Patent classifications
A63B69/0015
VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
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.
Velocity and Collision Detection System
A velocity and collision detection system and particularly a system for detecting collisions and calculating the velocity of the object at the moment that an object strikes another.
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.
SPORTS SWING TRAINING SYSTEM AND METHOD OF OPERATION
A sports swing training system and method of operation trains the proper swing of a shaft to hit a sports target, such as a ball or puck so as to drive the sports target at a proper direction and velocity. The assembly provides a base. A height adjustable rod extends perpendicularly from base. A spring positions between the base and the bottom end of the rod to enable side-to-side swaying by the rod. A target holder attaches to top end of rod to retain a first sports target. A hub and a washer disposed at the bottom end of rod are rotatable about the rod. A rotating tethering mechanism extends from the hub, so as to enable tethering the interchangeable sports targets to a cable. The cable attaches to the tethering mechanism from a proximal end and attaches to a second sports target from an opposite end.
Sporting Apparatus With Monitoring Device
A sporting apparatus includes a monitoring device. The monitoring device may add no weight to the sporting apparatus relative to a comparable sporting apparatus without the monitoring device. The monitoring device may have a center of gravity substantially aligning with the center of gravity of the sporting apparatus, resulting in a sporting apparatus with a monitor having substantially the same center of gravity as a comparable sporting apparatus without a monitor. The sporting apparatus monitor may be configured to trim unreliable post impact swing data and replace it with extrapolated pre-impact swing data and/or more reliable post impact swing data.
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.
Exercise Apparatus for Ball Game
An exercise apparatus has several selectably activatable target objects arranged to register hits by a movable playing object. The target objects are arranged on a wall and are connected to a control unit. The control unit is arranged to activate the selected target object and an indicator which is arranged to identify the activated target object and is connected to and arranged at the target object, for a period determined by the control unit. The indicator is arranged above the target object. A method of training the playing skills of a team player is provided by using the exercise apparatus.
Wearable athletic performance monitoring device
The present disclosure relates to an athletic performance monitoring device that could be worn over a limb of an athlete for assessing the motions of the limb. The device comprises of a flexible sleeve that could be worn around the limb; an elongated flexible member that can be mounted over the flexible sleeve and multiple motion sensors embedded at appropriate positions over the elongated flexible member for sensing the motions of the limb. The device is particularly useful in the sport of cricket wherein the device could be mounted over the bowling arm of the bowler for differentiating between the illegal and legal bowling action by assessing the kinematics of the elbow joint during the latter stages of ball delivery. Further the device may be configured for monitoring the arm force, action time, and twist in the bowler's arm just before the ball is released in the course of ball delivery.
Mixed-Reality Sports Tracking and Simulation
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.
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.