A63B69/0015

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.

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.

Customizable training bat
11964194 · 2024-04-23 ·

A customizable training bat includes a handle on a proximal end and an endcap on a distal end. Several body segments used for hitting extend between the handle and the endcap from the proximal end to the distal end over an extendable support rod passing through each of the body segments. To prevent relative shifting and movement between handle and body segments or between adjacent body segments, handle and body segments may contain mechanisms for interlocking. An optional hollow casing encloses the body segments and is connected to the handle in a way that allows it to be extended. The handle also optionally has a detachable knob of variable weight. The length of the bat is varied by adding or removing the body segments and adjusting length of support rod extending from the handle. The bat's size, shape and swing weight can be modified by using the desired body segments.

Virtual reality simulation of a live-action sequence
10456690 · 2019-10-29 · ·

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.

Reflex training device
10441865 · 2019-10-15 ·

A reflexive training device having a rotating member that rotates around an axis while also traveling perpendicular to the plain of rotation to present the rotating member at variable vertical locations during use.

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.

ACCESSORY FOR VIRTUAL REALITY SIMULATION

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.

VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20190240584 · 2019-08-08 ·

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.

VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20190240585 · 2019-08-08 ·

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.

VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20190232173 · 2019-08-01 ·

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.