SYSTEMS, METHODS, AND COMPUTER-READABLE STORAGE MEDIA STORING INSTRUCTIONS FOR SIMULATING PICKLEBALL

20260014437 ยท 2026-01-15

    Inventors

    Cpc classification

    International classification

    Abstract

    Methods of simulating a sport may involve, for example, capturing, utilizing one or more sensors, a swing of a pickleball paddle. An impact of the pickleball paddle with a physical pickleball may be detected or an impact of the pickleball paddle with a first virtual pickleball may be determined. A display may display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball.

    Claims

    1. A method of simulating a sport, comprising: capturing, utilizing one or more sensors, a swing of a pickleball paddle; detecting an impact of the pickleball paddle with a physical pickleball or determining an impact of the pickleball paddle with a first virtual pickleball; and causing a display to display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball.

    2. The method of claim 1, wherein capturing the swing of the pickleball paddle comprises capturing one or more of face speed, face angle of attack, face position, and face rotation of the pickleball paddle.

    3. The method of claim 1, wherein capturing the swing of the pickleball paddle comprises capturing one or more of handle speed, handle angle, and handle rotation of the pickleball paddle.

    4. The method of claim 1, further comprising capturing one or more of player movement, player position, player posture, movement of one or more skeletal joints or lines, position and/or orientation of one or more skeletal joints or lines at a time of the impact, and change of any of the foregoing over time.

    5. The method of claim 1, further comprising determining one or more of flight trajectory, flight path, travel distance, flight speed, flight velocity, launch angle, flight acceleration, position on impact, deformation, and spin of the first virtual pickleball or of the second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or determining the impact of the pickleball paddle with the first virtual pickleball.

    6. The method of claim 5, wherein determining spin of the second virtual pickleball comprises determining spin responsive to detecting a change in one or more of a position of one or more holes of the physical pickleball, a shape of the physical pickleball on impact, a position of one or more scuff marks on the physical pickleball, a position of one or more discolorations on the physical pickleball, and a position of one or more logos on the physical pickleball.

    7. The method of claim 1, further comprising causing the display to display a trajectory of a return shot of the first virtual pickleball or the second virtual pickleball.

    8. The method of claim 7, further comprising varying one or more of speed, height, spin, and trajectory of the first virtual pickleball or the second virtual pickleball when causing the display to display the trajectory of the return shot.

    9. The method of claim 1, further comprising causing the display to display captured video footage of player performance.

    10. The method of claim 9, further comprising annotating the captured video footage or accepting user input to annotate the captured video footage.

    11. The method of claim 1, further comprising providing feedback regarding player performance.

    12. The method of claim 11, wherein providing the feedback comprises reproducing audio feedback.

    13. The method of claim 1, further comprising causing the display to display a player performance skill ranking.

    14. The method of claim 1, further comprising causing the display to display recommended training exercises to improve player performance.

    15. A computer-readable storage medium storing instructions that, when executed by a processor, cause the processor to: capture, utilizing one or more sensors, a swing of a pickleball paddle; detect an impact of the pickleball paddle with a physical pickleball or determine an impact of the pickleball paddle with a first virtual pickleball; and cause a display to display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball.

    16. The computer-readable storage medium of claim 15, wherein the computer-readable storage medium further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of face speed, face angle of attack, face position, and face rotation of the pickleball paddle.

    17. The computer-readable storage medium of claim 15, wherein the computer-readable storage medium further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of handle speed, handle angle, and handle rotation of the pickleball paddle.

    18. A system, comprising: one or more sensors; a display; and a computer comprising a memory device and a processor, the memory device storing instructions that, when executed by the processor, cause the processor to: capture, utilizing one or more sensors, a swing of a pickleball paddle; detect an impact of the pickleball paddle with a physical pickleball or determine an impact of the pickleball paddle with a first virtual pickleball; and cause a display to display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball.

    19. The system of claim 18, wherein the memory device further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of face speed, face angle of attack, face position, and face rotation of the pickleball paddle.

    20. The system of claim 18, wherein the memory device further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of handle speed, handle angle, and handle rotation of the pickleball paddle.

    Description

    BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

    [0007] While this disclosure concludes with claims particularly pointing out and distinctly claiming specific examples of subject matter encompassed by this disclosure, various features and advantages of examples within the scope of this this disclosure may be more readily ascertained from the following description when read in conjunction with the accompanying drawings. In the drawings, in which like elements have generally been designated with like numerals:

    [0008] FIG. 1 is a perspective view of an illustrative sports simulator system;

    [0009] FIG. 2 is a schematic block diagram of an electronic system which may embody or be included in one or more systems for simulating sports; and

    [0010] FIG. 3 is a flowchart diagram of a method of simulating a sport.

    DETAILED DESCRIPTION

    [0011] The illustrations presented in this disclosure are not meant to be actual views of any particular system, apparatus, act in a method, or component thereof, but are merely idealized representations employed to describe illustrative examples. Thus, the drawings are not necessarily to scale.

    [0012] Disclosed examples relate generally to techniques for enabling pickleball players to better simulate the game of pickleball and, in some examples, to better quantify and evaluate their form, technique, and strategy. More specifically, disclosed are examples of methods, systems, and software for simulating pickleball that may involve simulating the flight of a pickleball responsive to detected or simulated impact between a pickleball paddle as swung by a player and a physical or virtual pickleball. Resulting simulated behavior may be displayed, which may enable simulated play of and/or training for pickleball. In some examples, recommended behaviors, training actions, or strategies may be displayed to enable a player to improve their performance.

    [0013] As used herein, the terms substantially and about in reference to a given parameter, property, or condition means and includes to a degree that one of ordinary skill in the art would understand that the given parameter, property, or condition is met with a degree of variance, such as within acceptable manufacturing tolerances. For example, a parameter that is substantially or about a specified value may be at least about 90% the specified value, at least about 95% the specified value, at least about 99% the specified value, or even at least about 99.9% the specified value.

    [0014] As used herein, the terms computer-readable storage medium, memory device, and memory mean and include microelectronic devices exhibiting, but not limited to, memory and data storage functionality, and exclude embodiments encompassing transitory signals. For example, a system on a chip (SoC) is encompassed in the meaning of computer-readable storage medium. By way of non-limiting examples, computer-readable storage media may generally include packaged semiconductor devices having memory functionality and storing instructions for operating golf simulators as described herein, unless otherwise specified. More specific examples of memory devices include spin torque transfer magnetic random access memory (STT-MRAM), magnetic random access memory (MRAM), dynamic random access memory (DRAM) (e.g., synchronous DRAM (SDRAM)) conforming with a double data rate (DDR) and/or graphics DDR (GDDR) standard (DDR4, DDR5, DDR6), static random access memory (SRAM), racetrack memory, read-only memory (ROM) such as an erasable programmable read-only memory (EPROM), resistive read-only memory (RROM), flash memory, and other known memory types.

    [0015] FIG. 1 is a perspective view of an example sports simulator system 100. The sports simulator system 100 may include one or more pieces of sports equipment, such as, for example, one or more pickleball paddles 102 and, in some examples, one or more pickleballs 104. The sports simulator system 100 may further include one or more first sensors 106, one or more second sensors 108, or one or more first sensors 106 and one or more second sensors 108 positioned, oriented, and configured to detect or calculate the trajectory of the pickleball 104 once physically or virtually struck by the pickleball paddle 102. The sports simulator system 100 may also include a display 110, which may be operably coupled to a computer 112 where the computer 112 may include a processor and a computer-readable storage medium storing executable instructions. The display 110 may be positioned, oriented, and configured to display a sports simulation, such as, for example, a simulation of pickleball. In some examples, the display 110 may include a projector configured to project images onto a surface. In some examples, the golf sports simulator system 100 may also optionally include an enclosure located at least partially around other components of the golf sports simulator system 100, such as, for example, a tent, a partition, a room, a building.

    [0016] Each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be positioned, oriented, and configured to detect at least a portion of a trajectory of a ball, such as, for example, a physical pickleball 104 or a simulated pickleball 104. In some embodiments, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may include a high-speed camera that, upon detecting a physical or simulated collision between the pickleball paddle 102 and the physical or simulated pickleball 104, captures the action or use by acquiring a series of images using very brief exposures. For example, in some embodiments, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may capture image data at exposures less than or equal to 1/1000 of a second or with a frame capture rate greater than or equal to 250 frames per second (FPS). In some embodiments, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may have a capture rate in a range extending from about 2500 FPS to about 3000 FPS.

    [0017] In some embodiments, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to capture a swing of a pickleball paddle 102 and/or an interaction between a pickleball 104 and a pickleball paddle 102. Each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to detect, for example, the movement of a pickleball paddle 102 and, in examples where the sports simulator system 100 includes a physical pickleball 104, the movement of the pickleball 104, such as, for example, its speed, direction of travel, acceleration, orientation, spin, deformation, or any combination or subcombination of these. In some examples, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to detect one or more of paddle head speed and/or velocity, paddle face angle, paddle face position and orientation on physical or simulated impact, paddle face rotation, paddle handle speed and/or velocity, paddle handle angle, paddle handle rotation, paddle handle position and orientation on physical or simulated impact, ball flight trajectory, ball flight path, ball travel distance, ball flight speed and/or velocity, ball launch angle, ball flight acceleration, ball position on impact, and/or ball deformation. As a specific, nonlimiting example, each first sensor 106 may be positioned, oriented, and configured to at least partially detect the speed and face angle of the head of the pickleball paddle 102 and, in examples where the sports simulator system 100 includes a physical pickleball 104, a speed and direction of travel of the pickleball 104. Continuing the specific, nonlimiting example, each second sensor 108 may be positioned, oriented, and configured to at least partially detect a spin of the pickleball 104 in examples where the sports simulator system 100 includes a physical pickleball 104. In examples where spin of the pickleball 104 is captured by the second sensor 108 and/or the first sensor 106, the sports simulator system 100 may analyze images captured by the second sensor 108 and/or the first sensor 106 to detect changes in position of one or more holes of the pickleball 104, in the shape of the pickleball 104 on impact, in position of one or more scuff marks on the pickleball 104, in position of one or more discolorations on the pickleball 104, in position of one or more logos on the pickleball 104, or in position of any other markings in or on any detectable portion of the pickleball 104.

    [0018] In some embodiments, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to capture a behavior of a player 114. Each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to detect, for example, the movement of a player 114. In some examples, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to detect one or more of player 114 movement, position, posture, movement of one or more skeletal joints or lines, position and/or orientation of one or more skeletal joints or lines at a time of physical or simulated impact between the pickleball paddle 102 and the pickleball 104, and/or change of any of the foregoing over time.

    [0019] In some examples, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may include or be operatively connected to a memory device to store captured images. For example, each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to capture image data for a predefined period of time such as the entirety of a detected use or action of a pickleball paddle 102 and/or pickleball 104. Each first sensor 106, each second sensor 108, or each first sensor 106 and each second sensor 108 may be configured to cause all images associated with that period of time to be stored in memory. The memory device may be accessible by a processor of the golf sports simulator system 100 for analysis.

    [0020] In some embodiments, each first sensor 106 and each second sensor 108 may be combined into a single sensor, a single housing, and/or a single device. For example, each first sensor 106 and each second sensor 108 may be the same sensor of a camera where the camera may be used both for capturing the trajectory of the pickleball paddle 102 and, in examples where the sports simulator system 100 includes a physical pickleball 104, an interaction between pickleball 104 and pickleball paddle 102. In other examples, each first sensor 106 and each second sensor 108 may be separate sensors, located in distinct housings, and/or provided in separate devices. For example, each first sensor 106 may be located in a first camera or group of first cameras and each second sensor 108 may be located in a second camera or group of second cameras.

    [0021] Examples of sports simulator systems 100 suitable for providing sports simulation in accordance with this disclosure may be available from TruGolf, Inc., of 60 North 1400 West, Centerville, Utah 84104.

    [0022] Software instructions in computer-readable media of, or accessible to, the computer 112 of the sports simulator system 100, when executed by a processor of the computer 112 or of a server to which the computer 112 may be operatively connected over a network, may cause the sports simulator system 100 to gather, collect, display, and use the data registered by the sports simulator system 100. For example, the sports simulator system 100 may project where the physical or simulated pickleball 104 would have gone on a digital or virtual court after detecting or simulating impact of the pickleball 104 by the pickleball paddle 102. More specifically, the sports simulator system 100 may cause the display 110 to show a virtual pickleball 104 following the calculated trajectory resulting from impact by the pickleball paddle 102 with a virtual or physical pickleball 104 and corresponding responsive action by simulated or captured physical play by opponent players or corresponding impact of the virtual pickleball 104 against virtual objects, such as surfaces of the court and/or targets displayed on the court.

    [0023] In some examples, the software may further cause the sports simulator system 100 to display data representative of play, impact, and ball flight information. For example, the sports simulator system 100 may cause the display 110 to show values for any of the capturable metrics for paddle, ball, and/or player position, orientation, movement, speed, or other values. More specifically, the sports simulator system 100 may cause the display 110 to show a representation of the player 114, pickleball paddle 102, and pickleball 104 as they appeared at the time of impact, a path of the pickleball 104 within the virtualized court, and values for shot speed and distance. In some examples, the sports simulator system 100 may cause the sports simulator system 100 to further show values for metrics that may be calculatable from the capturable metrics for paddle, ball, and/or player position, orientation, movement, speed, or other values. More specifically, the sports simulator system 100 may cause the sports simulator system 100 to show a representation of a virtual player 114, pickleball paddle 102, and pickleball 104 exhibiting improved or ideal strategic behavior, such as, for example, a representation of the player 114, pickleball paddle 102, and pickleball 104 as they would appear at the time of impact, a comparison between that representation and a representation of the player 114, pickleball paddle 102, and pickleball 104 as they actually appeared at the time of impact, paths of each pickleball 104, improved or ideal and actual trajectory, within the virtualized court, and values for improved or ideal and actual shot speed and distance.

    [0024] In some examples, the software may further cause the sports simulator system 100 to simulate a game of pickleball responsive to detecting player inputs. For example, the software may cause the sports simulator system 100 to display a virtual opponent returning shots from the player, including by providing return shots of varying speed, height, spin, and trajectory to prompt the player to respond to different shots as they would have to do in an actual game of pickleball.

    [0025] In some examples, the software may cause the sports simulator system 100 to receive image data, including video data, from the first sensor 106, the second sensor 108, the first sensor 106 and the second sensor 108, or the first sensor 106, the second sensor 108, and other sensors from a variety of perspectives, and replay images, including video of the player and pickleball simulation, for performance review and analysis. In some examples, the sports simulator system 100 may automatically mark up the images and/or video, and/or may enable a user to mark up the images and/or video, for feedback on performance, which may involve adding text, images, or video to the displayed image and/or video. The sports simulator system 100 may store the image data, including video data, and optionally any added mark-up, for continued review and comparison of performance over time. Storage may be local, such as, for example, within the computer 112 of the sports simulator system 100, or may be remote, such as in accessible cloud storage. In some examples, the sports simulator system 100 may enable sharing of stored game footage, with or without mark-up.

    [0026] In some examples, the software may cause the sports simulator system 100 to provide automatic feedback to the player 114 regarding performance. For example, the sports simulator system 100 may provide audio, visual, and/or audiovisual feedback to the player with suggestions to improve performance. More specifically, the sports simulator system 100 may provide audio prompts while the player 114 is participating in a simulated game or training exercise to improve performance, such as, for example, regarding swing technique, strategy for selection of intended shot trajectory, and/or identification and reinforcement of preferred play behaviors. Continuing the more specific example, the sports simulator system 100 may provide visual and/or audiovisual feedback to the player 114 after completing a simulated game or training exercise to improve performance, such as, for example, displaying a comparison between actual and recommended swing technique, a comparison between actual and recommended shot trajectories, and/or reproduction of player movements corresponding to recommended movement. In some examples, the feedback may be supplemented by historical data regarding swing technique, shot trajectory, and/or shot strategy to identify positive and negative trends in performance.

    [0027] In some examples, the software may automatically certify or may enable a human reviewer to certify a performance level of the player 114, such as, for example, according to a standardized performance ranking system. For example, the software may automatically assign, or may share performance data sufficient for a human reviewer to assign, a skill ranking consistent with the USA Pickleball Player Skill Rating Definitions.

    [0028] In some examples, the software may provide to a user recommendations for improving play, including recommended training exercises and/or coaching for technique and/or strategy. For example, a user may select a training exercise from a menu, which may be delivered through simulation on the sports simulator system 100, and training exercises selected to mitigate user-specific weaknesses as analyzed by the sports simulator system 100 may be highlighted within the menu. As another example, a user may be provided with automatically generated recommendations for improving technique and strategy from a virtual coach or may receive human-generated recommendations from a human coach having access to performance data via the sports simulator system 100.

    [0029] FIG. 2 is a block diagram of an electronic system 200 which may be included in one or more systems for simulating pickleball in accordance with this disclosure. For example, the electronic system 200 may be any of a variety of types, such as a computer, tablet, cellular phone, smartphone, control circuit, or other electronic device. The electronic system 200 may include one or more processors 202, such as a microprocessor, field-programmable gate array (FPGA), or combination of a microprocessor and FPGA, to control the processing of system functions and requests in the electronic system 200. In some embodiments, the electronic system 200 may be incorporated into a sports simulator system 100, as shown and described in connection with FIG. 1.

    [0030] The electronic system 200 may include a power supply 204 in operable communication with the processor 202. For example, if the electronic system 200 is a portable system, the power supply 204 may include one or more of a fuel cell, a power scavenging device, permanent batteries, replaceable batteries, and/or rechargeable batteries. The power supply 204 may also include an AC adapter; therefore, the electronic system 200 may be plugged into a wall outlet, for example.

    [0031] Various other devices may be coupled to the processor 202 depending on the functions that the electronic system 200 performs. For example, an input device 206 may be operatively connected to the processor 202. The input device 206 may include, for example, buttons, switches, a keyboard, a light pen, a mouse, a digitizer and stylus, a touch screen, a touch pad, a voice recognition system, a microphone, or any combination or subcombination thereof. A display 208 may also be operatively connected to the processor 202. The display 208 may include a liquid crystal display (LCD), a surface-conduction electron-emitted display (SED), a cathode-ray tube (CRT) display, a digital light processing (DLP) display, a plasma display, an organic light-emitting diode (OLED) display, a light-emitting diode (LED) display, a three-dimensional projection, an audio display, a projection screen display, or a combination thereof.

    [0032] An RF sub-system/baseband processor 210 may also be operatively connected to the processor 202. The RF sub-system/baseband processor 210 may include an antenna that is coupled to an RF receiver and to an RF transmitter (not shown). A communication port 212, or more than one communication port 212, may also be operatively connected to the processor 202. The communication port 212 may be adapted to be connected to one or more peripheral devices 214, such as, for example, a modem, a printer, a computer, a scanner, or a camera, or to a network, such as a local area network, remote area network, intranet, or the Internet, for example.

    [0033] The processor 202 may control the electronic system 200 by executing software programs stored in one or more memory devices 216, 218 (also referred to herein as memory device 216 and memory device 218). The software programs may include an operating system, database software, drafting software, word processing software, media editing software, or media playing software, for example. The memory device(s) 216, 218 may be operatively connected to the processor 202 to store and facilitate execution of various programs. For example, the processor 202 may be coupled to system memory 216, which may include one or more of spin torque transfer magnetic random access memory (STT-MRAM), magnetic random access memory (MRAM), dynamic random access memory (DRAM) (e.g., synchronous DRAM (SDRAM) conforming with a double data rate (DDR) and/or graphics DDR (GDDR) standard (DDR4, DDR5, DDR6)), static random access memory (SRAM), racetrack memory, and other known memory types. The system memory 216 may include volatile memory, non-volatile memory, or a combination thereof. The system memory 216 may typically be large so that it can store dynamically loaded applications and data.

    [0034] The processor 202 may also be coupled to a memory device, which is a non-volatile memory and may be referred to herein as non-volatile memory 218, which is not to suggest that system memory 216 is necessarily volatile. The non-volatile memory 218 may include one or more of STT-MRAM, MRAM, read-only memory (ROM) such as an EPROM, resistive read-only memory (RROM), and flash memory to be used in conjunction with the system memory 216. The size of the non-volatile memory 218 may typically be selected to be just large enough to store any necessary operating system, application programs, and fixed data. Additionally, the non-volatile memory 218 may include a high-capacity memory such as disk drive memory, a hybrid-drive including resistive memory, or other types of non-volatile solid-state memory, for example.

    [0035] In some embodiments, the electronic system 200 may include a graphics subsystem, such as a graphics card 220, operatively connected to the processor 202. For example, each of the graphics card 220 and the processor 202 may be connected to, and supported on, a motherboard in their respective sockets (e.g., a peripheral component interconnect express (PCIe) socket for the graphics card 220, a CPU socket for the processor 202). The graphics card 220 may include its own processing device, such as a graphics processing unit (GPU) or FPGA 222. The GPU or FPGA 222 may be configured to, and may be a dedicated device for, processing graphics-related tasks to accelerate the creation of images in a frame buffer intended for output to the display 208. The graphics card 220 may also include a memory bank, such as, for example, a graphics memory block 224, which may include one or more high-speed memory devices connected to the GPU or FPGA 222 and configured to store and facilitate acceleration of graphics-related data. More specifically, the graphics memory block 224 may include one or more banks of devices configured as dynamic random access memory (DRAM) (e.g., synchronous DRAM (SDRAM) conforming with a double data rate (DDR) and/or graphics DDR (GDDR) standard (GDDR5, GDDR6, GDDR7)).

    [0036] FIG. 3 is a flowchart diagram of a method 300 of simulating a sport. Specifically, the method 300 represented in FIG. 3 may involve simulating the sport of pickleball. The method 300 may involve, for example, capturing, utilizing one or more sensors, a swing of a pickleball paddle, as shown at act 302. The sensors utilized to capture of the swing may include, for example, one or more of those sensors described previously in connection with FIGS. 1 and 2. When capturing the swing of the pickleball paddle, one or more attributes of the swing may be determined. For example, one or more of face speed, face angle of attack, face position, and face rotation of the pickleball paddle may be captured utilizing the one or more sensors. As a continuing example, one or more of handle speed, handle angle, and handle rotation of the pickleball paddle may be captured utilizing the one or more sensors.

    [0037] In some examples, the method 300 may further involve capturing other characteristics related to the swing of the pickleball paddle detectable to one or more sensors. For example, one or more of player movement, player position, player posture, movement of one or more skeletal joints or lines, position and/or orientation of one or more skeletal joints or lines at a time of the impact, and change of any of the foregoing over time may be captured. Capture of such other characteristics may improve subsequent analysis of the swing, trajectory of the pickleball, strategy employed in the context of the game, realism of the simulation of the sport of pickleball, or any combination or subcombination of these. Further, capture of such other characteristics may enable provision of additional feedback and recommendations about changes to technique, changes to strategy, selection of training exercises, or any combination or subcombination of these to improve player performance.

    [0038] An impact of the pickleball paddle with a physical pickleball may be detected or an impact of the pickleball paddle with a first virtual pickleball may be determined, as shown at act 304. For example, impact of the pickleball paddle with a physical pickleball may be detected may be detected utilizing one or more of the sensors discussed previously in connection with FIGS. 1 and 2. More specifically, an acoustic sensor may detect a sound of the pickleball paddle hitting the physical pickleball, images from an image sensor may be analyzed to determine when the pickleball paddle hits the physical pickleball, or multiple such inputs may be analyzed collectively. As another example, impact of the pickleball paddle with the first virtual pickleball may be determined by analyzing inputs from one or more of the sensors discussed previously in connection with FIGS. 1 and 2 with respect to a simulated trajectory of the first virtual pickleball. More specifically, the first virtual pickleball may be displayed on a display as travelling toward the player, such as, for example, responsive to a hit from a simulated opponent or from a human opponent using their own simulator. One or more sensors, such as, for example, those discussed previously in connection with FIGS. 1 and 2, may monitor the movement of at least the pickleball paddle of the player. At least the position of the pickleball paddle may be analyzed with respect to the trajectory of the first virtual pickleball to determine whether the pickleball paddle would make contact with the first virtual pickleball, given the positions of each.

    [0039] In examples where a sports simulator system is used to deliver a simulated sports experience to a player that is representative of play against another human opponent, not a virtual opponent, each of the player and opponent may be located within the play area of a respective sports simulator system. The two sports simulator systems may be operationally connected to one another, such as, for example, over a local area network (LAN), wide area network (WAN), and/or the Internet. Each sports simulator system may capture information about the performance of the player located within its respective play area and transmit such information to the other sports simulator system, such as, for example, in real time. The sports simulator systems may utilize the transmitted information to cause the display to display a representation of the other individual, whether player or opponent, enabling each to view their counterpart's play and better anticipate and respond to shots. For example, each sports simulator system may display a floating pickleball paddle representative of the position and orientation of the pickleball paddle captured by the other, may display a wireframe of a player holding a pickleball paddle representative of the position and orientation of the individual's body position and pickleball paddle captured by the other, or may display an avatar (e.g., a 3D model of a human body) of a player holding a pickleball paddle representative of the position and orientation of the individual's body position and pickleball paddle captured by the other. Such a configuration may better enable users to simulate the sport of pickleball in a manner representative of an actual game against another human opponent in real time. In some such situations, no physical pickleballs may be utilized, or physical pickleballs may only be used in limited circumstances, such as, for example, only when serving.

    [0040] The method 300 may further involve causing a display to display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball, as shown at act 306. In circumstances where a physical pickleball is used in connection with a simulated sports experience, the physical pickleball alone may not be usable because a substantial portion of the area of play may be virtualized. Thus, the system may show a second virtual pickleball to enable visualization of the complete trajectory responsive to the player hitting the physical pickleball with the pickleball paddle. In circumstances where a virtual pickleball is used in connection with the simulated sports experience, the first virtual pickleball may be utilized to simulate both the approach toward the player and the trajectory after the player hits the first virtual pickleball. In some examples, the first virtual pickleball may be shown continuously on the display. In other examples, the first virtual pickleball may temporarily not be shown on the display, such as, for example, when the simulated position of the first virtual pickleball is outside the displayed, virtualized play area and inside the physical play area where the player is located. In some such examples, the trajectory of the first virtual pickleball may continue to be represented, at least partially, within the physical space. For example, the position of the first virtual pickleball may be projected onto a floor of the physical space (or otherwise displayed, such as, for example, on a display located underneath the player in or under the floor) to enable a player to track the first virtual pickleball with respect to the width and depth of the play area, if perhaps not the vertical space of the play area.

    [0041] Before displaying the trajectory of the first or second virtual pickleball, the trajectory may be determined in some examples. For example, the trajectory of the first or second virtual pickleball may be determined utilizing one or more of flight trajectory, flight path, travel distance, flight speed, flight velocity, launch angle, flight acceleration, position on impact, deformation, and spin of the first virtual pickleball or of the second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or determining the impact of the pickleball paddle with the first virtual pickleball. More specifically, one or more processors may be utilized to calculate characteristics of the trajectory of the first or second virtual pickleball responsive to receiving or determining characteristics of the player's hit of the physical pickleball or first virtual pickleball utilizing the pickleball paddle. Once the trajectory is determined, the system may cause the display to show the trajectory of the first or second virtual pickleball, such as, for example, by showing the first or second virtual pickleball following the trajectory or by showing the complete arc of the trajectory within the virtual play area.

    [0042] In examples where determining the trajectory of the second virtual pickleball involves determining the spin of the second virtual pickleball, and where a physical pickleball is used for input, determining spin may be done, for example, responsive to detecting a change in one or more of a position of one or more holes of the physical pickleball, a shape of the physical pickleball on impact, a position of one or more scuff marks on the physical pickleball, a position of one or more discolorations on the physical pickleball, and a position of one or more logos on the physical pickleball. For example, image frames taken at different times, each showing the physical pickleball in a different position and optionally orientation, may be analyzed to determine whether the physical pickleball is spinning responsive to being hit and, if so, how much. More specifically, features of the physical pickleball, such as, for example, holes therein, markings thereon, or shape thereof, may be analyzed to determine whether there is a change in relative position between image frames. Based on the change in position of such features, change in shape of the physical pickleball, and the known time between frame captures, the spin of the physical pickleball may be determined.

    [0043] In some examples, sports simulator systems may be utilized to simulate only a portion of a game. For example, a sports simulator system simulating the sport of pickleball may be configured to simulate a single shot by a player. Simulating a single shot at a time may assist the player in developing specialized skills, such as, for example, serving, making drop shots, making drive shots, making approach shots, volleying, or any other single shot that a pickleball player may want to make during play.

    [0044] In other examples, sports simulator systems may be utilized to simulate larger portions of a game, entire games, or multiple games (e.g., in connection with a tournament). For example, a sports simulator system simulating the sport of pickleball may be configured to simulate multiple hits between the player and an opponent (virtual or human using their own sports simulator), a complete point between the player and an opponent, a complete game between the player and an opponent, and/or a series of games between the player and one or more opponents. To facilitate such a more extended simulation, the display may display a trajectory of a return shot of the first virtual pickleball or the second virtual pickleball.

    [0045] In some examples, the trajectory of the return shot may be kept at least substantially constant. More specifically, the speed, height, spin, or any combination of these or other characteristics of the trajectory of the first or second virtual pickleball may be kept at least substantially constant. Such consistency may assist a player in training to respond well to a specific, common situation, such as, for example, returning a serve, returning a drop shot, returning a drive shot, returning an approach shot, returning a volley, or returning any other shot that a pickleball player may receive during play. In other examples, the trajectory of the return shot may vary from shot to shot, which may provide a more realistic simulation of a game against a human opponent. More specifically, one or more of speed, height, spin, and trajectory of the first virtual pickleball or the second virtual pickleball may be varied when causing the display to display the trajectory of the return shot. Successive shots and returns may be detected, simulated, and displayed, which may enable simulation of a portion or an entirety of a game of pickleball.

    [0046] In some examples, the display may be caused to display captured video footage of player performance. For example, one or more sensors of the sports simulator system may be capable of capturing video footage of the player during play, which video footage may be stored by the system. The system may replay the video footage, which may facilitate more accurate review of player performance and provision of feedback to improve performance. Replay may be provided on demand, such as, for example, responsive to user input requesting video playback, or at predetermined triggers, such as, for example, after a shot is made, after a point is completed, after a game is completed, when a shot that is optimal or near-optimal is made (e.g., within 5% of optimal, within 10% of optimal), or when a shot that is unusually poor is made (e.g., worse than average performance by more than 50%, worse than average performance by more than 75%). In some examples, the captured video footage may be annotated or user input to annotate the captured video footage may be accepted. For example, a human coach may provide annotations (e.g., suggestions to improve performance), a virtual coach (e.g., one trained utilizing machine learning and/or artificial intelligence) may automatically provide annotations (e.g., suggestions to improve performance), or any user with permissions to access the given player's footage may provide annotations (e.g., encouragement, congratulations, suggestions to improve performance).

    [0047] In some examples, feedback regarding player performance may be provided. For example, the sport simulator system may be utilized to provide feedback to a user about their performance, including via video playback and/or annotation as discussed above. As other examples, feedback may be provided by reproducing audio feedback, displaying text, showing video content other than footage of player performance, or reproducing other audio, visual, and/or audiovisual content. Such feedback may be generated from input from a human other than the user (e.g., a coach, a fellow player with permissions), automatically by the system (e.g., a virtual coach, a virtual coach driven by machine learning, a virtual coach driven by artificial intelligence), or by the user themselves.

    [0048] In some examples, the display may be caused to display a player performance skill ranking. For example, the player may be assigned a skill ranking according to one or more skill ranking systems, such as, for example, the UTR-P rating system. The skill ranking may be assigned, for example, automatically by the sport simulator system based on analysis of captured and/or otherwise input player performance or manually by a human providing input to the sport simulator system (e.g., after reviewing captured and/or otherwise observed player performance).

    [0049] In some examples, the display may be caused to display recommended training exercises to improve player performance. For example, the display may reproduce text, audio, video, or other audio, visual, and/or audiovisual content with recommendations for training exercises that the player may perform to improve performance. More specifically, the display may show, for example, a list of training exercises for completion by the player, a video demonstrating training exercises for completion by the player, or other content providing recommendations to assist the player in improving their game.

    [0050] Methods, systems, and software within the scope of this disclosure may enable simulation of pickleball. Simulation in accordance with this disclosure may involve, for example, simulating the flight of a pickleball responsive to detected or simulated impact between a pickleball paddle as swung by a player and a physical or virtual pickleball. Resulting simulated behavior may be displayed, which may enable simulated play of and/or training for pickleball. In some examples, recommended behaviors, training actions, or strategies may be displayed to enable a player to improve their performance.

    [0051] Additional nonlimiting examples within the scope of this disclosure include:

    [0052] Example 1: A method of simulating a sport, comprising: capturing, utilizing one or more sensors, a swing of a pickleball paddle; detecting an impact of the pickleball paddle with a physical pickleball or determining an impact of the pickleball paddle with a first virtual pickleball; and causing a display to display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball.

    [0053] Example 2: The method of Example 1, wherein capturing the swing of the pickleball paddle comprises capturing one or more of face speed, face angle of attack, face position, and face rotation of the pickleball paddle.

    [0054] Example 3: The method of Example 1 or Example 2, wherein capturing the swing of the pickleball paddle comprises capturing one or more of handle speed, handle angle, and handle rotation of the pickleball paddle.

    [0055] Example 4: The method of any one of Examples 1 through 3, further comprising capturing one or more of player movement, player position, player posture, movement of one or more skeletal joints or lines, position and/or orientation of one or more skeletal joints or lines at a time of the impact, and change of any of the foregoing over time.

    [0056] Example 5: The method of any one of Examples 1 through 4, further comprising determining one or more of flight trajectory, flight path, travel distance, flight speed, flight velocity, launch angle, flight acceleration, position on impact, deformation, and spin of the first virtual pickleball or of the second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or determining the impact of the pickleball paddle with the first virtual pickleball.

    [0057] Example 6: The method of Example 5, wherein determining spin of the second virtual pickleball comprises determining spin responsive to detecting a change in one or more of a position of one or more holes of the physical pickleball, a shape of the physical pickleball on impact, a position of one or more scuff marks on the physical pickleball, a position of one or more discolorations on the physical pickleball, and a position of one or more logos on the physical pickleball.

    [0058] Example 7: The method of any one of Examples 1 through 6, further comprising causing the display to display a trajectory of a return shot of the first virtual pickleball or the second virtual pickleball.

    [0059] Example 8: The method of Example 7, further comprising varying one or more of speed, height, spin, and trajectory of the first virtual pickleball or the second virtual pickleball when causing the display to display the trajectory of the return shot.

    [0060] Example 9: The method of any one of Examples 1 through 8, further comprising causing the display to display captured video footage of player performance.

    [0061] Example 10: The method of Example 9, further comprising annotating the captured video footage or accepting user input to annotate the captured video footage.

    [0062] Example 11: The method of any one of Examples 1 through 10, further comprising providing feedback regarding player performance.

    [0063] Example 12: The method of Example 11, wherein providing the feedback comprises reproducing audio feedback.

    [0064] Example 13: The method of any one of Examples 1 through 12, further comprising causing the display to display a player performance skill ranking.

    [0065] Example 14: The method of any one of Examples 1 through 13, further comprising causing the display to display recommended training exercises to improve player performance.

    [0066] Example 15: A computer-readable storage medium storing instructions that, when executed by a processor, cause the processor to: capture, utilizing one or more sensors, a swing of a pickleball paddle; detect an impact of the pickleball paddle with a physical pickleball or determine an impact of the pickleball paddle with a first virtual pickleball; and cause a display to display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball.

    [0067] Example 16: The computer-readable storage medium of Example 15, wherein the computer-readable storage medium further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of face speed, face angle of attack, face position, and face rotation of the pickleball paddle.

    [0068] Example 17: The computer-readable storage medium of Example 15 or Example 16, wherein the computer-readable storage medium further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of handle speed, handle angle, and handle rotation of the pickleball paddle.

    [0069] Example 18: A system, comprising: one or more sensors; a display; and a computer comprising a memory device and a processor, the memory device storing instructions that, when executed by the processor, cause the processor to: capture, utilizing one or more sensors, a swing of a pickleball paddle; detect an impact of the pickleball paddle with a physical pickleball or determine an impact of the pickleball paddle with a first virtual pickleball; and cause a display to display a trajectory of a second virtual pickleball responsive to detecting the impact of the pickleball paddle with the physical pickleball or of the first virtual pickleball responsive to determining the impact of the pickleball paddle with the first virtual pickleball.

    [0070] Example 19: The system of Example 18, wherein the memory device further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of face speed, face angle of attack, face position, and face rotation of the pickleball paddle.

    [0071] Example 20: The system of Example 18 or Example 19, wherein the memory device further stores instructions that, when executed by the processor cause the processor to: capture the swing of the pickleball paddle by capturing one or more of handle speed, handle angle, and handle rotation of the pickleball paddle.

    [0072] While certain illustrative examples have been described in connection with the figures, those of ordinary skill in the art will recognize and appreciate that the scope of this disclosure is not limited to those examples explicitly shown and described in this disclosure. Rather, many additions, deletions, and modifications to the examples described in this disclosure may be made to produce other examples within the scope of this disclosure, such as those specifically claimed, including legal equivalents. In addition, features from one disclosed example may be combined with features of another disclosed example while still being within the scope of this disclosure.