Method and system for contesting and determining the victor of a combat sport

11083954 · 2021-08-10

Assignee

Inventors

Cpc classification

International classification

Abstract

A data collection and display system for use in a combat sport including: i. A trunk protector for a combat sport participant, the trunk protector including: a. protective padding, b. at least one impact sensor, c. at least one microprocessor integral with the protective padding, for collecting and analyzing data from the at least one impact sensor, d. at least one display area, integral with the trunk protector, for displaying information related to the combat sport and combat sport participant; and an energy based method for scoring combat sports.

Claims

1. A method of calculating a final value (M.sub.s) of a scoring action using a data collection and display system in a combat sport wherein said final value is based on at least one of impact intensity and energy associated with a strike delivered by a combatant in a combat match or game mode between at least two opponents (or combatants), said method comprising: i) providing a trunk protector that is worn by the combatants and wherein said protector comprises at least one impact and/or energy sensor and at least one microprocessor, said microprocessor collecting and analyzing data from said at least one impact and/or energy sensor and using determined scoring actions corresponding to combatant actions, said trunk protector further comprising a display connected to said processor for displaying information selected from the group consisting of data collected and analyzed by said microprocessor, combatant status, combatant score, combatant health, match time, match number and combination thereof; ii) said microprocessor determining an individual raw magnitude of every scoring action m.sub.i; iii) said microprocessor assigning a placement value, determined by a scoring impact zone l on the combatants, to a P.sub.l.sub.i constant; iv) said microprocessor assigning an independent combination bonus multiplier value to C.sub.1 constant; v) said microprocessor assigning a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to A.sub.1 constant; vi) said microprocessor assigning a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to A.sub.2 constant; vii) said microprocessor assigning a time-dependent combination bonus modifier to C.sub.2 constant; viii) said microprocessor determining the amount of time elapsed between any scoring action and a previous scoring action t.sub.i; ix) said microprocessor assigning a value, of a threshold of elapsed time between scoring actions eligible for application of combination scoring augmentation, to T.sub.n constant; and x) said microprocessor evaluating for M.sub.s and attributing to the relevant combatant to affect status of the match or game mode by using the following relationship: M s = m i P l i + C 1 n ( A 1 + A 2 2 ) ( C 2 n - t i T n ) | 0 < t i T n .

2. The method of claim 1 wherein the placement modifier (P.sub.l.sub.i) coefficient is selected from a value of 1 for a legal body impact and 2 for a legal head impact.

3. A method of calculating a final value (M.sub.s) of a scoring action using a data collection and display system in a combat sport wherein said final value is based on at least one of impact intensity and energy associated with a strike delivered by a combatant in a combat match or game mode between at least two opponents (or combatants), said method comprising: i) providing a trunk protector that is worn by the combatants and wherein said protector comprises at least one impact and/or energy sensor and at least one microprocessor, said microprocessor collecting and analyzing data from said at least one impact and/or energy sensor and using determined scoring actions corresponding to combatant actions, said trunk protector further comprising a display connected to said processor for displaying information selected from the group consisting of data collected and analyzed by said microprocessor, combatant status, combatant score, combatant health, match time, match number and combination thereof; ii) said microprocessor determining an individual raw magnitude of every scoring action m.sub.i; iii) said microprocessor assigning a distance value, determined by the distance from the opponent at which a scoring attack was executed, to a D.sub.z.sub.i constant; iv) said microprocessor assigning a placement value, determined by a scoring impact zone l on the combatants, to a P.sub.l.sub.i constant; v) said microprocessor assigning an independent combination bonus multiplier value to C.sub.1 constant; vi) said microprocessor assigning a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to A.sub.1 constant; vii) said microprocessor assigning a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to A.sub.2 constant; viii) said microprocessor assigning a time-dependent combination bonus modifier to C.sub.2 constant; ix) said microprocessor determining the amount of time elapsed between any scoring action and a previous scoring action t.sub.i; x) said microprocessor assigning a value, of a threshold of elapsed time between scoring actions eligible for application of combination scoring augmentation, to T.sub.n constant; and xi) said microprocessor evaluating for M.sub.s and attributing to the relevant combatant to affect status of the match or game mode by using the following relationship: M s = D z i m i P l i + C 1 n ( D z A 1 + D z A 2 2 ) ( C 2 n - t i T n ) | 0 < t i T n .

4. A data collection and display system for use in a combat sport match for calculating a final value (M.sub.s) of a scoring action based on at least one of impact intensity and energy associated with a strike delivered by a combatant in a combat match or a game mode between at least two opponents (or combatants), said system comprising: a trunk protector for each combatants and wherein said trunk protector comprises: at least one impact and/or energy sensor; at least one microprocessor integral with said trunk protector, for collecting and analyzing data from said at least one impact and/or energy sensor to determine said final value of a scoring action, said at least one microprocessor using determined scoring actions corresponding to combatant actions to: (i) determine an individual raw magnitude of every scoring action m.sub.i; (ii) assign a placement value, determined by a scoring impact zone l on the combatants, to a P.sub.l.sub.i constant; (iii) assign an independent combination bonus multiplier value to a C.sub.1 constant; (iv) assign a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to an A.sub.1 constant; (v) assign a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to an A.sub.2 constant; (vi) assign a time-dependent combination bonus modifier to a C.sub.2 constant; (vii) determine an amount of time elapsed between any scoring action and a previous scoring action t.sub.i; (viii) assign a value, of a threshold of elapsed time between scoring actions eligible for application of combination scoring augmentation, to a T.sub.n constant; and (ix) evaluate M.sub.s and attributing to the relevant combatant to affect status of the match or the game mode by using the following relationship: M s = m i P l i + C 1 n ( A 1 + A 2 2 ) ( C 2 n - t i T n ) | 0 < t i T n ; at least one display area, integral with said trunk protector, for displaying information selected from the group consisting of: data collected and analyzed by said at least one microprocessor, combatant status, combatant score, combatant health, match time, match number and combinations thereof; and at least one power source, integral with said trunk protector, for powering at least one of said at least one impact and/or energy sensor, said at least one microprocessor and said at least one display area.

5. The system of claim 4 wherein said placement modifier coefficient P.sub.l.sub.i is selected from a value of 1 for a legal body impact and 2 for a legal head impact.

6. A data collection and display system for use in a combat sport match for calculating a final value (M.sub.s) of a scoring action based on at least one of impact intensity and energy associated with a strike delivered by a combatant in a combat match or a game mode between at least two opponents (or combatants), said system comprising: a trunk protector for each combatants and wherein said trunk protector comprises: at least one impact and/or energy sensor; at least one microprocessor integral with said trunk protector, for collecting and analyzing data from said at least one impact and/or energy sensor to determine said value of final value of a scoring action, said at least one microprocessor using determined scoring actions corresponding to combatant actions to: (i) determine an individual raw magnitude of every scoring action m.sub.i; (ii) assign a distance value, determined by a distance from a combatant at which a scoring attack was executed, to a D.sub.z.sub.i constant; (iii) assign a placement value, determined by a scoring impact zone l on the combatants, to a P.sub.l.sub.i constant; (iv) assign an independent combination bonus multiplier value to a C.sub.1 constant; (v) assign a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to an A.sub.1 constant; (vi) assign a magnitude, inclusive or exclusive of any modifying variable, per preference, of any desired scoring action to an A.sub.2 constant; (vii) assign a time-dependent combination bonus modifier to a C.sub.2 constant; (viii) determine an amount of time elapsed between any scoring action and a previous scoring action t.sub.i; (ix) assign a value, of a threshold of elapsed time between scoring actions eligible for application of combination scoring augmentation, to a T.sub.n constant; and (x) evaluate M.sub.s and attributing to the relevant combatant to affect status of the match or the game mode by using the following relationship: M s = D z i m i P l i + C 1 n ( D z A 1 + D z A 2 2 ) ( C 2 n - t i T n ) | 0 < t i T n ; at least one display area, integral with said trunk protector, for displaying information selected from the group consisting of: data collected and analyzed by said at least one microprocessor, combatant status, combatant score, combatant health, match time, match number and combinations thereof; and at least one power source, integral with said trunk protector, for powering at least one of said at least one impact and/or energy sensor, said at least one microprocessor and said at least one display area.

Description

BRIEF DESCRIPTION OF THE FIGURES

(1) Various other features and attendant advantages of the present subject matter will become fully appreciated as the same becomes better understood when considered in conjunction with the accompanying drawings, in which like reference characters designate the same or similar parts throughout the several views, and wherein:

(2) FIG. 1 depicts an exemplary embodiment of electronic protective gear worn by each player including a head protector and chest protector (or trunk protector or body protector) housing impact sensors and a graphical display, which comprise one player's portion of the data collection and display system.

(3) FIG. 2 depicts an exemplary embodiment in which conductive mesh is embedded into a sensitive foam comprised of conductive nanoparticles deposited into an elastomeric foam matrix to form a voltaic impact sensor and forming part of the trunk protector.

(4) FIG. 3(A) and FIG. 3(B) depict exemplary embodiments of the components of the data collection and display system and the data connections between them wherein each of the body protector hubs only transmit data to each other.

(5) FIG. 4(A) and FIG. 4(B) depict exemplary embodiments of the components of the data collection and display system in which each of the body protector hubs communicate with an external computing device.

(6) FIG. 4(C) and FIG. 4(D) depict two combatants with motion sensors on their hands and feet.

(7) FIG. 5 depicts an exemplary embodiment of a graphical display system in an active-match state, detailing a circumstance with 1 minute, 7.56 seconds remaining in the second round of play or combat match.

(8) FIG. 6 depicts an exemplary embodiment of the graphical display system in a post-match state, detailing a circumstance wherein “Blue” has successfully depleted the opponent's “Red” health points with 18.27 seconds remaining in the second round of a match, at the instant of granting “Blue” a second round victory and declaring “Blue” the victor of the combat match.

(9) FIG. 7 depicts a flowchart illustrating the overall general protocol for contesting a match under an exemplary embodiment.

(10) FIG. 8 depicts a flow chart illustrating an exemplary overall general protocol for contesting a match according to another exemplary embodiment.

(11) FIG. 9 depicts a flow chart illustrating exemplary steps involved when a user chooses a single player mode (for sole training) or two player mode.

(12) FIG. 10 depicts an exemplary player health and timer element insert for the chest protector forming the display area according to an exemplary embodiment.

(13) FIG. 11 depicts an exemplary printed circuit board of the player health and timer element of FIG. 10.

(14) FIG. 12(A) depicts an exemplary connection of the player health and timer element to the chest protector according to an exemplary embodiment.

(15) FIG. 12(B) depicts an exploded view of an exemplary display area.

(16) FIG. 13 depicts a variation of the components of FIG. 4 of an exemplary data collection and display system.

(17) FIG. 14 depicts leg and arm motion sensors on the trunk protector.

(18) FIG. 15 depicts a recreational version of an exemplary embodiment the system with only a trunk and head protector.

(19) FIGS. 16A and 16B depict the distance-sensing component of the data collection and display system.

DETAILED DESCRIPTION

(20) Turning now to the Figures, FIG. 1 illustrates a data collection and display system 10 for generating and analyzing data relevant to combat match scoring, comprising a head protector 11 and chest (trunk or body) protector 12 used by a combatant/contestant. In taekwondo, a match typically includes a contestant designated the color blue “blue contestant” and a contestant designated the color red “red contestant”. In the Figures, the Blue and Red designations will be used to designate opponents although other contestant designations may be used. The chest protector 12 further comprises a display area with a blue contestant health display, in this embodiment in the form of a blue contestant health display horizontal bar 13, a time display to display the time left in a round of a match, in this embodiment in the form of a time display ring 14, and a red contestant health display, in this embodiment in the form of a red contestant health display horizontal bar 15. The chest protector 12 further comprises a chest protector impact sensor zone 16. The chest protector impact sensor zone 16 is comprised of nanocomposite foam 16-1 sandwiching a conductive mesh conduit 16-2 (See FIG. 2).

(21) The data collection and display system 10 comprising the chest protector 12 (and head protector 11) including at least one body-worn sensor 16 or plurality of body-worn sensors on each contestant or combatant connected to a computing system 53 or 53-1 (See FIGS. 3 and 4) for collecting and analyzing data pertaining to quantitative properties within the parameters of sport specific events, such as, but not limited to, parameters of scoring actions, and for applying this data to affect the state (status) and score of the match of a combat sport. In an exemplary embodiment, the computational system is integral with the chest protector 12 or head protector 11 (FIG. 3). In another an exemplary embodiment, the computational system is distant the chest protector 12 or head protector 11 (FIG. 4).

(22) One class of such sensor 16 worn on the body performs a function of capturing data on the intensity of impacts experienced by the wearer (or combatant or contestant or player). The preferred embodiment of this sensor class measures impact energy absorbed by the sensor and takes the form of any triboelectric composite sensor wherein a plurality of conductive nanoparticles is deposed in a polymeric or elastomeric matrix to produce a voltage or variance in conductivity when impacted, such as in U.S. Pat. No. 8,984,954 B2, as shown in FIG. 2, and may possess a Conductive Mesh Conduit 16-2 to carry voltages embedded in nanocomposite foam 16-1. In the preferred embodiment, this class of sensor is applied in multiple discrete units, typically, but not always, consisting of a head protector 11 to gather data pertaining to the wearer's head, and a chest protector 12 to gather data pertaining to the general body of the wearer. Also in the preferred embodiment, the sensor also functions as a protective gear element, which protects the wearer from impacts related to the combat sport.

(23) In another embodiment, the conductive material is non-mesh like. Preferably flat planar sheet like with conductive properties as above.

(24) Another embodiment of such a sensor may take the form of a piezoelectric sensor, such as piezoelectric cable or piezoelectric film readily available from Measurement Specialties, Inc. Other embodiments may use any other types of sensors able to directly or indirectly measure strain or rate of strain including, but not limited to, piezo resistive sensors, load cells, transducers, and strain gauges. In any of these embodiments, the sensor may be affixed to or integrated into a protective gear element such as a head protector 11 and/or chest protector 12.

(25) Another embodiment is comprised of more or less than two units of such sensors, which may be placed anywhere on the wearer including, but not limited to, head, trunk, hands, feet, groin, back, arms, and legs.

(26) A second class of sensor worn on the body performs a function of quantifying the mechanics (or mechanics-class sensor) of the wearer's body and limb movement including, but not limited to, angular and rectilinear position, velocity, and acceleration of the hands, feet, general body, head, elbows, and knees. In the preferred embodiment, this sensor class takes the form of multi-axis electronic accelerometers and gyroscopes positioned on the hands, feet, and trunk, and are affixed to or integrated into protective gear such as arm guards and shin guards (See FIG. 4(C) and FIG. 4(D)).

(27) Another embodiment of such a sensor takes the form of a compass, GPS tracker, or any other instrument capable of directly or indirectly measuring an object's angular or rectilinear position, velocity, or acceleration in space. Another embodiment of such a sensor takes the form of any device or sensor capable of directly or indirectly measuring the relative magnitude of acceleration in an impact event, including, but not limited to the types of strain and strain rate sensors mentioned above.

(28) The computing system (or hub) 53, as best seen in FIGS. 3 and 4, is connected to each sensor 52 (each leg and arm sensor being connected to a transmitter 52-1 to transmit to the chest protector hub 53, the head sensor 52 is connected directly to the head protector hub 53-1 which communicates with chest protector hub 53, the chest sensor is connected directly to the chest protector hub 53), wirelessly (such as ZigBee™ or Bluetooth™) or by a data bus, and is capable of reading each sensor and performing calculations and logical operations to determine, from collected data, changes to the status and statistics of match parameters, including, but not limited to, health points, end of round or match, and kinematics of players.

(29) In FIG. 3, the computing system is the chest protector hub 53 that calculates all match-relevant parameters without connection to an external computing device and the Blue system is in wireless communication with the Red system. In this instance, the wireless communication is through ZigBee™.

(30) In an exemplary embodiment shown in FIG. 4, the mechanics-class sensors 52 and the Head Protector impact sensor 52 on each player are all connected to their own, separate satellite signal processor circuits/transmitters 52-1 which are capable of short-range wireless transmission of the raw data from the respective sensor in an analog or digital form to the chest protector hub 53. Also in the preferred embodiment, a small processor/hub capable of receiving and transmitting data at a longer range is attached to, or integrated into, clothing or gear on the wearer's trunk. Also in this exemplary embodiment, the chest protector impact sensor 52 is connected by data bus cable to the small processor/hub 53. This exemplary embodiment may also include one or more personal computers, handheld computing devices 55, or other devices with a graphical user interface (i.e. mobile device) which allow someone not competing in the match, including, but not limited to a referee, judge, or spectator, either in location or remotely, to view and/or alter aspects of the match status and statistics parameters, including, but not limited to, health points, clock, raw sensor data, and any other match parameter named in this document. A mobile device may also incorporate both base station 54 and computing device 55. As shown in FIG. 4, the chest protector hub 53 is connected with base station 54 and computing device 55. Also in this exemplary embodiment, the chest protector 12 may feature graphical or other indicators to display match parameters on the contestant such as blue contestant health 13, time ring 14, and red contestant health 15 (See FIG. 1).

(31) In other embodiments, sensor data may be communicated by any electronic or optical means to any type of processor capable of receiving sensor data by the chosen media and applying logical and mathematical operations to relate sensor data to appropriate and logical changes in the state of the match, such as, but not limited to, health points and clock.

(32) FIG. 4(C) and FIG. 4(D) depicts two opponents in a combat match scenario. Each opponent has motion sensors 52 on their hands and feet to track the motion thereof. On the left A, the motion sensor has tracked the motion and trajectory of the right foot of a player executing a kick to the body of another player. On the right B, the motion sensor has tracked the motion and trajectory of the right foot of a player executing a kick to the head of another player.

(33) FIGS. 5 and 6 depict an overall contestant and match information display (which may be displayed on the display are of the chest protector, a monitor, a computer, a hand held device, a tablet or mobile device) including a blue contestant status indicator 20 for providing the audience, referee, and players with information pertinent to the contestant designated “Blue”, a clock 30 for detailing the time remaining in the current round, and a red contestant status indicator 40 for providing the audience, referee, and players with information pertinent to the contestant designated “Red”. The blue contestant status indicator 20 in this embodiment is a form of display graphically structured as an elongated bar encapsulated in any aesthetically desired shape, comprised of vital and assistive information pertaining to “Blue” for the function of providing information visually to the contestants, referee, and audience. The shape and layout of the blue contestant status indicator may be varied as desired.

(34) The blue contestant status indicator 20 displays vital and assistive information associated with the blue contestant. Vital information is shown as: blue contestant health bar 24, blue contestant round victory indicator one 25, blue contestant round victory indicator two 26, and blue contestant health points 27. Assistive information not crucial to direct representation of the status of the match is shown in the most preferable embodiment as: blue contestant emblem 21, blue contestant country or team 22, and blue contestant weight category 23.

(35) Possible variations of the blue contestant status indicator 20 are embodied in the optional assistive information, which may be presented in addition to, or in place of, the assistive information shown in the Figures. This includes, but is not limited to, name of contestant, name of event or sport, seeded rank, or stage of competition. Further variation from the preferred embodiment is exemplified by a number of round victory indicators 25, 26, equal to the number of rounds of which a match consists, or equal to the number of round victories equal to the number required for total match victory.

(36) The clock 30 serves to inform the contestants, referee, and audience of the time of play remaining in the round.

(37) The clock 30 in this embodiment digitally denotes minutes, seconds, and hundredths of seconds. An analog version may also be implemented.

(38) The red contestant status indicator 40 is a form of display graphically structured as an elongated bar encapsulated in any aesthetically desired shape, comprised of vital and assistive information pertaining to “Red” for the function of providing information visually to the contestants, referee, and audience.

(39) The red contestant status indicator 40 displays vital and assistive information. Vital information is shown as: red contestant health bar 44, red contestant round victory indicator one 45, red contestant round victory indicator two 46, and red contestant health points 47. Assistive information not crucial to direct representation of the status of the match is shown in the most preferable embodiment as: red contestant emblem 41, red contestant country or team 42, and red contestant weight 43.

(40) Possible variations of the red contestant status indicator 40 are embodied in the optional assistive information, which may be presented in addition to, or in place of, the assistive information shown in the figures. This includes but is not limited to, name of contestant, name of event or sport, seeded rank, or stage of competition. Further variation from the preferred embodiment is exemplified by a number of round victory indicators 45, 46 equal to the number of rounds of which a match consists, or equal to the number of round victories equal to the number required for total match victory.

(41) Possible variations include more than two round victory indicators and may be determined as desired.

(42) Both the blue contestant status indicator 20 and the red contestant status indicator 40 are composed of the same sub-elements within the outer border of the indicators: emblem 21, 41, country 22, 42, weight 23, 43, health bar 24, 44, round victory indicator one 25, 45, round victory indicator two 26, 46, quantitative health point values 27 47, and any optional assistive information.

(43) As best seen in FIG. 5, in this case, the blue contestant has won the first round as shown by the round victory indicator 25, and the match is in the second round with 1 minute 7.56 seconds left (30) in the second round and the blue health bar 24 is greater than the red health bar 45.

(44) As best seen in FIG. 6, in this case, the blue contestant has won both first and second rounds (25, 26) having depleted the red contestant's health bar 45 with 18.27 seconds left in the round.

(45) Variations of the method and system include, but are not limited to: rotating the “health bars” to a vertical or other orientation, changing the geometric visual representation of the quantity of health points from a “bar” to any other aesthetically desired format, changing the maximum number of rounds to a number other than three, making the protocol of the game a count-up-to-a-cap system rather than a depletion system, making the protocol of the game a system of total comparative cumulative health points inflicted rather than a depletion system, and changing the contestant colors or designations.

(46) Variations to the data collection and display system include, but are not limited to: varying the type or placement of sensors which perform the same intended functions, varying the electronic architecture and infrastructure, (such as varying connection type or network structure, communication media, and processor types and number), and changes in logical processing protocol toward the same general system functionality. One such change to electronic architecture is shown in FIG. 3 in which the body protector hubs calculate all match-relevant parameters without connection to an external computing device.

(47) The present subject matter provides a system and method for conducting a combat sport, in which multiple players, such as a pair of opponents each designated “Red” and “Blue”, are given a quantity of health points 27 47, wherein the object is to deplete those points of the opponent to a value of “0”, as shown in FIG. 5, to achieve a round victory, or to successfully render the opposing contestant unconscious or incapacitated, by the use of legal techniques to achieve a match victory by knockout.

(48) The quantity of points to be deducted from the receiving player is calculated by measuring the magnitude of a given impact with the impact sensor or sensors worn on the contestants and mathematically combining that magnitude with other factors as described below.

(49) Raw impact data is generated by the impact sensors on each player or combatant and communicated, in a pre-filtered or raw state, to the on-board processor hub on each player, which may apply time stamps and additional filtering. Simultaneously, raw kinematic data is generated by the mechanics sensors on each player and communicated, in a pre-filtered or raw state, to the onboard processor hub on each player, which may apply time stamps and filtering. The processor hubs may, in an exemplary embodiment, communicate the filtered or raw data from all sensors to a computing device external to the worn gear (and in another exemplary embodiment, internally to an onboard hub or processor), which in turn applies mathematical and logical operations to the impact and mechanics data to determine when an impact above a specified threshold has been dealt to a player by another player using legal techniques, and the relative magnitude of the impact.

(50) Health points equal to the final magnitude, M.sub.s (see discussion above) of the scoring action are deducted from the recipient player's Health Points 27, 47. Each player's Health Bar 24, 44 changes proportionately to reflect changes in the player's Health Points 27, 47 (See FIGS. 5 and 6). Similarly, the health displays 13, 14 on the trunk protector will change accordingly (see FIG. 1).

(51) The health points of a contestant may also be modified by referee penalty for illegal actions. An exemplary embodiment involves three levels of penalties: minor penalties, major penalties, and disqualification. In an exemplary embodiment, minor penalties are equal to ⅙ of the contestant's starting health points, major penalties are equal to ⅓ of the contestant's starting health points, and disqualification or knockout yields an immediate revocation of any remaining health points in the current and remaining rounds and the match victory is awarded to the remaining contestant. Regardless of the number and kind of penalties received, any contestant with any health points remaining is still a contender in the round.

(52) Variations of the referee behavior include any ability to modify score, administer penalties, or interact with relevant persons in the match as determined necessary to effectively administer and uphold the functions of the protocols defined herein. Such exceptions may include, but are not limited to, adding health to the opponent of the infracting player rather than inflicting penalty damage upon the infracting player, or a “strike” system wherein a player is given a limited number of infractions before disqualification with or without score modification in penalty.

(53) If neither contestant succeeds in attempting to deplete the opponent's health points within the time allowed, the contestant with the higher quantity of health points at time “00:00:00” on the clock will be granted the round victory for that round. In the extremely unlikely circumstance that at time “00:00:00” on the clock both contestants have an identical quantity of health points, the referee shall declare which contestant was superior, according to whatever agreed upon criteria, and award the round to that contestant. In an exemplary embodiment, in the event that at the end of two rounds, both contestants have achieved one round victory each, an additional round designated “overtime” will be added to break the tie.

(54) The victor of the match is decided by disqualification, by simple majority of round victories, or in the case of full contact status being agreed upon, by knockout. An exemplary embodiment conducts the match in a “best of three” format as applied by the protocol shown in FIG. 7, wherein if the same player wins the first two rounds, as shown in FIG. 6, a third round is not contested. In the case of a knockout considered legal under the agreed upon rules following this protocol, the remaining viable player is declared the victor of not only the round, but the entire match.

(55) Specifically referring to FIG. 7, one begins a match 70 with two players or combatants (participants), and a first round of a match is contested 71 and a round victory is awarded to the winner 72 of the round by depletion or rules of superiority 73, and the next decision is whether either player has achieved a simple majority of round victories 74, if no, one proceeds to a second round following the same protocol as the first round 71 until a player has achieved a simple majority of round victories 74. The other alternative is during any round, if a player is eliminated by knockout or disqualification 75, the winner is declared 76. Referring now to FIG. 8, there is provided another protocol for an energy scoring game between two players. The energy scoring game is initiated 80, the timer begins to count down 81 while the players/users attempt to strike in the scoring field of the unit (trunk protector or head protector) of the opponent 82. Successful attacks are measured and time stamped 83, converted to a scoring value based on the model discussed above by the computing device or microprocessor 84, with scoring values deducted from the score of the player receiving the attack or impact 85 until the times runs out or a player's health status is depleted 86, resulting in the energy scoring game ending 87 and a winner being declared and displayed on the chest protectors 88.

(56) Referring now to FIG. 9, there is provided a general protocol to initiate the system. A player/user powers on the unit via the control panel 90, the user selects a game mode 91 and health and timer settings 92. If the user/player chooses a 2-player mode, the user/player attempts to synchronize with the opponent 93, if the game mode does not match with the opponent game mode, the system will reject the synchronization 94 forcing a change in game mode 95 to attempt to synchronize with the opponent. If the game mode matches with the opponent, the system allows the synchronization 96, engages the timer 97 and starts the game/match/round 98.

(57) Referring now to FIGS. 10 and 11, there are depicted the player health bars 100 (for each player) and timer element 110 according to an exemplary embodiment. In this embodiment, the power source for the unit is a battery 120 integral with the health and timer trunk protector element. Also depicted are a health button 130 to regulate player health level, timer button 140 to regulate the timer, game mode button 150 to regulate type of game and play button 160 to control play on or off. This is similar to the player health and timer depicted in FIG. 1 as 13, 14 and 12 respectively. The player health and timer element, in particular the circuit board 170 is encased in an enclosure (See FIG. 12-1) to protect the electronic components and LEDS from sustaining damage due to an impact. In exemplary embodiments, the plastic enclosure 180 is then covered with a silicone covering 190 further protecting the health and timer element and related buttons, while allowing clear viewing of the health bars and timer on the chest or trunk protectors. FIG. 11 depicts the printed circuit board of the player health 100 and timer element 110. In particular, the health bars and timer element provide a visual indicia formed of individual RGB LEDS, preferably in series. However other lighting systems may be used.

(58) FIG. 12 (A) and FIG. (B) shows an exemplary embodiment with the power source being in the form of a battery pack 200 in a battery pouch 210 found along one or both shoulder straps 220 of the trunk protector 12. The battery pack 200 is connected to the health and timer element by battery cables 230 running along the inside of the shoulder strap 220.

(59) FIG. 13 depicts a schematic of an exemplary embodiment of a system with leg and arm motion sensors 52 connected directly (hard wired) to the chest protector hub 53. This is a similar configuration as FIG. 4 except there are no transmitters as per FIG. 4.

(60) FIG. 14 depicts exemplary locations of the leg and arm motion sensors 52 on the chest protector 12.

(61) FIG. 15 depicts a schematic of a recreational version of the system wherein there is only a pair of chest protectors and head protectors, with the blue and red chest protector hubs 53 in communication with each other. In an alternative exemplary embodiment, the recreational version does not include head protectors.

(62) Referring now to FIGS. 16A and 16B, there is depicted two scenarios wherein contestants are too close in distance from each other (Zone 4) for a score to register (FIG. 16A) and wherein contestants are at an acceptable distance from each other (Zone 2) for a score to register.

(63) FIG. 16A depicts a scenario in which the attacking contestant is within the range of Zone 4 relative to the contestant receiving the hit. In this example, Zone 4 could apply a 0 coefficient to the hit score (called a multiplier), and/or multiply the set minimum threshold for an attack to score by an infinite amount, both of which would effectively nullify the attack.

(64) FIG. 16B depicts a scenario in which the attacking contestant is within the range of Zone 2 relative to the contestant receiving the hit. In this example, Zone 2 could apply a 1 coefficient to the hit score (called a multiplier), and/or multiply the set minimum threshold for an attack to score by 1, both of which would effectively offer no modification to the score of the action.

(65) Both FIGS. 16A and 16B depict 4 zones (Zone 1, Zone 2, Zone 3 and Zone 4) which are set to assign a value to a strike depending on the Zone the attacker is in, in relation to the recipient.

(66) The following is an example of the manufacture of an exemplary embodiment of the system described herein.

(67) Step 1. Source a vinyl that is waterproof (and ideally bacteria proof) that can take many impacts from kicks and punches (i.e. marine grade vinyl is a good choice) and cut it into the shape of a chest protector known to persons of ordinary skill in the art.
Step 2. Cut one pattern for the front side of the chest protector and another for the back side of the chest protector.
Step 3. Join (or assemble in any fashion, such as by sewing or stitching), along the periphery, the front and back sides of the chest protector.
Step 4. Make an incision proximate the middle of the back side of the chest protector to allow for the insertion of at least one impact sensor, protective padding, a power source (such as a battery) and electronics board as required for data collection and processing and for the visual display of player health and timer. The incision may then be sealed with an enclosure system such as a zipper or a Velcro™ type fastener to allow access the interior of the chest protector and the components therein. The sensor may be one of many options as described herein, however the minimum characteristic is the sensor should be able to: 1. detect an impact on the chest protector, preferably “trembling shock”, more preferably between the range of from about 50 N of force to about 9000 N of force; 2. communicate the force of an impact on the sensor to a hub or processor; 3. be worn on a person; and 4. be durable (for example take up to 600,000 impacts of up to 9000 N of force per impact).
The protective padding may be one of many options know to persons of ordinary skill in the art. It is advantageous to use a light weight padding (such as <3 lbs) that is comfortable to the wearer and can be worn around a person and absorb impacts from kicks and punches.
Step 5. Create a custom electronics board with the following characteristics: 1. able to connect to the sensor and read its signal from impacts; 2. be enclosed in a housing able to withstand any impact common in combat sports, one example being of a minimum 9000 N force; 3. able to display information on the chest protector the status of a match (including each player's health) as well as the time left in the match; 4. a physical control panel where a user may change the settings of a match (match length time, game mode, health sensitivity) right on the device. The control panel may also have the ability to show the status of other parts of a match (sync status to other devices); 5. a radio communication device for communication of status and data to other devices (i.e. another chest protector, a phone or a computer); and 6. an area to insert a charger for charging the power source (such as a rechargeable battery or batteries).
Step 6. Load the software into the electronics board that provides the communication protocols to various devices and the different game modes available.
In one embodiment, Step 5 further comprises a transmitter, preferably a transmitter and receiver for measuring distance between at least two signal sources. In an alternative embodiment, said transmitter is integral with said radio communication device.

(68) The following provides further advantages of one embodiment of the system described herein versus prior art systems.

(69) The Present System utilizes a thick (in one embodiment ≈0.5″) triboelectric foam sensor to sense impacts on the body protector. Such type of sensor makes use of the microscale-friction of conductive fibers against a polyurethane matrix during a straining event to produce a momentary electrostatic charge in a single electrode. This effect is proportional to power/energy absorbed by the sensor, a much truer and more meaningful measure of impact intensity according to academic bio-medical studies. The triboelectric sensor foam also functions as protection for itself and the wearer, the triboelectric foam is volumetric and an extremely uniform, location-independent sensor, and the combination sensing/protective foam is less costly to manufacture and less complex to operate than prior art systems.

(70) The Present System head protector is composed of the same type of sensor foam as in the Present System body protector, but using a thicker (in one embodiment lighter foam for better cranial protection. Using a unified sensor/protective element allows more sensor coverage (minimizes phantom contacts and able to determine the strength of an impact on a combatant using the present system) than the prior art as well as being less costly to manufacture and less complex to operate.

(71) The “hit validation” system of the Present System model is based on motion sensors (including accelerometers) which sense the movements of the striker to identify with positive certainty not only the legality, but also the type of technique. Also rendered is the speed of each strike and other mechanical statistics. This acceleration-based method is also more simple and modular, only requiring additional hardware on the striker, independent of the equipment worn by the impacted player.

(72) The Present System is built around an energy-based scoring scheme similar to that of fighting video games in which players are allotted a quantity of “health” or energy at the beginning of each round which is depleted by attacks from the opposite player. Energy is depleted by each successful attack, non-discretely proportional to impact intensity. The player to deplete his opponent's energy first, or has more energy remaining at the end of a round is declared the winner of the round. The deductive nature of this energy scoring limits the danger of excessive beating a player may experience, and is more intuitively understandable. The Present System hit validation sensors are capable of automatically characterizing techniques, and scoring value is inherently independent of technique, reducing, preferably eliminating the need for judges and trigger boxes.

(73) Extensive signal processing is incorporated in the Present System, in one embodiment with the triboelectric sensor. The Present System body protectors and head protectors are able to share in a mesh network with a control computer. This enables the body protectors and head protectors to keep score independently and in synchronization; enables combatants to engage in a combat sport without a control computer, and increases network stability. The score and clock are also displayed on the equipment worn by each combatant to alleviate the need to look away from one's opponent.

(74) What has been described and illustrated herein are exemplary embodiments with many variations. The terms, descriptions and figures used herein are set forth by way of illustration only and are not meant as limitations. Those skilled in the art will recognize that many variations are possible within the spirit and scope of the disclosed subject matter in which all terms are meant in their broadest, reasonable sense unless otherwise indicated. Any headings utilized within the description are for convenience only and have no legal or limiting effect.

(75) As many changes can be made to the exemplary embodiments without departing from the scope thereof; it is intended that all matter contained herein be considered illustrative and not in a limiting sense.