A63B69/0015

FLEX GRIP SPORTS BALL PITCHING MACHINE TIP
20200179784 · 2020-06-11 ·

A unique configuration is introduced herein for providing a ball machine pitching tip. A linear actuator is coupled to the disclosed ball tip herein having at least one member protruding outwardly from a base and radially positioned about a coupling aperture. Positioned selected frictional contact points configured to an inner surface of the at least one protruding member enables an imbalance of torque on the object as released from the gripping tip from a velocity provided by the linear accelerator. The result is the ability to provide a variety of flight patterns (spins) of a ball for a given sport.

Mixed-reality sports tracking and simulation
10661149 · 2020-05-26 · ·

A mixed-reality sport simulation system includes a projectile-tracking sub-system to generate projectile-tracking data when a projectile is launched by a user, a near-eye display to display mixed-reality virtual objects displayed over physical objects within a field of view of a user representing lines of sight of the user, and a controller. The controller may direct the near-eye display to display a mixed-reality environment including virtual objects within the field of view. The near-eye display may provide an unobstructed real-world view for view vectors below a selected pitch angle and at least a portion of the mixed-reality environment for view vectors above a selected pitch angle. The controller may receive projectile-tracking data in real-time from the projectile-tracking sub-system and may direct the near-eye display to display one or more virtual objects representing a trajectory of the projectile within the mixed-reality environment in real-time based on the projectile-tracking data.

Training Apparatus for Use in Water
20200155886 · 2020-05-21 ·

An underwater training apparatus is disclosed. The underwater training apparatus may include a barrel. The barrel may contain a plurality of holes disposed across the barrel. Each of the holes of the barrel may pass through a wall of the barrel. The underwater training apparatus may also include a base funnel. The base funnel may contain a plurality of holes disposed across the base funnel. Each of the holes of the base funnel may pass through a wall of the base funnel. The underwater training apparatus may also include a handle. The handle may mechanically couple the barrel and the base funnel.

Sport training on augmented/virtual reality devices by measuring hand-eye coordination-based measurements

A method, computer system, and computer program product for sport training on an augmented reality device or a virtual reality device is provided. The embodiment may include capturing a plurality of user movement data using one or more sensors. The embodiment may also include measuring a user body and eye gaze position based on the plurality of captured user movement data. The embodiment may further include calculating a body position difference by comparing the measured user body and eye gaze position with an expert-specified body position sequence. The embodiment may also include determining a body position quality threshold is not satisfied based on the calculated body position difference. The embodiment may further include generating an instruction based on the compared calculated body position difference.

Athletic training systems
10596437 · 2020-03-24 · ·

The system is an athletic training station for individual and team sports. The station may be a ball-handling and passing station that includes a television with a virtual coach and training walls. The television may project a virtual trainer and the walls may allow a user to mimic passing and handling techniques by utilizing the walls of the station. The station may be stationary or portable. The station may include a front and a back portion that allow more than one user to utilize the station at a time.

VIRTUAL REALITY SPORTS TRAINING SYSTEMS AND METHODS

Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.

AN IMPACT TARGET

An impact target for a sports simulator, the impact target comprising: a plate comprising a front surface and a rear surface opposite the front surface, the rear surface comprising an opening; and a vibration sensor fixedly positioned within the opening, the vibration sensor configured to detect an impact of a sports projectile with the impact target.

SPORT STICK TRAINING WEIGHT

A training weight for a sport stick is provided. The sport stick includes a housing having a sidewall, a proximal end wall and a distal end wall. The sidewall and proximal end wall include an opening and slot which are sized to accept a sport stick's handle and knob. Preferably, the training weight includes a cup which is biased by a spring to force the sport stick's knob to engage and lock to the training weight's proximal end wall. The training weight may include a cam mechanism to permit the retraction and extension of the spring and cup.

VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20240100445 · 2024-03-28 · ·

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

Training systems and methods

A method can include providing an object having a size smaller than a size of a known regulation object, projecting the object, via a delivery device, toward a trainee, and training the trainee to follow the object. A method can include determining a game parameter of a game trajectory of a sports object that was projected along the game trajectory in a real-time sports event, and based on the game parameters, adapting a delivery device to deliver a training object along a training trajectory that mimics at least a portion of the game trajectory, with the training object being smaller than the sports object.