MOBILE SPORTS APPLICATION FOR GAME-TIME SIDELINE AUDIO

20220038782 · 2022-02-03

    Inventors

    Cpc classification

    International classification

    Abstract

    The mobile sports application for game-time sideline audio allows a user to hear the game day action just as if the user was sitting in the front row or on the field, so they can feel like they're in the action, not just watching it. The app allows users to automatically push games and clips from a user's favorite teams to the user's home screen, view clips and highlights of favorite players and teams, then save favorite moments to re-watch later, archive games and clips for later viewing, follow specific teams and players, view the whole league's schedule in one place, with customizable reminders for game dates and start times so users never miss a game, customize feeds and a notifications page to keep users up-to-date with their favorite teams and players, and toggle on and of a ticker feature showing scores from other live games, while streaming games.

    Claims

    1. A method performed by one or more processing devices, the method comprising the steps of: (a) displaying a graphical interface to a user via a first processing device; (b) requesting personal information from the user via the graphical interface; (c) in response to the request, receiving the requested personal information from the user via a network connection between the first processing device and one or more storage devices; (d) storing the received personal information on the one or more storage devices; (e) displaying information on available live or archived sports games and clips to the user via the first processing device; (f) receiving requests from the user regarding desired live or archived sports game or clip via the graphical interface; (g) storing the received request on the one or more storage devices; (h) ensuring the requested live or archived sports game or clip is linked to a corresponding sideline audio file; and (i) displaying the requested live or archived sports game or clip with the corresponding sideline audio file on the first processing device via the graphical interface.

    2. The method according to claim 1, the method comprising the further steps of: (j) Requesting personalization information from the user via the graphical interface regarding favored teams and players; (k) in response to the request, receiving the requested personalization information from the user via the network connection between the first processing device and the storage device; (l) storing the personalization information on the storage device; (m) customizing a feed on the user's according the received personalization information; and (n) displaying the feed to the user via the graphical interface on the first processing device.

    3. The method according to claim 2, the method comprising the further steps of: (o) Calculating statistics regarding team and player performance; (p) storing the calculated statistics on the storage device; and (q) displaying the calculated statistics via the graphical interface of the first processing device for any teams and players included in the personalization information.

    4. The method according to claim 2, the method comprising the further steps of: (o) displaying a calendar on the graphical interface of the first processing device; (p) receiving a selected date from the user via the graphical interface on the first processing device; (q) displaying information regarding all games available on the user's selected date via the graphical interface of the first processing device.

    5. The method according to claim 1, the method comprising the additional step of: (r) providing a login process, whereby the user can access the user's account stored information on a second processing device without having to re-enter all the information.

    6. An assembly including a first storage device connected via a network to one or more second storage devices storing instructions that are executable to perform operations, the operations comprising: (a) displaying a graphical interface to a user on the first storage device; (b) requesting user and personalization information from the user via the first graphical interface; (c) storing the received user and personalization information on the first storage device or one or more second storage devices; (d) receiving game and clip requests from the user via the graphical interface of the first storage device; (e) storing sports games and clips and sideline audio files on the one or more second storage devices; (f) displaying requested sports games and clips with an associated sideline audio file on the graphical interface of the first storage device; (g) displaying a list of saved sports games and clips on the graphical interface of the first storage device; (h) calculating, or storing, or calculating and storing statistics on individual sports teams and players on the one or more second storage devices; (i) displaying the statistics on individual sports teams and players on the graphical interface of the first storage device; (j) displaying an interactive calendar on the graphical interface of the first storage device, wherein all sports games available on a date are likewise displayed with the date is selected by the user on the interactive calendar; and (k) customizing a feed for each user using the personalization information and displaying the feed on the graphical interface of the first storage device.

    Description

    BRIEF DESCRIPTION OF THE DRAWINGS

    [0011] The figures that accompany the written portion of this specification illustrate embodiments and method(s) of use for the present invention, a mobile sports application for game-time sideline audio, constructed and operative according to the teachings of the present invention.

    [0012] FIG. 1 shows a workflow diagram illustrating screen flow during use for the sidelines audio app, according to an embodiment of the present invention.

    [0013] FIG. 2 shows a workflow diagram illustrating a method of use for the sidelines audio app according to an embodiment of the present invention of FIGS. 1-5.

    [0014] FIG. 3A-G shows perspective view illustrating interactive screens within the app, according to an embodiment of the present invention.

    [0015] FIG. 4 shows a perspective view illustrating a game in progress, according to an embodiment of the present invention.

    [0016] FIG. 5 is a flowchart illustrating an example of how the information is transferred between a user's device and one more centralized servers.

    [0017] The various embodiments of the present invention will hereinafter be described in conjunction with the appended drawings.

    DETAILED DESCRIPTION

    [0018] As discussed above, embodiments of the present invention relate to a mobile app and more particularly to a mobile sports application for game-time sideline audio, creating a functional tangible use for the end-user.

    [0019] Referring now to the drawings FIGS. 1-5, the mobile sports application for game-time sideline audio allows a user to hear the game day action just as if the user was sitting in the front row or on the field, so they can feel like they're in the action, not just watching it. The app includes easy to use features such as: [0020] Streaming games on a mobile device while hearing all the action as if the user were on the sidelines [0021] Automatically push games and clips from a user's favorite teams to the user's home screen, to get the news each user wants upfront [0022] View clips and highlights of favorite players and teams, then save favorite moments to re-watch later [0023] Easy-to-use search function finds live games, archived games and clips, and specific teams and players [0024] Includes detailed team and player stats [0025] Calendar view puts the whole league's schedule at users' fingertips, with customizable reminders for game dates and start times so users never miss a game [0026] Customizable feeds and a notifications page to keep users up-to-date with their favorite teams and players [0027] Ticker feature shows scores from other live games, with an option to toggle the overlay off for a more immersive viewing experience

    [0028] Referring now to FIGS. 1 and 2, a broad work flow chart of the sideline audio app, the general steps in the method used by the sideline audio app are depicted. FIG. 1 illustrates a broad flow chart of screens within the app and how they relate to each other as the user swipes or moves through them. FIG. 2 illustrates a flow chart of the app functions and how they relate to each other.

    [0029] As shown in FIG. 3A, the app beings with splash screen 1. Once the app loads, the splash screen 1 turns into the home screen, an example of which is shown in FIG. 3B. The home screen is indicated by the house button 2 in the lower left corner, and includes additional buttons to access the user's information, an example of which is shown in FIG. 3C, and the calendar view, an example of which is shown in FIG. 3D.

    [0030] As shown in FIG. 3B, the home screen is a customizable feed that may include information on specific games 3 and clips 4 that the user has indicated are important. The user may also choose to narrow the home page results to a specific sport via the select sport button 5.

    [0031] As shown in FIG. 3C, the user's information page is accessed by selecting the user button 6, which may be located in the upper right corner of the screen. The user's information page may include a button to toggle on and off notifications 7, a subscription info button 8 that will transfer the user to a page with information regarding their subscription, a list of teams the user is currently keeping track of 9 and a list of players the user is currently keep track of 10.

    [0032] As shown in FIG. 3D, the calendar view, accessed via a calendar view button 11, which may be located in the upper left corner of the screen. The calendar view page allows a user to see all games on a specific date 12 by clicking on that date 13, and add a reminder about the game via an add reminder button 14 if they so choose.

    [0033] As shown in FIG. 3E, the video page includes all live and upcoming games 15. The video page is accessed by the video button 16, which may be located along the lower edge of the screen. The live games 15 can be added to the home screen via an add button 17 that pushes the game to the user's customized feed on the home screen. As shown in FIG. 3F, the user can save archived games 18 and clips 19, which can be sorted by date 20 and reviewed by the user whenever they want. The game and clip archive is accessed by the archive button 21, which may be located along the lower edge of the screen.

    [0034] As shown in FIG. 3G, the app also has a stats page, which may be accessed by a stats button 22. The stats page keeps track of detailed team and player stats 23 for each team and player the user is following, as shown in the user information page via the user information button 6.

    [0035] As shown in FIG. 4, an example of the video viewing screen, the video 24 can be viewed in full screen on the user's device. The video-viewing screen also has a ticker feature 25 that shows scores from other live games, with an option to toggle the overlay off 26 for a more immersive viewing experience. The video-viewing screen also displays the score of the game currently being viewed 27, what period the game is currently in 28, and the time left in that period 29.

    [0036] As shown in FIG. 5, the user's information, including login, game and sport searches and queries, saved videos and clips, is collected by the sideline audio app on each user's device 30 as shown in the flow chart in FIGS. 1 and 2. The information is then sent by the user's selected cellular or other wireless network 31 to one or more centralized servers 32. The linking of the video and sideline audio into one watchable video is performed on a middle end component or a back end component or a combination of a middle end component and a back end component 32, as outlined in the flow chart in FIGS. 1 and 2. The resulting videos are sent back to the user's device(s) 30 over the user's network 31, which can be a cellular network, wireless network, and/or the Internet network.

    [0037] It should be noted that the steps described in the method of use can be carried out in many different orders according to user preference. The use of “step of” should not be interpreted as “step for”, in the claims herein and is not intended to invoke the provisions of 35 U.S.C. § 112, ¶ 6. Upon reading this specification, it should be appreciated that, under appropriate circumstances, considering such issues as design preference, user preferences, marketing preferences, cost, structural requirements, available materials, technological advances, etc., other methods of use arrangements such as, for example, different orders within above-mentioned list, elimination or addition of certain steps, including or excluding certain maintenance steps, etc., may be sufficient.

    [0038] The embodiments of the invention described herein are exemplary and numerous modifications, variations and rearrangements can be readily envisioned to achieve substantially equivalent results, all of which are intended to be embraced within the spirit and scope of the invention. Further, the purpose of the foregoing abstract is to enable the U.S. Patent and Trademark Office and the public generally, and especially the scientist, engineers and practitioners in the art who are not familiar with patent or legal terms or phraseology, to determine quickly from a cursory inspection the nature and essence of the technical disclosure of the application.

    [0039] Additionally, the logic flows depicted in the figures do not require the specific order shown to achieved the desired object. Additional steps may be added, or steps may be removed, from the described flows, and other components added or removed, from the described systems, creating different implementations that are within the scope of the following claims.