Patent classifications
A63B69/002
Wireless Electronic Table Game Scoreboard
A method of operating an electronic basketball scoreboard apparatus is disclosed. The method includes receiving a game parameter; operating a basketball game based upon the received game parameter; receiving a first indication of a ball passing through a first basketball hoop; receiving a second indication of a ball passing through a second basketball hoop; determining a first score of the basketball game based on the first indication from the first score sensor; determining a second score of the basketball game based on the second indication from the second score sensor; recording video of the basketball game; transmitting the recorded video; and transmitting the first score and the second score.
System and method for a user adaptive training and gaming platform
A method for adaptive user training and gaming utilizing a media player is disclosed. The method includes operations of receiving, by control logic, data pertaining to selection of a first training program, transmitting, by the control logic, media instructions to cause activation of a media player configured to display visual data corresponding to the first training program, and transmitting, by the control logic, ball-throwing instructions to cause activation of a ball-throwing machine configured to impart motion to one or more balls in accordance with the first training program. The method includes additional operations of recording, by the control logic, an indication of the first training program in a player profile. Additional operations includes recording, by the control logic, training data indicating metrics associated with performance of the first training program.
DYNAMIC METHOD AND SYSTEM FOR VIRTUAL REALITY PLAY CALLING AND PLAYER INTERACTIVITY
A virtual reality system includes a system computer configured to execute computer-executable instructions. The system computer includes a multi-core processor, computer readable non-transitory media storage, and a wireless interface. The virtual reality system also includes a head mounted display device including an immersive display configured to output a first-person view to a player's eye. The virtual reality system further includes a coach's controller configured to execute a coach interface in a coach computer. The coach's controller includes a wireless interface configured to communicate with a wireless interface in the system computer including a multi-core processor. The coach's controller includes a coach console configured to present an opponent play selection interface and team play selection interface. A motion capture tracking system is provided and is linked to the system computer for monitoring movement of a elements of the virtual reality system. The virtual reality system also includes a ball holding device, a play calling subsystem including a playbook database, an interactivity subsystem, and an AI subsystem.
SIMULATED DEFENDER FOR SPORTS TRAINING
A sports training machine with limbs that dynamically rotate to intercept a player/user moving with a ball. As the player/user moves with the ball while avoiding the dynamic and rotary limb structures, the resulting path traversed by the User/Player enables the player/user to practice real game skills.
Helmet cover for use as a training aid
An apparatus and a method that provides a helmet cap with an embedded visor on the inside of said helmet cap to train a wearer of a football helmet to correctly position the head in an up position when tacking and blocking during sports play. The cap can be detachably but securely attached to a football helmet and upper facemask in a position where it does not obstruct the view of the helmet wearer to a position where it does obstruct the helmet wearer's view and thus forces the helmet wearer to look up.
Interactive communication training device
The present invention presents an interactive communication training device that can be thrown and caught. The communication training device includes an information display viewable from outside the device, a microphone, a wireless transceiver and a microcontroller. A battery is contained inside the device to power electronic components. The microcontroller performs speech recognition to detect equivalence between speech information present in the microphone signal, and the information shown on the information display. Certain implementations may provide results of analytical speech processing applied to events of detected equivalence between speech information and the information shown on the information display.
Sports head and neck orientation retainer block and training device
A head and neck orientation retainer block for training young or adult athletes for their sport while keeping their head up to provide a safer way to play, and also to enhance their skill and vision of the game. It can be worn during practices with the team and if one chooses, to practice at home. The retainer is a wedge block protrusion placed under the central forward chin of the child or adult player, to allow the player to have a wider freedom of side to side lateral movement, while the player's head is maintained horizontally for line of sight viewing purposes.
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 performance feedback based on the user's decisions and timing. 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. Some embodiments include various pitch recognition training, which may be against replicated real-life pitchers.
SMART SOCCER GOAL
A smart soccer goal for tracking and communicating motion of objects includes a goal frame; a net coupled to the goal frame including a plurality of lights; and one or more sensors coupled to the goal frame. A first sensor of the one or more sensors is directed to detecting movement within and immediately near the smart soccer goal and a second sensor of the one or more sensors is directed to detecting movement outside of the smart soccer goal.
Athletic training device and system
Disclosed embodiments include athletic training devices and systems. In a non-limiting embodiment, an athletic training device includes: a chassis, a portion of the chassis being configured to receive a ball thereon; a sensor configured to sense presence of a ball on the portion of the chassis; and a display device responsive to the sensor.