A63B69/0015

Virtual reality simulation of a live-action sequence
10265627 · 2019-04-23 · ·

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 Apparatus and Method for Ball Hitting

A ball hitting practice device includes a shaft having a target at a distal end, a grip at a proximal end, an accelerometer, a microprocessor, and a way of providing feedback to a person hitting the target. A ball hitting practice system includes a ball hitting practice device and a computing device wirelessly communicating with the ball hitting practice device. A method for practicing ball hitting involves striking the target of a ball hitting practice, transferring timed acceleration data to the computing device, correlating ball hitting parameters with a training condition and displaying the correlated ball hitting parameter in a display.

Feature estimation of a cricket game

A cricket sensor may include one or more first image-capturing sensors configured to capture image data of a pitching motion of a bowler and image data of an initial motion of a cricket ball at a bowling end of a cricket field. The cricket sensor may include one or more second image-capturing sensors configured to capture image data of a trajectory and a flight path of the cricket ball towards a batting end of the cricket field. The cricket sensor may also include one or more first radar sensors configured to capture radar data describing one or more initial launch parameters of the cricket ball related to the trajectory and the flight path of the cricket ball towards the batting end of the cricket field.

APPARATUS AND METHODS TO TRACK MOVEMENT OF SPORTS IMPLEMENTS

Methods, apparatus, systems, and articles of manufacture to track movement of sports implements are disclosed herein. An example sensing unit disclosed herein is to be coupled to a sports implement. The sensing unit includes an inertial measurement unit to obtain movement data of said sports implement during a swing of said sports implement and a swing analyzer to determine a follow-through pattern of the swing of said sports implement based on the movement data.

SPORT TRAINING ON AUGMENTED/VIRTUAL REALITY DEVICES BY MEASURING HAND-EYE COORDINATION-BASED MEASUREMENTS
20190046859 · 2019-02-14 ·

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.

APPARATUS AND METHODS TO TRACK MOVEMENT OF SPORTS IMPLEMENTS

Methods, apparatus, systems, and articles of manufacture to track movement of sports implements are disclosed herein. An example sensing unit disclosed herein is to be coupled to a sports implement. The sensing unit includes an inertial measurement unit to obtain movement data of said sports implement during a swing of said sports implement and a swing analyzer to determine whether the swing is a horizontal shot or a vertical shot based on the movement data.

VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20180369699 · 2018-12-27 ·

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.

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.

Sports equipment strap devices, systems, and methods
12070668 · 2024-08-27 ·

A method of holding a sport equipment can comprise optionally placing a first and/or second hand in a first and/or second hand covering device. A user may position the first hand through a loop of a strap device. The user may place the first hand around a sport equipment. The user may place the second hand around the sport equipment and a grip portion of the strap device at the same time. The user may apply or attempt to apply the sport equipment to an incoming object by swinging the sport equipment in a loop trajectory such that the first hand and the second hand move together through the completion of the trajectory.

A GRIP ADJUSTMENT SYSTEM AND METHOD

A grip adjustment system comprising: a sleeve positionable, in use, on an object configured to be gripped by a user. The system also comprises a distributed array of actuators, each actuator being arranged to actuate a respective portion of the sleeve between a first position and a second position in response to an actuation signal; and a processor. The processor is operable to: receive a pressure distribution and an event quality indicator corresponding to an event of interest; determine an optimal grip based on the pressure distribution and the event quality indicator; select an actuator, of the distributed array of actuators, to be actuated based on the optimal grip; transmit the actuation signal to the actuator such that the shape of the sleeve is changed and the grip of the user is adjusted.