Patent classifications
A63B69/0071
ATHLETIC TRAINING, DATA COLLECTION, DYNAMIC, AND PERSONIFIED SPORTING METHOD, APPARATUS, SYSTEM, AND COMPUTER PROGRAM PRODUCT
According to one exemplary embodiment, a computer implemented personified sporting apparatus, system, method and/or computer program product may provide an electronically and programmably controlled personification attributes of a sport, as well as one or more sensor to identify sensor data relating to interactions with sport. Certain embodiments include robotic and/or animatronically moveable appendages, and/or emotions and gestures, via audio and visual enhanced features. A personified sporting apparatus can include: at least one sporting device, wherein said at least one sporting device comprises: at least one processor; at least one memory coupled to said at least one processor; at least one of at least one input or at least one output device coupled to said at least one processor; at least one sport; at least one personified feature, attribute, or movement; and at least one user interface coupled to said sporting goal device, wherein said user interface comprises at least one of: a display device, at least one input device, at least one output device, a keyboard, or a touchscreen, and wherein said at least one sporting device is configured to at least one of: enable at least one user to interact with said at least one sporting device; receive a selection of at least one sporting routine; or receive instructions to control said at least one sporting device. The device can include a robot and/or one or more displays and/or optional speech bubbles.
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.
Control device and method for intelligent basketball shooting machine
The disclosure refers to a control device and method for an intelligent basketball shooting machine, the device includes a control module, a blue-tooth communication module, a display module, a control switch, a power-supplying module, and a first sensor and a second sensor both for counting; the first sensor is used for catching amount of goals in one basket of basketball shooting machine, and the second sensor used for catching amount of goals in another basket of basketball shooting machine; the first sensor, second sensor, blue-tooth communication module, display module, control switch and power-supplying module are respectively connected with control module; the disclosure makes the basketball shooting machine go on single game or online game, besides, the player can play the shooting game with friends by remote way just through an intelligent terminal, which increases interest and convenience.
BASKETBALL TRAINING COVER
A basketball handling training aid is disclosed, comprising a cover which fits over a basketball. The cover is comprised of a low-friction material which necessitates proper hand position on the basketball in order to maintain control of the ball while dribbling, and in order to achieve accuracy when passing or shooting. In one embodiment, the cover is constructed from a plurality of sections of the material and can be installed on, and removed from, an ordinary basketball as desired by the player. Various designs for fitting the cover securely on the basketball are disclosed. Alternately, the cover can be fabricated with a basketball permanently enclosed within, and the basketball/cover assembly provided as a set.
PROTECTIVE HEADGEAR WITH DISPLAY AND METHODS FOR USE THEREWITH
Protective headgear includes, for example, a headgear body that is wearable on a head of a baseball umpire. At least one sensor is configured to generate imaging data that includes a batter in proximity to home plate. A processor analyzes the imaging data to determine a strike zone of the batter and to generate augmented reality data in response thereto. A display device generates a heads up display of the strike zone that is viewable to the baseball umpire during a pitch to the batter, based on the augmented reality data. Other embodiments are disclosed.
USER CONFIGURABLE TRAILER
Methods, systems, and apparatus, including computer programs encoded on computer storage media, coordinate dynamic adjustments of a trailer based in part on a user profile associated with a user physically present at the trailer and an activity profile associated with an activity selected to be performed at the trailer. A dynamic adjustment may modify a tilt of a lower surface of the trailer. A dynamic adjustment may modify a dimension(s) of the trailer based in part on a detected object(s). Various dynamic adjustments may occur concurrently, individually and/or sequentially. The trailer may be a moveable trailer for temporary attachment with a vehicle.
Training device
A training device for teaching and practicing ball handling skills for basketball players or persons training for sports, the training device including stanchions positionable on a floor using attachment members, such as suction cups, or a flexible resilient layer. A crossbar extends between the stanchions. Flexible elements can be used to connect the stanchions to the suction cups. The lengths of the stanchions and crossbar can be adjustable to set the height of the crossbar above the floor and the separation of the crossbars. Detents can allow for adjustably fixing the lengths.
Remote multiplayer interactive physical gaming with mobile computing devices
Methods and systems for remote multiplayer gameplay are disclosed. An example method can include joining a multiplayer interactive physical game including first and second players competing in an activity; capturing a first game video of a first player in a first play of the multiplayer interactive physical game, using a first camera on a first mobile computing device in a first gaming area; determining a first object flow associated with the first player from the first game video, by performing an algorithm on one or more frames of the first game video to detect one or more key points of the first player; generating a first analytic based on the first object flow; receiving a second analytic associated with the second player in a second gaming area; and generating a feedback to the first player based on the first analytic or the second analytic.
Interactive sports training system and method
An interactive sports training system, including a basketball hoop on a basketball platform, a metal structure connected to the basketball hoop, a main post connected to the basketball hoop and the metal structure, a plurality of back structure bars connected to the main post, a plurality of foldable ground construction bars connected to the main post, a plurality of side nets positioned to form a triangular structure with the main posts and the plurality of foldable ground construction bars connected to the main post, a football post located in a football platform, and a plurality of metal bars. The plurality of metal bars provide connection of the plurality of side nets with a telescopic net carrier structure.
METHODS AND SYSTEMS FOR FACILITATING INTERACTIVE TRAINING OF BODY-EYE COORDINATION AND REACTION TIME
A computer implemented method for facilitating training of body-eye coordination using a computing device having access to a camera is disclosed. The method includes receiving a training video of a player from the camera; superimposing a visual cue onto the training video; extracting a body posture flow of the player from the training video by performing a computer vision algorithm on one or more frames of the training video; determining whether the player has responded to the visual cue by analyzing the body posture flow of the player; and generating a feedback to the player in response to determining that the player has responded to the visual cue. Multi-player embodiments of the present invention are also disclosed.