Sensor choice for most “realistic” punching power

Dear forum readers.

I wanted to make a punching arcade. Only one which measures the most “realistic”. But it has been 8years a since I touched this uno.

I practice karate, mma and such.

What I currently have:

  • uno
  • mp3 unit
  • 2 lcd and longer number indicators (maybe want to make a 2p vs game)
  • 2 speakers
  • all the buttons required and such.
  • 5 shot store valuable game, value 0 -1000
  • variable value range is play mp3 of choice
  • highest score is left on the board.

The question is which sensor is the best to use to determine the hardest punch?

I have to options. The arcade ball… with the button push comeback, and motion quickness sensor.

Or I could use a trainings punching bag. Put a fsr behind it. And if so? Which one? I broke my own made Japanse wooden makiwara…. The sensor must be able to measure. Like earlier mention close to “reality” as possible..

Would someone be so kind to help me convince/choose.

An example in thinkercard would be appreciated. To other stuf in not so concerned about.


is this related to that post ?

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Yeah the concept here is clear, hit the targets….till my knowledge, 3 points are 3 sensors. Led indication you can hit in random order. I think with the fsr 3 pieces you’re safe.
0 is the standard state. Link those O states to those hit indicators. Every time the according sensor get is input where the light shines.

It’s an if/ else statement. So top burns, hit fsr connected to that one. And it will check. Give you the next line when you code the next one assigned. You can code the sequence at random or in patterns.

The question begs. Which fsr? Apparently there is a black conductor patch an fsr.

Makes your hit target higher than a small fsr.

And same as my question. How much force can it take before it will “break”

See:

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.. or use 2 light barriers and calculate the angular velocity of the punchball.

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Basicly what the normal arcade ball does right?
Measure tie gap between the sensors/ ball passing?

yes.

but the light barrier in inside the arcade, on the other side of the lever.

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Yeah I made that conclusion along the way. piezo really peaks input… the more force. The higher the output.. so the better the safety net behind the system is what you’re saying? With resistors and such?

But I’m trained to punch to break stuf :man_shrugging:t2:.
Maybe the velocity/time span sensor doesn’t sound that bad. Of course their two different types to measure… but when I need to constantly adjust fsr sensors and the te cautious not to blow up stuff continuously…

When I punch. I don’t want so be continuously be tinkering. The whole set up…

I just hit to hit hard, and break. So 1 one time solution is best.


Yeah the 100 ways to approach is holding me back a bit…. 1000 ways lead to Rome right?
I want to know the best way. For a martial arts geek like me. In Japan I was hitting 203kgf, not even pushing to the max. Just for fun. Like punching arcades in all forms :pray:t2:. Curious how that got measured. Cos was a standing up bag. You had to punch downwards.

Go for the light barrier :slight_smile:

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Oh wow definately!

< speculation >
The "force" measurement system in an arcade game or other device probably varies by manufacturer. I doubt there are any industry standards for such measurements. And I bet there is little to no way to know how the Taito measured the 204 kgf shown in your image. Furthermore, if two games or devices happen to show that your punch has the same "force," it's probably a coincidence.
< /speculation >

Of course, there's always F=ma, but the devil is in the details.

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well what about using a makiwara board to measure force from an accelerometer, the method i use is using moment: M = F*d
image

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How do you get from momentum to Energy?
After the punch you can measure the kinetic energy directly:
E_kin = ( m_ball * v_ball ^ 2 ) / 2
.. and then you can convert E_kin to whatever you like.

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How are you measuring moment?

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It is a fascinating project you're working on! To measure the force or impact of a punch, you have a few sensor options. Here are two possibilities:

Option 1: Accelerometer (Motion Sensor)

You can use an accelerometer to measure the acceleration caused by a punch. This won't directly measure force but can give you a good estimate based on the impact's acceleration.

cppCopy code

#include <Wire.h>
#include <Adafruit_Sensor.h>
#include <Adafruit_ADXL345_U.h>

Adafruit_ADXL345_Unified accel = Adafruit_ADXL345_Unified(12345);

void setup(void) {
  Serial.begin(9600);
  if(!accel.begin()) {
    Serial.println("Could not find a valid ADXL345 sensor, check wiring!");
    while (1);
  }
}

void loop(void) {
  sensors_event_t event;
  accel.getEvent(&event);

  float force = event.acceleration.x + event.acceleration.y + event.acceleration.z;

  Serial.print("Force: ");
  Serial.println(force);

  delay(500); // Adjust as needed
}

Option 2: Force-Sensitive Resistor (FSR) on Punching Bag

Attach an FSR to your punching bag and measure the resistance change upon impact. The harder the punch, the more the resistance changes.

cppCopy code

int fsrPin = A0; // Analog pin for FSR
int ledPin = 13; // LED to indicate a punch

void setup() {
  Serial.begin(9600);
  pinMode(ledPin, OUTPUT);
}

void loop() {
  int fsrReading = analogRead(fsrPin);

  // Adjust the threshold based on your FSR characteristics
  if (fsrReading > 500) {
    // Detected a punch, turn on the LED or trigger your game logic
    digitalWrite(ledPin, HIGH);
    Serial.println("Punch detected!");
  } else {
    digitalWrite(ledPin, LOW);
  }

  delay(100); // Adjust as needed
}

In both cases, you might need to calibrate the system based on your preferences. Experiment with the sensor placement, sensitivity settings, and thresholds until you get the desired results.

Remember to connect the components appropriately and adjust the code according to your specific needs. Good luck with your punching arcade project!
Click here

2 Likes

i use {isplaystyle {ec {M}}=I{d{ec {mega }} ver dt}}, in this situation which is a makiwara board, I will be {isplaystyle I={rac {ml^{2}}{3}}}|0x0, the dw/dt thing is the acceleration that is being measured from the accelerometer then divide it by the length of the board

hmmmm i dont really think that fsr could be an option because its has it own limit, the most expensive fsr ive found which is fsr406, has the limit of 10kg, soo thats not really great i supposed. Maybe theres a better fsr but i dont know about it? :thinking:

This one i found.
I thing this just the arcade system. Milliseconds / velocity. And I knew the question wasn’t a easy one… only he uses two sensors, to measure the interval.

Whatever system tickles your fancy right?

Of course I don’t punch like an average Joe.
But how many test fases do I want right?

Maybe it’s just cool to duke it out with some friends. And emphasize the the game aspect more.

Also someone shared the idea, make a vs game. Every time a player hits “weaker” than the previous it I’ll reduce a life. Best of 5.

Maybe seeking the truth behind power, was nice for myself. To be a better puncher over time. But everybody’s physique has its limit.

Maybe it’s just in the name of the game, and spend fun time with friends while deuling it out with a beer and sharing fond memories.

Thanks ya’ll <3



Most arcade measure like such indeed