis of the platform, the net is supported via a pair of net posts fixed to lateral ends of the platform, and a battery is associated with the device for supplying power to electrical and electronically operated components associated with the device.
[0018] While the invention has been described and shown with particular reference to the preferred embodiment, it will be apparent that variations might be possible that would fall within the scope of the present invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0019] These and other features, aspects, and advantages of the present invention will become better understood with regard to the following description, appended claims, and accompanying drawings where:
Figure 1 illustrates an isometric view of a table tennis sports practising device.
DETAILED DESCRIPTION OF THE INVENTION
[0020] The following description includes the preferred best mode of one embodiment of the present invention. It will be clear from this description of the invention that the invention is not limited to these illustrated embodiments but that the invention also includes a variety of modifications and embodiments thereto. Therefore, the present description should be seen as illustrative and not limiting. While the invention is susceptible to various modifications and alternative constructions, it should be understood, that there is no intention to limit the invention to the specific form disclosed, but, on the contrary, the invention is to cover all modifications, alternative constructions, and equivalents falling within the spirit and scope of the invention as defined in the claims.
[0021] In any embodiment described herein, the open-ended terms "comprising," "comprises,” and the like (which are synonymous with "including," "having” and "characterized by") may be replaced by the respective partially closed phrases "consisting essentially of," consists essentially of," and the like or the respective closed phrases "consisting of," "consists of, the like.
[0022] As used herein, the singular forms “a,” “an,” and “the” designate both the singular and the plural, unless expressly stated to designate the singular only.
[0023] The present invention relates to a table tennis sports practising device that is developed to simulate realistic table tennis gameplay by means of interactive user engagement, personalized feedback, and automated maintenance, thus enhancing skill development, player performance, and training convenience in an efficient manner.
[0024] Referring to Figure 1, an isometric view of a table tennis sports practising device is illustrated, comprises of a horizontal playing platform 101 mimicking profile of table-tennis board, a plurality of supporting legs 102, each integrated with a castor wheel 103, a horizontal belt-driven linear arrangement 104 installed on the platform 101, an L-shaped link 105 is mounted on the arrangement for holding a playing module that includes a rectangular torso frame 106 and a spherical head 107, motorized sleeve 108 connected to the torso frame, a smashing hand assembly including a spring toggle arrangement 109, motorized paddle-holding clamp 110, and a cascading slider 111, an artificial intelligence-based imaging unit 112 is installed on the platform 101, a speaker 113 and microphone unit 114 configured on the platform 101, a plurality of collapsible sliders 115 arranged along a boundary line of the platform 101, a plurality of cleaning rollers 116 attached with the sliders 115, a pair of telescopic links 117 are installed underneath the cleaning rollers 116, a centreline divider net 118 is arranged along the center axis of the platform 101, an augmented reality holographic projector unit 119 is mounted on the platform 101, and a vacuum-based suction unit 120 is integrated with the platform 101, and a receptacle 121 integrated into the platform 101.
[0025] The present invention discloses a table tennis sports practising device that provides a smart training and recreational means to practice and provide coaching to users for table tennis, thus providing an immersive, hands-free training experience by simulating realistic gameplay, tracking user progress, and offering tailored guidance to support continuous improvement over time.
[0026] The device includes a horizontal platform 101 that is similar to a conventional table-tennis board for assisting a user to practice table tennis. The platform 101 is intended to be installed on a floor surface. To elevate the platform 101 and ensure stability during use a plurality of supporting legs 102 are provided beneath the platform 101.
[0027] Each of these legs 102 is equipped with a castor wheel 103 for providing omnidirectional movement to the platform 101 to be moved in any direction with ease. Each castor wheel 103 is mounted on a rotating pivot, which enables the wheel 103 to spin 360 degrees horizontally. The castor wheels are integrated with a motor, activated by the microcontroller to adjust each wheel's direction and speed, enabling precise and responsive navigation across the floor.
[0028] The platform 101 is installed with a centreline divider net 118 in the middle of the platform 101, dividing it into two equal halves like in a standard table tennis table. The net 118 runs along the centerline from one side of the platform 101 to the other. It is held in place by a pair of net 118 posts, one on each end of the platform 101. This allows users to play or practice in a way that closely resembles an actual table tennis match, helping maintain proper gameplay conditions.
[0029] To activate the device, a push button installed on the platform 101, associated with the device is pressed by the user for the activation of the device. The button is typically connected to the device's internal circuitry, allowing the user to activate or deactivate the device through a simple press. Upon pressing of the button, the push force leads to completing of an internal circuit, that in turn sends an electrical signal to an inbuilt microcontroller linked with the device. The microcontroller receives the signal from button and executes instructions to initiate the working of the device. The microcontroller is pre-fed with a defined set of instructions to further actuate the other components to assist user in practicing table tennis sports.
[0030] A user interface is installed in a computing unit wirelessly associated with the device, that is accessed by the user for receiving user profile details including playing preferences, dominant hand, past game statistics, and selection of a table tennis player. The user interacts with the interface through a touch screen, keyboard, or other input methods available on the computing unit. The computing unit is linked with an inbuilt microcontroller via a communication module to facilitate wireless communication. The communication module facilitates data exchange between computing unit and microcontroller by encoding and sending information over various channels, such as Wireless Fidelity (Wi-Fi), Bluetooth, or cellular networks.
[0031] The communication module, such as a Wireless Fidelity (Wi-Fi) module connects to the microcontroller to wirelessly transfer data to the computing unit, like a smartphone or server, over a Wi-Fi network. The microcontroller sends the data via the Wi-Fi module to a remote server or cloud service using standard communication protocols (such as HTTP (Hypertext Transfer Protocol) or MQTT (Message Queuing Telemetry Transport)). The computing unit then send the input to the microcontroller that process the input regarding details including playing preferences.
[0032] At the one end of the platform 101, a horizontal belt-driven linear arrangement 104 installed to provide high-speed lateral movement to an L-shaped link 105 mounted on the arrangement. The horizontal belt-driven linear arrangement 104 includes a belt that moves back and forth along a track, powered by a motor. When the motor is activated, it drives the belt quickly from side to side, and the L-shaped link 105 attached to the belt, also moves laterally (side to side) at high speed along with it. This movement allows the L-shaped link 105 to change position quickly across the width of the platform 101.
[0033] In an embodiment of the present invention, the lateral movement to the L-shaped link 105 is provided by a Rack and Pinion arrangement that consists of a rack that is a long, straight metal bar with teeth is mounted horizontally along the platform’s edge and a pinion that is a round gear is attached to a motor and meshed with the rack. The link 105 is mounted on a movable carriage that is fixed to the pinion shaft. When the motor rotates the pinion gear, its teeth engage with the teeth on the rack, converting the rotary motion of the pinion into linear (side-to-side) motion of the carriage. As the pinion turns clockwise or counterclockwise, it causes the rack, and the attached L-shaped link 105 to slide left or right across the platform 101.
[0034] The L-shaped link 105 is configured for holding a playing module to mimic the form and movement of a table tennis player. The central of the playing module is a rectangular torso frame 106 that serves as the torso. On top of this frame, a spherical head 107 is configured and integrated with holographic projectors. These projectors visually simulate the appearance of a selected famous table tennis player (referred to as a legend), allowing the user to practice against a life-like holographic opponent.
[0035] The holographic projectors use laser-based projection to emit 3D visuals that is viewed from multiple angles by the user. These projectors receive visual data such as facial features, gestures, and expressions of the selected player from an IoT-linked database linked with the microcontroller. Using this data, they project dynamic 3D holograms onto or around the spherical head, that moves in sync with the playing module’s physical actions. The microcontroller synchronizes the hologram’s expressions, head 107 movements, and body language with the real-time actions of the playing module.
[0036] The torso frame 106 is configured with a motorized sleeve 108 connected to the torso frame 106 for providing a controlled arm movement. The sleeve 108 houses one or more electric motors, controlled by the microcontroller. These motors are connected to internal linkages within the sleeve 108 that control its rotation, flexion, and extension. The microcontroller sends commands to the motors, as the motors rotate, they drive the sleeve 108 to simulate various arm movements, such as forehand or backhand swings, smashes, blocks, or serves. The sleeve 108 mimic realistic actions such as swinging, positioning for a shot, or adjusting based on incoming balls.
[0037] The sleeve 108 is arranged with a smashing hand assembly that includes a spring toggle arrangement 109 and motorized paddle-holding clamp 110 that holds a real or simulated table tennis paddle. The toggle arrangement 109 uses a pre-tensioned spring connected to a pivoting joint that works like a loaded catapult. When in standby, the spring stores potential energy as the toggle is held in a locked position. Upon receiving a signal from the microcontroller, the locking mechanism is released, causing the spring to rapidly unload. This generates a quick snapping action, driving the paddle forward with a burst of kinetic energy. The speed and force of this motion closely mimic the explosive power of a human smash or fast return shot.
[0038] The end of the smashing arm is connected to a motorized paddle-holding clamp 110 that securely grips either a tennis paddle. The clamp 110 uses small electric motors to control grip tightness, paddle orientation (such as tilt or rotation), and fine positioning. The microcontroller rotates the paddle to apply specific spins or change angles for different shot types. The motorized control ensures that the paddle remains stable during high-speed movements while allowing for dynamic adjustments mid-game.
[0039] The assembly also include a cascading slider 111 that adjusts the length of the hand section to match realistic dimensions for various shot styles. The cascading slider 111 is a telescopic arrangement integrated into the hand section of the playing module to adjust its length dynamically. The telescopic arrangement is powered by a pneumatic unit that embodies an air compressor, air cylinder, air valves, and piston which work in collaboration to perform the extension and retraction of the motorized sleeve. The pneumatic unit comprises a nested tube arrangement that contains multiple hollow tubes connected concentrically, connected to the air cylinder that provides compressed air to the telescopic arrangement to move the attached sleeve. Controlled by the microcontroller, the cascading slider 111 extends or retracts in segments for allowing the hand section to adapt its length based on the shot style required.
[0040] The playing module is adjusted based on plurality of pressure sensors embedded in the paddle that detects impact force of returned shots and sending the data to the microcontroller. The pressure sensors detect the force exerted when a ball strikes the paddle during gameplay. The sensor used herein is piezoelectric in nature, that generate an electrical signal proportional to the impact force. When a returned shot hits the paddle, the sensor measures the pressure or force of the impact and immediately transmits this data to the microcontroller. The microcontroller then analyses the intensity and location of the impact to adjust the playing module's response.
[0041] The platform 101 is installed with an artificial intelligence-based imaging unit 112 is installed on the platform 101 and paired with a LiDAR (Light detection and ranging) sensor to track ball speed and trajectory. The imaging unit 112 includes a camera that captures images of the platform 101 to gather comprehensive visual information. The imaging unit 112 is linked with a processor that preprocesses the captured images which involves noise reduction to clean the distortions followed by adjusting brightness, contrast, and color balance to make the images more uniform.
[0042] Then, the feature extraction is done using artificial intelligence protocol to identify and extract key features or patterns from the images to highlight significant elements within the image. Artificial intelligence protocols involve deep learning models that are trained to recognize and classify objects, detect anomalies, or segment images into different regions.
[0043] The LiDAR (Light Detection and Ranging) sensor operates by emitting laser pulses and measuring the time it takes for these pulses to return after bouncing off surfaces. The sensor sends out rapid pulses of laser light towards the ball to speed and trajectory. The laser pulses may be scattered or absorbed differently compared to solid surfaces, leading to variations in the reflected signal. The sensor uses these variations to identify and map the speed and trajectory of the ball.
[0044] Based on the detected ball speed and trajectory via cameras or motion detectors, the microcontroller dynamically adjusts how the playing module reacts by modifying factors such as movement speed, angle, and force to ensure an accurate and lifelike response. Additionally, the microcontroller retrieves pre-recorded or learned data from the IoT-linked database like typical movement sequences, voice commands, and user-specific shot behaviours. This data is then synchronized with the real-time conditions of the game, allowing the playing module to adapt to individual playing styles, thereby creating a more enhanced gameplay experience.
[0045] The platform 101 is configured with a microphone unit, activated by the microcontroller to receive voice commands related to gameplay settings and device operations. The microphone unit 114 consists of a diaphragm, typically made of a thin, flexible material such as metal or plastic. When sound waves reach the microphone unit, leads to providing a vibrating movement to the diaphragm. These vibrations are directly proportional to the variations in air pressure caused by the sound waves. The diaphragm is coupled to a coil of wire, as the diaphragm vibrates, the coil moves within a magnetic field, inducing an electric current in the wire. This current is proportional to the amplitude and frequency of the sound waves. The electrical signal generated by the diaphragm-coil is transmitted to the microcontroller associated with the device.
[0046] Based on the received input, the microcontroller activates a speaker 113 to deliver voice feedback, coaching instructions, and motivational cues retrieved from an audio database integrated with the microcontroller. The speaker 113 works by converting the electrical signal into the audio signal. The speaker 113 consists of a cone known as a diaphragm attached to a coil-shaped wire placed between two magnets. When the electric signal is passed through the voice coil, generating a varying magnetic field that interacts with the magnet causing the diaphragm to move back and forth. This movement pushes and pulls air creating sound waves just like the electrical signal received and used to provide guidance to the user.
[0047] To enhance the training experience, an augmented reality holographic projector unit 119 is mounted on the platform 101, activated by the microcontroller to creates a realistic visual representation of the selected table tennis player, game metrics including score, reaction time, shot force, and ball trajectory, and instructional feedback including technique demonstration and practice routines.
[0048] The projector unit 119 uses interference patterns of light to create realistic three-dimensional images in mid-air. It typically consists of a laser source, beam splitters, mirrors, and a holographic screen or projection surface. The projector unit 119 projects light onto a surface from multiple angles, using the interference of light waves to produce 3D images visible from different perspectives. In an educational setting, this allows the students to view complex experimental setups, models, or simulations in three dimensions. By interacting with the holographic projections, students are able to better understand spatial relationships, experiment processes, and visualize scientific concepts that are otherwise difficult to demonstrate physically.
[0049] The device offers two primary modes to be selected from the user-interface by the user. The first mode is training and playing. In training mode, users observe and learn expert techniques demonstrated by the holographic images. The second mode is playing mode, in which the holographic image returns user shots dynamically, providing a realistic opponent for practice sessions. Analytical reports generated after each session offer insights into performance and areas for improvement.
[0050] The device incorporates a self-cleaning feature to maintain the efficiency of the game without requiring manual intervention. The boundary of the platform 101 is arranged with a plurality of collapsible sliders 115, actuated by the microcontroller to provide translation to a plurality of cleaning rollers 116 attached with the slider. These sliders 115 translate linearly, pushing or pulling the attached cleaning rollers 116 across the platform’s surface. When activated, the sliders 115 extend outward, allowing the rollers 116 to move over the surface to remove debris or build-up, thereby maintaining the game’s efficiency. After cleaning, the sliders 115 retract to their original position, conserving space and preventing interference with gameplay.
[0051] The rollers 116 are installed via a pair of telescopic links 117 actuated by the microcontroller to move the rollers 116 in an upward direction to provide parallel orientation with the platform 101. The telescopic links 117 is powered by a pneumatic unit that includes an air compressor, air cylinder, air valves and piston which works in collaboration to aid in extension and retraction of the rod.
[0052] The pneumatic unit is operated by the microcontroller, such that the microcontroller actuates valve to allow passage of compressed air from the compressor within the cylinder from one end, the compressed air further develops pressure against the piston and results in pushing and extending the piston. The piston is connected with the links and due to applied pressure the links extends and similarly, the microcontroller retracts the links by pushing compressed air via the other end of the cylinder, by opening the corresponding valve resulting in retraction of the piston, and the retraction of the rod. Thus, the microcontroller regulates the extension/retraction of the links to deploy the roller 116 parallel to the platform 101.
[0053] One of the cleaning rollers 116 is embedded with an optical laser sensor for detecting dust or debris present on the platform 101. The optical laser sensor includes a photo sensor and an infrared light-emitting diode are optically arranged in the dust sensor. The photo-sensor detects the reflected rays which are bounced off the platform’s surface. The bounced back rays are processed by the microcontroller for determining the presence of dust and debris.
[0054] Based on detected dust or debris, the microcontroller is generating a prior notification to the player for initiating debris removal from the platform 101. Simultaneously, the microcontroller actuates the nearest of the collapsible sliders 115 and deploy the rollers 116 in parallel orientation to enable the cleaning rollers 116 to reach the detected debris area.
[0055] The cleaned dust and debris is collected by a vacuum-based suction unit 120 integrated with the platform 101, activated by the microcontroller. The vacuum-based suction unit 120 works on the principle of creating a partial vacuum, which generates suction to draw in dust and debris. This suction is created by a vacuum pump powered by a DC motor to create an air movement inside which is vital to its functioning to collect dust and debris after cleaning the platform 101. The collected dust and debris is stored inside a receptacle 121 integrated into the platform 101.
[0056] Moreover, a battery (not shown in figure) is associated with the device to supply power to electrically powered components which are employed herein. The battery is comprised of a pair of electrodes known as a cathode and an anode. A voltage is generated between the anode and cathode via oxidation/reduction and thus produces the electrical energy to provide to the device.
[0057] The present invention works best in the following manner, where the horizontal playing platform 101 is installed over the ground surface that mimics profile of table-tennis board. The platform 101 is installed with the plurality of supporting legs, each integrated with the castor wheel 103 for supporting the platform 101 at a height from the surface and providing omnidirectional movement to the platform 101. The user begins by activating the system with a simple press of the push button installed on the platform 101, which sends a signal to the microcontroller, initiating the device’s operations. The microcontroller then retrieves the user’s profile details, including preferences, dominant hand, and selected legendary player, via the wireless interface linked to the computing unit. The L-shaped link, which holds the playing module, moves laterally across the platform 101 using either the belt-driven or rack-and-pinion mechanism, both controlled by the microcontroller. The playing module mimics realistic table tennis movements, with the motorized sleeve 108 and smashing hand assembly replicating arm actions and paddle strokes. Input from pressure sensors embedded in the paddle, along with real-time data from the LiDAR sensor and AI-based imaging unit, allows the microcontroller to adjust the module's response based on ball speed, trajectory, and shot force. The holographic projector simulates the selected legendary player, creating a life-like opponent that moves in sync with the module’s physical actions. During gameplay, the system provides real-time feedback, and after each session, performance metrics are displayed through augmented reality. The self-cleaning mechanism, powered by collapsible sliders 115 and cleaning rollers 116, ensures the platform 101 stays clean automatically, providing a maintenance-free experience while keeping the system ready for the next session.
[0058] Although the field of the invention has been described herein with limited reference to specific embodiments, this description is not meant to be construed in a limiting sense. Various modifications of the disclosed embodiments, as well as alternate embodiments of the invention, will become apparent to persons skilled in the art upon reference to the description of the invention. , Claims:1) A table tennis sports practising device, comprising:
i) a horizontal playing platform 101 mimicking profile of table-tennis board configured to be placed on a floor surface, wherein a plurality of supporting legs, each integrated with a castor wheel 103 is mounted underneath said platform 101 for supporting the platform 101 at a height from the surface and providing omnidirectional movement to said platform 101;
ii) a user-interface inbuilt in a computing unit accessed by a user for receiving user profile details including playing preferences, dominant hand, past game statistics, and selection of a table tennis player;
iii) a horizontal belt-driven linear arrangement 104 installed on said platform 101 and configured for high-speed lateral movement, wherein an L-shaped link 105 is mounted on said arrangement for holding a playing module, said playing module includes:
a) a rectangular torso frame 106 and a spherical head 107 integrated with holographic projectors for visual simulation of said selected table tennis legend,
b) a motorized sleeve 108 connected to said torso frame 106 for controlled arm movement, and
c) a smashing hand assembly including a spring toggle arrangement 109, motorized paddle-holding clamp, and a cascading slider 111, said cascading slider 111 adjusts said hand’s extension according to playing module’s proportions.
iv) plurality of pressure sensors embedded in said paddle for detecting impact force of returned shots and sending said data to a microcontroller, wherein an artificial intelligence-based imaging unit 112 is installed on the platform 101 and paired with a LiDAR (Light detection and ranging) sensor integrated on said platform 101 to track ball speed and trajectory, and said microcontroller analyze said data and adjust playing module’s response characteristics in real-time;
v) a speaker 113 and microphone unit 114 configured on said platform 101, wherein said microphone receives voice commands related to gameplay settings and device operations, and said speaker 113 delivers voice feedback, coaching instructions, and motivational cues retrieved from an audio database integrated with said microcontroller;
vi) a plurality of collapsible sliders 115 arranged along a boundary line of said platform 101 for enabling sliding of a plurality of cleaning rollers 116 attached with the slider, wherein a pair of telescopic links 117 are installed underneath said cleaning rollers 116, said links are actuated in an upward direction to deploy said rollers 116 in parallel orientation with said platform 101, followed by actuation of said collapsible sliders 115 and enable said cleaning rollers 116 to reach said detected debris area; and
vii) an optical laser sensor installed on at least one of said cleaning rollers 116 for detecting dust or debris present on said platform 101, wherein based on said detection, said microcontroller actuates the nearest of said cleaning rollers 116 after generating a prior notification to said player for initiating debris removal from said platform 101.
2) The device as claimed in claim 1, wherein an augmented reality holographic projector unit 119 is mounted on said platform 101 and connected to said microcontroller for projecting a holographic image of a selected table tennis player, game metrics including score, reaction time, shot force, and ball trajectory, and instructional feedback including technique demonstration and practice routines.
3) The device as claimed in claim 1, wherein said user-interface comprises a selectable training mode and a playing mode, in training mode said holographic image demonstrates expert techniques of said selected player, and in said playing mode said holographic image returns user shots dynamically, followed by generation of an analytical report for said user.
4) The device as claimed in claim 1, wherein said microcontroller is configured to retrieve data including movement sequences, voice patterns, and shot behaviors from a central IoT-linked database and synchronize said data with real-time movements of said playing module.
5) The device as claimed in claim 1, wherein a vacuum-based suction unit 120 is integrated with the platform 101 to collect dust and debris inside a receptacle 121 integrated into said platform 101.
6) The device as claimed in claim 1, wherein a centerline divider net 118 is arranged along the center axis of said platform 101, said net 118 is supported via a pair of net 118 posts fixed to lateral ends of said platform 101.
7) The device as claimed in claim 1, wherein a battery is associated with said device for supplying power to electrical and electronically operated components associated with said device.
| # | Name | Date |
|---|---|---|
| 1 | 202521050917-STATEMENT OF UNDERTAKING (FORM 3) [27-05-2025(online)].pdf | 2025-05-27 |
| 2 | 202521050917-REQUEST FOR EXAMINATION (FORM-18) [27-05-2025(online)].pdf | 2025-05-27 |
| 3 | 202521050917-REQUEST FOR EARLY PUBLICATION(FORM-9) [27-05-2025(online)].pdf | 2025-05-27 |
| 4 | 202521050917-PROOF OF RIGHT [27-05-2025(online)].pdf | 2025-05-27 |
| 5 | 202521050917-POWER OF AUTHORITY [27-05-2025(online)].pdf | 2025-05-27 |
| 6 | 202521050917-FORM-9 [27-05-2025(online)].pdf | 2025-05-27 |
| 7 | 202521050917-FORM FOR SMALL ENTITY(FORM-28) [27-05-2025(online)].pdf | 2025-05-27 |
| 8 | 202521050917-FORM 18 [27-05-2025(online)].pdf | 2025-05-27 |
| 9 | 202521050917-FORM 1 [27-05-2025(online)].pdf | 2025-05-27 |
| 10 | 202521050917-FIGURE OF ABSTRACT [27-05-2025(online)].pdf | 2025-05-27 |
| 11 | 202521050917-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [27-05-2025(online)].pdf | 2025-05-27 |
| 12 | 202521050917-EVIDENCE FOR REGISTRATION UNDER SSI [27-05-2025(online)].pdf | 2025-05-27 |
| 13 | 202521050917-EDUCATIONAL INSTITUTION(S) [27-05-2025(online)].pdf | 2025-05-27 |
| 14 | 202521050917-DRAWINGS [27-05-2025(online)].pdf | 2025-05-27 |
| 15 | 202521050917-DECLARATION OF INVENTORSHIP (FORM 5) [27-05-2025(online)].pdf | 2025-05-27 |
| 16 | 202521050917-COMPLETE SPECIFICATION [27-05-2025(online)].pdf | 2025-05-27 |
| 17 | Abstract.jpg | 2025-06-13 |