Boxing Dummy Game
20240139600 ยท 2024-05-02
Inventors
Cpc classification
International classification
Abstract
The boxing dummy game allows users to engage with the current and former sports champions and specifically, boxing legends within an apparatus and a gaming app. Furthermore, a player boxer matches a remote player boxer through the boxing apparatus in a wireless communication with a remote boxing apparatus. Therefore, a match comprises the player boxer's hand speed vs. the remote player boxer's hand speed and the latter larger than the former indicated by a yell sound from the head speaker. Applications of the present disclosure include a boxing dummy represented by an icon and the attribute box and connections there between are virtual and matches are managed by a cell phone application and non-transient computer circuits.
Claims
1. A boxing apparatus comprising: a boxing dummy with a head and shoulders and a speaker in the head and a left hand paddle and a right hand paddle each attached to the shoulders via a spring concentric to a rod with a variable penetration into the spring; an attribute box configured to measure a player boxer attribute including a hand speed, a hand strength and a handedness and configured to electronically store, match and retrieve the hand speed, the hand strength and handedness; and a stepper motor in a mechanical connection with the rod and in an electrical connection with the attribute box and configured to cause the variable penetration based on the player boxer attribute.
2. The boxing apparatus of claim 1, wherein the hand strength is proportional to the variable penetration to stiffen the spring with more penetration and indicate more hand strength with more penetration.
3. The boxing apparatus of claim 1, wherein the hand speed is measured and stored for a match by the attribute box as a time between a hit and a subsequent hit to the hand paddles by a player boxer.
4. The boxing apparatus of claim 1, wherein the attribute box stores a handedness as left or right, measured by a player boxer favoring the right hand paddle or the left hand paddle based on a prior match or a calibration match boxer versus game.
5. The boxing apparatus of claim 1, further comprising manually storing via a data entry into the attribute box a player boxer's reach, kick, height, wingspan reach and chest, vertical jump and weight.
6. The boxing apparatus of claim 1, further comprising manually storing, via a data entry into the attribute box, a virtual boxer's reach, kick, height, wingspan reach and chest, vertical jump and weight.
7. The boxing apparatus of claim 1, wherein the match comprises the player boxer's hand strength vs. a virtual boxer's hand strength stored in the attribute box and the latter larger than the former indicated by a yell sound from the speaker.
8. The boxing apparatus of claim 1, wherein the match comprises the player boxer's hand speed vs. a virtual boxer's hand speed stored in the attribute box and the latter larger than the former indicated by a yell sound from the speaker.
9. The boxing apparatus of claim 1, wherein the match comprises the player boxer's handedness versus a virtual boxer's handedness stored in the attribute box and a mismatch giving a speed point and a strength point to a left handed boxer.
10. The boxing apparatus of claim 1, wherein the match comprises the player boxer's reach vs. a virtual boxer's reach stored in the attribute box and the latter larger than the former resulting in an extra match point to the latter.
11. The boxing apparatus of claim 1, wherein the match comprises the player boxer's height vs. a virtual boxer's height stored in the attribute box and the former larger than the latter resulting in an extra match point given to the former.
12. The boxing apparatus of claim 1, further comprising a remote control of an input and an output of the attribute box.
13. The boxing apparatus of claim 1, wherein the attribute box is located remote to the boxing dummy.
14. The boxing apparatus of claim 1, further comprising attributes of a plurality of professional boxers stored in the attribute box, each comprising a virtual boxer as an opponent for the player boxer.
15. The boxing apparatus of claim 1, wherein the player boxer matches a remote player boxer through the boxing apparatus in a wireless communication with a remote boxing apparatus.
16. The boxing apparatus of claim 15, wherein the match comprises the player boxer's hand speed vs. the remote player boxer's hand speed and the latter larger than the former indicated by a yell sound from the head speaker.
17. The boxing apparatus of claim 15, wherein the match comprises the player boxer's hand strength vs. the remote player boxer's hand strength and the former larger than the latter indicated by a yell sound from the remote head speaker.
18. The boxing apparatus of claim 1, further comprising circuits in the attribute box configured to display results of a match and to keep statistics of matches.
19. The boxing apparatus of claim 1, further comprising circuits in the attribute box configured to keep statistics of attributes of player boxers and virtual boxers.
20. The boxing apparatus of claim 1, wherein the boxing dummy is represented by an icon, and the rod and the concentric spring and the attribute box and connections there between are virtual and matches are managed by an application.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0010]
[0011]
[0012]
[0013]
[0014] Throughout the description, similar reference numbers may be used to identify similar elements depicted in multiple embodiments. Although specific embodiments of the invention have been described and illustrated, the invention is not to be limited to the specific forms or arrangements of parts so described and illustrated. The scope of the invention is to be defined by the claims appended hereto and their equivalents.
DETAILED DESCRIPTION
[0015] Reference will now be made to exemplary embodiments illustrated in the drawings and specific language will be used herein to describe the same. It will nevertheless be understood that no limitation of the scope of the disclosure is thereby intended. Alterations and further modifications of the inventive features illustrated herein and additional applications of the principles of the inventions as illustrated herein, which would occur to one skilled in the relevant art and having possession of this disclosure, are to be considered within the scope of the invention.
[0016]
[0017] The present disclosed boxing game also known as the Professional Boxing Time Machine solves the dilemma of sports fans pondering whether current names of the boxing or sports world would be capable of defeating the names of previous generations, via a programmed experience. Expanding upon the technology used to rank players, the professional boxing time machine allows the user to not only compete with active eligible players in applicable sports leagues but also grants the user the option to compete against players of the past via a digital representation. The representation of the sporting professionals features a comprehensive portrayal of the player's body structure, accumulated personal statistics, physical capabilities and attributes, hand and foot speed and handedness (left or right), technique, etc. all of which are based on accurate metrics/performances of the athleteand that are customizable to the user within the platform. Designed to be compatible with iPhones and Android smartphones, the professional boxing time machine permits one to create an account and incorporate his or her imagery and talents into an avatar capable of battling against professional athletes in various sporting leagues.
[0018]
[0019]
[0020]
[0021] Furthermore, a player boxer matches a remote player boxer through the boxing apparatus in a wireless communication with a remote boxing apparatus. Therefore, a match comprises the player boxer's hand speed vs. the remote player boxer's hand speed and the latter larger than the former indicated by a yell sound from the head speaker. Similarly, a match comprises the player boxer's hand strength vs. the remote player boxer's hand strength and the former larger than the latter indicated by a yell sound from the remote head speaker.
[0022] The Boxing Dummy introduces a novel spring technology that creates a more lifelike boxing experience and therefore facilitates an accurate, intense striking response for the user. The boxing apparatus can be easily mounted on concrete, block, or stud walls and adjusted based on the user's height and reach offering options in height 6 up or down, based on a user. The boxing apparatus has tension springs welded within to mimic a real strike motion as these highly flexible springs ensure the target moves in the direction the user is striking, whether a punching or kicking action, while simultaneously absorbing joint stress as the spring compresses and springs back. The Spring Impact primary body target is strategically designed in half round cylinder shape to ensure users are able to perform full body strikes in a variety of angles while adjustment pins on the frame rails will also enable multiple users to train on the same boxing target; thus, ensuring various people are capable of training simultaneously. This innovative, top quality product provides a versatile, authentic, method for boxing and other fighting training including mixed martial arts and kick boxing.
[0023] Although the operations of the method(s) herein are shown and described in a particular order, the order of the operations of each method may be altered so that certain operations may be performed in an inverse order or so that certain operations may be performed, at least in part, concurrently with other operations. In another embodiment, instructions or sub-operations of distinct operations may be implemented in an intermittent and/or alternating manner.