BALL TOSSING AND TRAINING DEVICE AND SYSTEM
20170266530 · 2017-09-21
Inventors
Cpc classification
A63B2220/833
HUMAN NECESSITIES
A63B2225/50
HUMAN NECESSITIES
A63B69/0053
HUMAN NECESSITIES
A63B2220/17
HUMAN NECESSITIES
A63B2225/20
HUMAN NECESSITIES
A63B63/004
HUMAN NECESSITIES
A63B69/40
HUMAN NECESSITIES
A63B43/004
HUMAN NECESSITIES
A63B71/0622
HUMAN NECESSITIES
International classification
A63B69/40
HUMAN NECESSITIES
Abstract
A training system includes a launching device house a computer electrically connected to a mechanical hopper and a plunger disposed within a casing sized to launch a lacrosse ball. The casing is structured and arranged to be movably connected to the housing such that at least one of a launch angle, speed, direction, distance and spin can all be selectively chosen by a user. At least one sensor is designed to be placed onto at least one of a player, the lacrosse ball, or a lacrosse net such that the sensors are structured and arranged to relay metric data to the computer in connection with a training program software operating on the computer, wherein the sensor(s) are wirelessly connected to the computer. A mobile device software application communicates with the computer for tracking the metric data and selective programming of the lacrosse ball tossing and training system by the player.
Claims
1.A lacrosse ball tossing and training system comprising: a housing having a computer electrically connected to a mechanical hopper and a plunger disposed within a casing sized to launch a lacrosse ball, the casing structured and arranged to be movably connected to the housing such that at least one of a launch angle, speed, direction, distance and spin can all be selectively chosen by a user; at least one sensor designed to be placed onto at least one of a player, the lacrosse ball, or a lacrosse net such that the sensors are structured and arranged to relay metric data to the computer in connection with a training program software operating on the computer, said at least one sensor being wirelessly connected to said computer; and a mobile device software application in communication with said computer for tracking the metric data and selective programming of the ball tossing and training system by the player.
2. The system of claim 1, wherein said computer comprises a selectively programmed random mode to launch said lacrosse ball in a random manner to simulate an inaccurate pass.
3. The system of claim 1, wherein said plunger will release said lacrosse ball from said housing at random directions and heights for a number of lacrosse balls in the mechanical hopper.
4. The system of claim 1, wherein said mobile device software application is adapted to detect at least one of speed of said lacrosse ball, accuracy of location of said lacrosse ball relative to a target, and a number of launches of said lacrosse ball from said housing.
5. The system of claim 1, wherein said mobile device software application receives data from sensors mounted to multiple body parts of the player to assess and record physical motion of the player during a training exercise.
6. The system of claim 1, further comprising, a target spaced from said housing, said at least one sensor being mounted on a target, wherein said mobile device software application is adapted to receive data from said at least one sensor attached to said target.
7. The system of claim 1, wherein at least one of said computer and said mobile device software application comprises voice recognition capabilities allowing the user to control operation of a launch operation of the housing to control at least one of ball trajectory, timing and height of said lacrosse ball in order to simulate game environment training.
8. The system of claim 1, further comprising: at least one sensor mounted on the player, said mobile device software application receiving data from said sensor mounted on said user to determine a position of at least one body part of said user during a practice session.
9. The system of claim 1, further comprising: at least one sensor mounted to said lacrosse ball, said mobile device software application receiving data related to a speed and direction of said lacrosse ball.
10. A lacrosse ball tossing and lacrosse training system comprising: a lacrosse ball projecting mechanism including a housing, a hopper, a plunger disposed within said housing, a release port sized to launch a lacrosse ball, and release port structured and arranged to be movably connected to the housing such that at least one of a launch angle, speed, direction, distance and spin of said lacrosse ball may be selectively chosen by a player; a goal target having selectively-located target areas disposed about said goal target, said target areas comprising openings sized to receive said lacrosse ball, said goal target comprising a plurality of sensors adapted to sense said lacrosse ball proximate said target areas; a computer wirelessly connected to said plurality of sensors such that the sensors are structured and arranged to relay metric data to the computer in connection with a training program software operating on the computer; and a mobile device software application in communication with said computer for tracking the metric data and selective programming of the ball tossing and training system by the player.
11. The system of claim 10, wherein said computer comprises a selectively programmed random mode to launch said lacrosse ball with random speed and height.
12. The system of claim 10, wherein said projecting mechanism will release said lacrosse ball from said housing at random directions and heights for a number of lacrosse balls in the mechanical hopper.
13. The system of claim 10, wherein said mobile device software application is adapted to detect at least one of speed of said lacrosse ball, accuracy of location of said lacrosse ball relative to a target, and a number of launches of said lacrosse ball from said housing.
14. The system of claim 10, wherein said mobile device application is adapted to receive data from sensors mounted to at least one body part of the player to assess and record physical motion of the player during a training exercise.
15. The system of claim 10, wherein said mobile device software application comprises voice recognition allowing the user to control the ball trajectory, timing and height in order to simulate game environment training.
16. The system of claim 10, further comprising: at least one sensor mounted on a user, said mobile device software application receiving data from said sensor mounted on said user to determine a position of at least one body part of said user during a practice session.
17. The system of claim 10, further comprising: at least one sensor mounted to said lacrosse ball, said mobile device software application receiving data related to a speed and direction of said lacrosse ball.
18. The system of claim 10, further comprising: sensors disposed on multiple body part of the player, wherein said mobile device software application is adapted to receive data from said sensors to monitor and record physical motion of the player during a training exercise.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] While the specification concludes with claims particularly pointing out and distinctly claiming the present invention, it is believed the same will be better understood from the following description taken in conjunction with the accompanying drawings, which illustrate, in a non-limiting fashion, the best mode presently contemplated for carrying out the present invention, and in which like reference numerals designate like parts throughout the Figures, wherein:
[0015]
[0016]
[0017]
[0018]
[0019]
[0020]
[0021]
[0022]
DETAILED DESCRIPTION OF THE EXEMPLARY EMBODIMENTS
[0023] Advantages of the present invention include an apparatus that will develop your shot faster and more accurate. This is true because the apparatus can be set to toss lacrosse balls at selected heights and time increments. The training device can also have a selectively programmed random mode that was created to simulate an inaccurate pass. For example, the ball will release from apparatus at unknown heights for as many balls that are in the hopper. When using Training device the player will have the feel of real game shooting as opposed to the manual way of shooting practice by placing balls on the ground and having to scoop one up a time, shoot and repeat, breaking one's concentration. The training device keeps the players mind on shooting, moving feet, quickly setting feet and receiving the next ball to shoot. The training device can be used by youth players all the way up to professionals and recreational players -boy, girls, women and men.
[0024] The invention further includes a training device companion application (“app”): The app will track the speed of a shot as well as track accuracy, shot counter and a shot chart. The app will be able to store data, compare data, and reset the data. The app will work with shot sensors attached to your lacrosse net or cage. Statistics will then be transferred for the user to view in the app. This app will be compatible for Apple IOS and Android.
[0025] The training device may have a visual colored light when the last ball is released from hopper telling the user that this is the last ball. The training device may also employ audio keys as well as voice recognition allowing the user to call the ball trajectory, timing and height similar to game environment training.
[0026] Some training drills usable with the present invention may include:
[0027] Speed and height drill—the player may set a preferred height and set at comfortable time interval that the ball will be released. The player may take appropriate shots until the hopper is empty. The player may repeat training exercise and decrease time interval that the lacrosse ball will be released from the device which in turn will make the shooter shoot faster. The player can also set for different height to shoot all overhand shots, refill hopper and height for all sidearm shots and do same for underhand shots.
[0028] Quick hands drill—A player may set machine closer to the lacrosse net and set at preferred interval and catch and shoot quick stick shots. The player may add some flare and throw a fake in the mix and then shoot and try to receive next ball. This drill will improve speed of catch and release.
[0029] Lax and Conditioning Drill—Place a cone 5-10 yards away from machine. A player may catch ball, perform the player's favorite dodge and run to cone or shoot into net. A player may run back to machine to receive next ball before it touches the ground, and repeat exercise until the hopper is empty, which is a great exercise to get in game playing shape.
[0030] Random Mode Shooting Drill—Ball will release from machine at random heights and times. A “high” toss can be received for an overhand shot, a “mid” toss can be received for a sidearm shot, and a “low” toss can be received for an underhand shot.
[0031] Core Blaster—A player may receive balls from the machine in a seated or kneeling position. This drill will enhance a player's core. Also, this drill is useful if player cannot stand due to injury, but can still practice shooting.
[0032] A player may receive balls while sitting on a bench or chair from the machine and shoot in a seated position, which is a useful drill if have an injury and cannot stand and shoot.
[0033] In a first embodiment, the present invention includes a ball tossing and training system having a housing having a computer connected to a mechanical hopper and a plunger disposed within a casing sized to launch a lacrosse ball, the casing structured and arranged to be movably connected to the housing such that a launch angle, speed, direction, distance and spin can all be selectively chosen by a user, where the computer is wirelessly connected to at least one sensor designed to be placed onto at least one of the player, the ball, or a lacrosse net such that the sensors are structured and arranged to relay metric data to the computer in connection with a training program software operating on the computer; and the computer is further connected to a mobile device software application for tracking the metric data and selective programming of the ball tossing and training system by the player.
[0034] The present disclosure will now be described more fully with reference to the Figures in which an embodiment of the present disclosure is shown. The subject matter of this disclosure may, however, be embodied in many different forms and should not be construed as being limited to the embodiments set forth herein.
[0035]
[0036] Aspects of the subject matter described herein are operational with numerous other general purpose or special purpose computing system environments or configurations. Examples of well-known computing systems, environments, and/or configurations that may be suitable for use with aspects of the subject matter described herein include, but are not limited to, personal computers, server computers, hand-held or laptop devices, multiprocessor systems, microcontroller-based systems, settop boxes, programmable consumer electronics, network PCs, minicomputers, mainframe computers, distributed computing environments that include any of the above systems or devices, and the like.
[0037] Aspects of the subject matter described herein may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer. Generally, program modules include routines, programs, objects, components, data structures, and so forth, which perform particular tasks or implement particular abstract data types. Aspects of the subject matter described herein may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote computer storage media including memory storage devices.
[0038] With reference to
[0039] Computer 110 typically includes a variety of computer-readable media. Computer- readable media can be any available media that can be accessed by the computer 110 and includes both volatile and nonvolatile media, and removable and non-removable media. By way of example, and not limitation, computer-readable media may comprise computer storage media and communication media. Computer storage media includes both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile discs (DVDs) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by the computer 110. Communication media typically embodies computer-readable instructions, data structures, program modules, or other data in a modulated data signal such as a carrier wave or other transport mechanism and includes any information delivery media. The term “modulated data signal” means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media includes wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, RF, infrared and other wireless media. Combinations of any of the above should also be included within the scope of computer-readable media.
[0040] The system memory 130 includes computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM) 131 and random access memory (RAM) 132. A basic input/output system 133 (BIOS), containing the basic routines that help to transfer information between elements within computer 110, such as during start-up, is typically stored in ROM 131. RAM 132 typically contains data and/or program modules that are immediately accessible to and/or presently being operated on by processing unit 120. By way of example, and not limitation,
[0041] The computer 110 may also include other removable/non-removable, volatile and nonvolatile computer storage media. By way of example only,
[0042] The drives and their associated computer storage media, discussed above and illustrated in
[0043] Operating system 144, application programs 145, other program modules 146, and program data 147 are given different numbers herein to illustrate that, at a minimum, they are different copies. A user may enter commands and information into the computer 20 through input devices such as a keyboard 162 and pointing device 161, commonly referred to as a mouse, trackball or touch pad. Other input devices (not shown) may include a microphone, joystick, game pad, satellite dish, scanner, a touch-sensitive screen of a handheld PC or other writing tablet, or the like. These and other input devices are often connected to the processing unit 120 through a user input interface 160 that is coupled to the system bus, but may be connected by other interface and bus structures, such as a parallel port, game port or a universal serial bus (USB). A monitor 191 or other type of display device is also connected to the system bus 121 via an interface, such as a video interface 190. In addition to the monitor, computers may also include other peripheral output devices such as speakers 197 and printer 196, which may be connected through an output peripheral interface 190.
[0044] The computer 110 may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 180. The remote computer 180 may be a personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer 110, although only a memory storage device 181 has been illustrated in
[0045] When used in a LAN networking environment, the computer 110 is connected to the LAN 171 through a network interface or adapter 170. When used in a WAN networking environment, the computer 110 typically includes a modem 172 or other means for establishing communications over the WAN 173, such as the Internet. The modem 172, which may be internal or external, may be connected to the system bus 121 via the user input interface 160 or other appropriate mechanism. In a networked environment, program modules depicted relative to the computer 110, or portions thereof, may be stored in the remote memory storage device. By way of example, and not limitation,
[0046] Referring now to
[0047] Referring now to
[0048] Referring now to
[0049]
[0050] Referring now to
[0051] In accordance with this invention, the launch device 210 may be connected to a mobile software application to provide real time and statistical training metrics for the player.
[0052] Referring now to
[0053] The launcher or ejector 20 is a described above with respect to
[0054] It is noted that the launcher 200 may also comprises a ball retrieval system relative to the goal or net system which facilitates gathering lacrosse balls 300 that are thrown toward the goal 342, for example, the lacrosse balls 200 may collect in the net area behind the goal 342 and be conveyed back to the hopper section of the launcher 200.
[0055] As described with respect to
[0056]
[0057] Referring back to
[0058] Referring back to
[0059] As mentioned earlier, a predetermined or desired efficiency threshold, such as 40% in the illustration being described, may be selected. The player 705 can use the information and identify those spots where the player's shooting efficiency dropped below the predetermined or desired efficiency threshold. Using this information, the player or the coach (not shown) may then program the system 110 using the various system interfaces to direct one or more respected shots to those particular spots where the player's efficiency dropped below the predetermined threshold. For example, the player or coach may employ voice recognition to direct the launch system 200 to launch the lacrosse ball(s) 300 in a specific direct or at a specific height. In a manner conventionally known, the player may select a number of shots to shoot at the one or more of predetermined plurality of different locations or alternatively, the player may select initially or after reviewing his or her efficiency percentages to shoot a number of shots at each of the plurality of different locations where the player's performance efficiency was deficient using one or more of the shooter challenge routines.
[0060] In the illustration being described, the shooter challenge routines 32a are programs stored in a read only memory 131 and under control of the system 110.
[0061] The player or a coach may select a challenge shooting accuracy button program whereupon the system 110 will begin the shooter challenge routines. A multiple shots in a row routine requires the player 705 to make the number of shots consecutively before the launcher 200 is caused to throw lacrosse balls 300 at the next programmed spot. A total number of shots routine requires the player to make the total number of shots before the launcher 200 begins throwing lacrosse balls 300 at the next programmed spot. During this routine, the player 705 does not have to make the number of shots consecutively. In this regard, if the player selects the challenge shooting accuracy program either manually or using voice recognition, the system 110 prompts the user to determine whether the player desires to make multiple shots in a row or multiple shots at each spot before the launcher 200 is caused to pivot and throw lacrosse balls 300 to the next height or location, without the requirement that the shots be made in a row.
[0062] The photo sensor(s) 345 senses when a lacrosse ball 300 passes through the target(s) 344 (
[0063] In general, the system 110 comprises the user interface 40, e.g., manual, voice, remote control, wireless, etc., that enables the user to select the shooting practice that the user desires. During the first step, the user turns the power to the launcher 200 and the system 110 on and selects either the preprogrammed drills or the user can select at least one or a plurality of different locations at which the player 705 will shoot the lacrosse ball(s) 300. The system 110 receives the selected positions information and stores it in memory (not shown). The user may select a time delay between passes using various system interfaces as described.
[0064] Advantageously, this system 110 and method provide means for improving the player's efficiency at shooting the lacrosse ball 300 at one or more of the plurality of different locations 344. The system and method enables a player to select number of shots and number of positions at which the player will shoot at least one lacrosse ball. The system and method further permits repeating the catching, throwing, and shooting steps until the player has performed a number of shots toward each of number of positions. The repetition and accurate location sensing will enhance the player's skill level for catching, throwing and shooting toward a specific number of targets.
[0065]
[0066] It will be apparent to one of skill in the art that described herein is a novel ball tossing and training device and system. While the invention has been described with reference to specific preferred embodiments, it is not limited to these embodiments. The invention may be modified or varied in many ways and such modifications and variations as would be obvious to one of skill in the art are within the scope and spirit of the invention and are included within the scope of the following claims.