U.S. patent application number 11/045864 was filed with the patent office on 2005-08-25 for apparatus and method designed for the detection, location and velocity of impacts for sports game feedback on player accuracy.
This patent application is currently assigned to BlackSound Sports, Inc.. Invention is credited to Gorman, Michael R., Ziola, Steven M..
Application Number | 20050187036 11/045864 |
Document ID | / |
Family ID | 34863842 |
Filed Date | 2005-08-25 |
United States Patent
Application |
20050187036 |
Kind Code |
A1 |
Ziola, Steven M. ; et
al. |
August 25, 2005 |
Apparatus and method designed for the detection, location and
velocity of impacts for sports game feedback on player accuracy
Abstract
Methods, systems and apparatus for detecting sports object
impact location detection and object velocity are provided.
Integrated game systems for simulating sports for use as player and
coaching aids are also provided.
Inventors: |
Ziola, Steven M.;
(Littleton, CO) ; Gorman, Michael R.; (Englewood,
CO) |
Correspondence
Address: |
QUINE INTELLECTUAL PROPERTY LAW GROUP, P.C.
P O BOX 458
ALAMEDA
CA
94501
US
|
Assignee: |
BlackSound Sports, Inc.
Greenwood Village
CO
|
Family ID: |
34863842 |
Appl. No.: |
11/045864 |
Filed: |
January 28, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60540582 |
Jan 29, 2004 |
|
|
|
Current U.S.
Class: |
473/372 |
Current CPC
Class: |
A63B 69/0026 20130101;
A63B 63/00 20130101; A63B 2024/0012 20130101; A63B 2024/0043
20130101; A63B 2069/0006 20130101; A63B 2220/53 20130101; A63B
2243/007 20130101; A63B 71/06 20130101; A63B 2225/50 20130101; A63B
69/0002 20130101; A63B 2244/15 20130101; A63B 2220/40 20130101;
A63B 2102/182 20151001; A63B 2243/0025 20130101; A63B 2102/24
20151001; A63B 2102/18 20151001 |
Class at
Publication: |
473/372 |
International
Class: |
A63B 069/36 |
Claims
What is claimed is:
1. A sport equipment apparatus, comprising: an impact surface; an
impact surface frame that supports the impact surface; one or more
impact detection sensor or sensors operably mounted on or proximal
to the impact surface or impact surface frame; and, a location
and/or velocity measurement module that correlates data from the
impact detection sensor to: velocity of an object detected by the
sensor, detection of an object impacting the surface by the sensor,
detection of a location of an object striking the impact surface by
the sensor, or a combination thereof.
2. The apparatus of claim 1, wherein the impact surface comprises
an impact plate attached to the impact surface frame to hold the
impact surface upright.
3. The apparatus of claim 2, wherein the impact detection sensor or
sensors are glued or mechanically fastened to the impact plate.
4. The apparatus of claim 1, wherein the impact surface comprises a
sound deadening material.
5. The apparatus of claim 4, wherein the sound deadining material
comprises foam glued to the impact plate.
6. The apparatus of claim 1, the impact detection sensor or sensors
comprising: a piezoelectric element or strain gage apparatus that
converts a mechanical sound wave, pressure wave or mechanical
strain field into an electrical analog signal, wherein the sensor
or sensors are acoustically or mechanically operably coupled to the
impact plate.
7. The apparatus of claim 1, the location and/or velocity
measurement module comprising: an amplifier that amplifies a signal
from the impact sensor or sensors, highpass and lowpass filtering
electronics to filter the signal, an analog-to-digital converter
that converts an analog signal from the sensor or sensors into
digital data, and software that analyzes the digital data.
8. The apparatus of claim 7, wherein the apparatus comprises a user
viewable display coupled to the location and/or velocity
measurement module, which display, during operation of the
apparatus, displays the digital data, a user-viewable
transformation of the digital data, or an analysis of the digital
data.
9. The apparatus of claim 7, wherein the module determines an
object arrival time, calculates object impact location, and
correlates energy of the signal from the sensor or sensors to
velocity of an object impact.
10. The apparatus of claim 1, comprising a game system, and game
and training software that provides results to a user, which
results are determined from the data.
11. The apparatus of claim 1, comprising training and/or game
software, a microprocessor that executes commands from the
software, and a display that displays user-viewable outputs from
the software, wherein the software accepts digital data from the
location and/or velocity measurement module and provides training
and game information, based on the digital data, via the
display.
12. The apparatus of claim 11, wherein the training and/or game
software determines a target location for a user to pitch at,
analyzes object impact location data in relation to the target
location, and determines one or more of: whether the target
location was hit, whether the object impact corresponds to a ball
or strike, or whether there is an error in the impact location;
and, stores the object impact location data.
13. The apparatus of claim 12, wherein the game software analyzes
the location data, determines whether the the object impact
corresponds to a ball or a strike and, in the event of a strike,
where the object impact within the strike zone, or in the event of
a ball where the object impact is relative to the strike zone, and
determines a game situation based on the object impact
location.
14. The apparatus of claim 1, wherein the apparatus is battery
operated.
15. The apparatus of claim 1, wherein the apparatus comprises a
radar gun that measures velocity of the object.
16. A method of monitoring sport object impact detection, location
and/or velocity, the method comprising: detecting a mechanical
sound wave, pressure wave or mechanical strain field resulting from
impact of the object on a target impact surface; converting the
mechanical sound wave, pressure wave or mechanical strain field
into an electrical signal; and, converting the electrical signal
into one or more measurement of impact location and/or velocity of
the impact.
17. The method of claim 16, wherein the object is a ball, disk, or
puck.
18. The method of claim 16, wherein the mechanical sound wave,
pressure wave or mechanical strain field is detected by one or more
sensor or sensors that are mechanically or acoustically coupled to
the target impact surface.
19. The method of claim 16, further comprising correlating
mechanical sound wave, pressure wave or mechanical strain field
data to velocity, impact detection or location of the sport object
striking the target impact surface.
20. The method of claim 16, further comprising determining a target
location on the target impact surface to pitch the sport object at,
and analyzing object impact location data for impact of the sport
object against the target impact surface, to determine whether an
object impact is a ball or strike, and/or if the target location
was hit, thereby determining accuracy of the pitch.
21. The method of claim 20, comprising displaying the target impact
location data and one or more difference between object impact
location data and the target location.
22. The method of claim 20, comprising storing the impact location
or velocity data.
23. The method of claim 20, comprising displaying pitch accuracy
information to a user, storing the pitch accuracy information,
rating the player's performance or performance change over time,
assigning one or more player rating to the player based upon the
pitch accuracy information and displaying or printing the pitch
accuracy information or player rating.
24. The method of claim 16, comprising transmitting the measurement
of impact location and/or velocity to a microprocessor.
25. The method of claim 24, wherein the transmission is a wired or
wireless transmission.
Description
CROSS-REFERENCES TO RELATED APPLICATIONS
[0001] This application is a non-provisional of U.S. Ser. No.
60/540,582, filed Jan. 29, 2004, entitled "DEVICE AND METHOD
DESIGNED FOR THE DETECTION, LOCATION AND VELOCITY OF IMPACTS FOR
SPORTS GAME FEEDBACK ON PLAYER ACCURACY" by Steven M. Ziola and
Michael R. Gorman. The subject application claims priority to and
benefit of 60/540,582, which is incorporated herein by reference
for all purposes.
FIELD OF THE INVENTION
[0002] The invention is in the field of sports object impact
detection, location and velocity measurement for use in sports
games benefiting from feedback on participant accuracy and training
progress.
BACKGROUND OF THE INVENTION
[0003] Many sports games rely on a player accurately throwing,
hitting, kicking, shooting or otherwise moving objects such as
baseballs, footballs, soccer balls, basketballs, hockey pucks, golf
balls, Frisbees.TM., arrows, darts, etc. A variety of sport aids
that help train the player to more accurately and powerfully move
(hit, kick, throw, etc.) objects during a game now exist. For
example, some sports aids automatically feed back object location
information during training to provide a player with information
about their performance. This information is useful in improving a
player's skill level.
[0004] Most sports aids that relate to moving objects do not
provide the player with electronically storable feedback data on
their performance. For example, in baseball, strike zones are
painted onto nets or tarps, which are then hung on a fence or
frame. The pitcher throws at the tarp or net and visually
determines if the target was hit. In hockey training, the player
hits into a net, usually with no goalie in the net. A system that
could be placed in the net, and which could decide where the puck
hits in the net and/or whether a resulting goal is likely to be
allowed would significantly aid in improving performance.
[0005] The present invention overcomes the limitations of prior art
sport aids by providing methods and systems/apparatus that
automatically detect, locate and/or determine velocity of thrown,
hit, kicked or otherwise propelled objects. The methods, systems
and apparatus can include an ability to electronically store,
analyze and/or recall this data, which is used to assist in
training a player and/or to simulate a game.
SUMMARY OF THE INVENTION
[0006] Apparatus, systems and methods for detecting the impact,
location and velocity of a pitched, hit or otherwise propelled
sports object (ball, puck, disk, etc.) and electronically storing
the results for feedback are provided. In the apparatus, systems
and methods of the invention, a target such as a plate, net or tarp
is impacted with a propelled object such as a ball (or puck or
other sports object). Sensors are arrayed on the target (plate,
net, tarp, etc.) and the sound wave or force created by the impact
of the ball or puck is detected by the sensors. The location of the
impact is determined by measuring arrival times of a solid wave at
various sensors (or load or strain differential at the sensors).
Velocity is determined by measuring energy detected by the sensors,
and correlating the energy to velocity (and/or through an
incorporated radar gun). These systems, apparatus and methods are
distinct from prior art systems, apparatus and methods that used
tarps or nets with targets painted on them and, typically, an
observer, to determine the player's accuracy. The present
apparatus, systems and methods provide feedback to the player,
which can be stored in digital format, for later review and
analysis.
[0007] Accordingly, in a first aspect, the invention provides a
sport equipment apparatus. The apparatus includes an impact
surface, an impact surface frame that supports the impact surface,
and one or more impact detection sensor or sensors operably mounted
on or proximal to the impact surface or impact surface frame. A
location and/or velocity measurement module correlates data from
the impact detection sensor to one or more of: velocity of an
object detected by the sensor, detection of an object impacting the
surface by the sensor, detection of a location of an object
striking the impact surface by the sensor, or a combination
thereof.
[0008] The impact surface can include any of a variety of forms,
e.g., an impact plate attached to the impact surface frame to hold
the impact surface upright (as compared to being horizontal-the
impact surface can be fully upright (vertical), or can be partially
upright). The impact surface can include a sound deadening material
such as a foam laminate (e.g., neoprene or rubber). The impact
detection sensor or sensors can be, e.g., glued or mechanically
fastened to the impact plate. The sensor or sensors can include,
e.g., a piezoelectric element or strain gage device that converts a
mechanical sound wave, pressure wave or mechanical strain field
into an electrical analog signal, with the sensor or sensors being
acoustically or mechanically coupled to the impact plate.
[0009] The location and/or velocity measurement module can include,
e.g., an amplifier that amplifies a signal from the impact sensor
or sensors, highpass and lowpass filtering electronics to filter
the signal, an analog-to-digital converter that converts an analog
signal from the sensor or sensors into digital data, and software
that analyzes the digital data. The apparatus can also include a
user viewable display coupled to the location and/or velocity
measurement module, that, during operation of the apparatus,
displays the digital data, a user-viewable transformation of the
digital data, or an analysis of the digital data. Typically, the
module determines an object arrival time, calculates object impact
location, and correlates energy of the signal from the sensor or
sensors to velocity of an object impact. An auxiliary radar gun can
also be incorporated for velocity determination or confirmation,
with the information from the radar gun being assessed by the
module, along with the object impact information.
[0010] The apparatus optionally includes a game system, and/or game
and/or training software that provides results, determined from the
data, to a user. Typically, a microprocessor executes commands from
the software, and a display displays user-viewable outputs from the
software, which, in turn, accepts digital data from the location
and/or velocity measurement module and provides training and game
information, based on the digital data, via the display.
Optionally, the training and/or game software determines a target
location for a user to pitch at, analyzes object impact location
data in relation to the target location, and determines whether the
target location was hit, whether the object impact corresponds to a
ball or strike, or whether there is an error in the impact
location, and stores the object impact location data. For example,
the game software optionally analyzes the location data, determines
whether the object impact corresponds to a ball or a strike and, in
the event of a strike, where the object impacts within the strike
zone, or in the event of a ball, where the object impact is
relative to the strike zone, and determines a game situation based
on the object impact location.
[0011] The apparatus can be incorporated into a gym, an arcade, or
can be a stand alone and/or portable apparatus. The apparatus can
be battery powered (which is advantageous especially in stand alone
portable field-use embodiments), or can be powered conventionally
(which is advantageous in gyms, arcades or other permanent or
semi-permanent installations).
[0012] A variety of related methods are also within the scope of
the invention. In a first method, a method of monitoring sport
object (e.g., ball, disk, arrow or puck) impact detection, location
and/or velocity is provided. The method includes detecting a
mechanical sound wave, pressure wave or mechanical strain field
resulting from impact of the object on a target impact surface,
converting the mechanical sound wave, pressure wave or mechanical
strain field into an electrical signal, and converting the
electrical signal into one or more measurement of impact location
and/or velocity of the impact. The mechanical sound wave, pressure
wave or mechanical strain field is typically detected by one or
more sensor or sensors that are mechanically or acoustically
coupled to the target impact surface. Mechanical sound wave,
pressure wave or mechanical strain field data is optionally
correlated to velocity, impact detection or location of the sport
object striking the target impact surface.
[0013] Optionally, the methods can include determining a target
location on the target impact surface to pitch (or hit, kick,
shoot, etc.) the sport object at, and analyzing object impact
location data for impact of the sport object against the target
impact surface, to determine whether an object impact is within the
target zone. For example, in the context of baseball, the system
can determine whether a pitch is a ball or strike, and/or if the
target location was hit, thereby determining accuracy of the pitch.
The target impact location data and one or more difference between
object impact location data and the target location can be
displayed to the user (or to a coach, a second player, or another
observer). The impact location data can be stored for future
reference and/or analysis. Pitch accuracy information can be
displayed to a user (the player, coach, or other observer), stored,
a player's performance or performance change over time rated, etc.
One or more player rating can be assigned to the player based upon
the pitch accuracy information and displayed or printed along with
the pitch accuracy information or player's overall comparative
rating. The measurement of impact location and/or velocity can be
transmitted (via any standard linkage, e.g., wired or wireless
transmission) to a microprocessor for analysis, display, storage,
etc.
BRIEF DESCRIPTION ON THE FIGURES
[0014] FIG. 1, Panels A and B are a schematic drawing of a plate
and frame with sensors. Panel A shows an example apparatus; Panel B
includes an optional sound dampening plate.
[0015] FIG. 2 is a block diagram of electronic hardware and
operation.
[0016] FIG. 3 is a software flow chart of system operation.
[0017] FIG. 4 is the flow chart of training software.
[0018] FIG. 5 is an example of training software display.
[0019] FIG. 6 is a flow chart of game software.
[0020] FIG. 7 is an example of a game software display.
[0021] FIG. 8 is an example of batter statistics for a strike
zone.
DETAILED DISCUSSION
[0022] The invention provides a new approach to impact detection
and impact location of baseballs and other sports equipment. The
apparatus and methods relating to their use allow one or more
player(s) to pitch baseballs or other sports equipment at the
apparatus, and to have the apparatus determine if the pitch was a
ball or strike, where it was located within the designated strike
zone, and to electronically store the data, pitch-by-pitch, for
later review by the player, coach, or other interested persons, or
to print the data in a hard copy format. Similarly, other sports
equipment can be propelled (thrown, hit, kicked, etc.) by the
appropriate means into contact with the apparatus for essentially
the same purpose.
[0023] The following provides a description of apparatus (and or
systems, e.g., that comprise the apparatus) and related methods
designed to locate the impact of balls, pucks and other sports
equipment used in games, on an instrumented plate or surface.
Although often discussed in terms of baseball for convenience, it
will be recognized that softballs, hockey pucks, soccer balls,
footballs, Frisbees.TM., disks, arrows and a wide variety of other
sports equipment can be used with the apparatus/systems in
essentially the same way.
[0024] In one class of embodiments, the invention provides an
impact target such as a plate for the player to throw objects such
as baseballs against. In one example, the apparatus comprises a
flat plate with piezoelectric transducers acoustically coupled to
the plate. The plate is mounted into a frame, which holds the plate
vertically. When the plate is impacted by a ball, a sound wave
propagates along the plate to the sensors, and the surface
displacement of the plate due to the wave excites the transducers.
Gain and filter electronics are used to amplify and filter the
analog signal from the sensors. Analog threshold circuitry is then
used to detect the arrival of the waves at each transducer, and a
clock measures the difference in arrival times of the wave at the
transducers, or the analog signal is digitized and stored using an
analog-to-digital converter, and a microprocessor. The digitized
signals are then analyzed to determine when the wave arrived at
each sensor. These arrival times are then transferred to a
computer, via either cable or wireless transfer. Software on the
computer then calculates the location of the impact based on the
differences in the arrival times and the velocity of the waves in
the plate. Software then displays the location on a video screen or
similar apparatus.
[0025] A variety of sensors can be used to detect and locate the
impact. These can be acoustic microphones arrayed near the plate,
net or tarp, accelerometers arrayed on the plate, strain gages
arrayed on the plate, or other sensors that will detect either the
propagating sound wave in the air or plate, or changes in stress,
strain or load levels of the plate.
[0026] Software can compare the location of the pitch with a
location requested by the computer. The player gets feedback on
accuracy during the training session. All pitch data, such as
location and velocity information, are displayed and stored on the
computer for later review and analysis.
[0027] In one example, a baseball game is simulated by inputting
batter statistics, such as batting average, slugging percentage and
on base percentage, e.g., for nine batters. The player then pitches
to the apparatus, which determines the location of the pitch. Based
on the pitch location and batter statistics, the software
determines if the player hit the ball or not. Base runner
positions, pitch count, number of outs, number of innings played,
score, etc, can be kept track of in the computer, based on pitch
location. At the end of the game, a box score can be printed, and
the pitching and game statistics saved and added to year-to-date
pitching statistics.
[0028] The apparatus can similarly be configured for such sports as
hockey, where a player can shoot the puck at the apparatus, and
have the location of the shot recorded and shown. Any sports game
that involved a player moving a sports object (e.g., ball, puck,
disk, arrow, etc.) can be treated in an essentially similar
fashion, to determine the velocity and accuracy of any pitched,
hit, thrown, kicked, shot or otherwise player-propelled object.
[0029] Current pitching systems use targets either painted or sewn
onto mats, tarps or nets. The tarp or net is hung from a fence or
frame. The pitcher throws at the target, and then looks to
determine with their own vision if the pitch was a ball or strike.
The player has no opportunity to review past performance and see if
progress is being made, unless the results are manually written
down. The same is true in hockey and other ball and stick or ball
sports. In this invention, in contrast, the location of the pitch
is determined by detecting the impact using sensors. The output of
the sensors can be used to locate the impact of the baseball. Once
the location of the baseball impact is known, software determines
if the pitch was a ball or a strike. This data is then recorded and
saved in electronic digital format, allowing the player to monitor
performance.
[0030] Training software has also been written that tells the
pitcher what area of the strike zone to pitch to. The apparatus
then monitors the location of the pitch, and compares the actual
pitch location to the location requested by the software. Pitch
location accuracy is calculated, and this information displayed on
a pitch-by-pitch basis. Other statistical parameters are measured
and stored, such as pitch count, pitch accuracy versus pitch
velocity, the number of times the requested zone was hit, balls and
strikes, etc.
[0031] Similarly, game software has been written that uses the
input of the pitch location to simulate a game. Statistics for a
batter, such as batting average, slugging percentage and on base
percentage, is input into the software. From this, the software can
be programmed to determine if the batter hit the ball, got a hit,
made an out, scored a run, etc. A similar approach can be used in
hockey, where the software can determine if a goal has been scored,
based on a goal tenders statistics and tendencies. At the end of
the game, a box score of the game can be printed out, as well as
the pitchers statistics, such as ERA, W-L, etc, and these added to
the pitchers year-to-date statistics. Realistic situations can be
visually presented by projecting images on the plate of catchers
and batters if the plate is opaque, or a video screen behind the
plate if the plate is clear.
[0032] A system was built and tested to confirm that the apparatus
would detect and locate the impact from baseballs, softballs or
other sports equipment. Software was written to automate the
detection and location and storage of the data to a computer in an
electronic digital format. All impacts were quickly computed,
displayed and digitally stored, for a coach or player to review, on
a computer.
DESCRIPTION OF EXAMPLE EMBODIMENTS
[0033] FIGS. 1A, 1B and 2 provide an example apparatus of the
invention. The apparatus is comprised of impact plate 1, impact
plate frame 2, piezoelectric (or other, e.g., acoustic or strain
gauge) sensors 3, target 4, filtering and gain electronics 5,
arrival time detection circuitry 6, location/velocity
microprocessor 7, radar gun 8, hardware cables or wireless data
transfer electronics 9, game system 10, computer or microprocessor
11, and game display 12. In this example, location and velocity
measurement module 13 comprises filtering and gain electronics 5,
arrival time detection circuitry 6, location/velocity
microprocessor 7, and, optionally, radar gun 8 and hardware cables
or wireless data transfer electronics 9. Optional foam sheet 14
(typically comprising foam rubber, neoprene, or the like) is
schematically illustrated in 1B; in use, sheet 14 is fastened
(e.g., glued or mechanically fastened) to impact plate 2 and/or
impact plate 1.
[0034] When in use, a player throws a baseball or other sports
object at impact plate 1, which has target 4 painted, projected on
or attached to it. Impact plate 1 is held vertically in place by
impact plate frame 2. When the ball or other sports object impacts
impact plate 1, a sound wave (mechanical strain waves in a solid)
propagates through impact plate 1 to, in one example, piezoelectric
sensors 3. Piezoelectric sensors 3 convert the mechanical
displacement of the sound wave to a voltage output. The voltage
signal is amplified and filtered using filtering and gain
electronics 5. The signal(s) is/are then either digitized and
stored using A/D converters or the arrival times are detected using
threshold crossing analog circuitry and counters in arrival time
electronics 6. Location/velocity microprocessor 7 is programmed to
analyze digital data to determine arrival times of sound waves at
the sensors and peak amplitude and energy of the signals.
Microprocessor 7 then stores the arrival times, peak amplitude and
energy in memory (and/or in an appropriate computer readable medium
such as a floppy disk, hard drive or CD-ROM). Location of the
impact is calculated by triangulation or lookup table software
running on location/velocity microprocessor 7 using difference in
the arrival times of the sound waves at sensors 3. The velocity is
determined either by software running on the location/velocity
microprocessor 7 by correlating the peak amplitude and the energy
(or energy related quantities) of the signal with the impact
velocity, and/or by automatically reading an integrated radar gun
8. In the illustrated example, location and velocity measurement
module 13 collectively comprises electronics 5, arrival time
detection circuitry 6, and location/velocity microprocessor 7.
Module 13 can also be considered, in alternate aspects, to include
radar gun 8, and/or transfer electronics 9. Module 13 can consist
of a single appliance that includes the relevant elements noted
herein, or can consist of multiple appliances.
[0035] In portable embodiments, power source 15 typically comprises
a battery, while in fixed applications, power source 15 typically
comprises a conventional AC power source. Optionally, power source
15 can include provisions for either battery or AC power, along
with an automatic or user-selectable switching mechanism for
selecting or switching between AC and battery power, and/or
charging the battery.
[0036] Location and velocity information is transferred to the game
system 10, typically via either hardware cable or wireless data
transfer electronics 9. Game system 10 receives location and
velocity data from microprocessor 7. Game system 10 uses the
location and velocity data as inputs for training and game
software. Calculations for the games are performed on the computer
or microprocessor 11, and results are displayed on game display
12.
[0037] FIG. 1b shows the apparatus with optional foam sound
dampening sheet 14. Sheet 14 is attached, typically either
mechanically or adhesively to impact plate frame 2. Impact plate 1
is then attached, typically either mechanically or adhesively, to
the sheet 14 (or through sheet 14 to frame 2). Alternately, sheet
14 can be attached to plate 1 and then the resulting laminate
fastened to frame 2. Sheet 14 provides structural support to impact
plate 1 and sound dampening upon object impact (e.g., a ball
hitting impact plate 1). The thickness of sheet 14 is typically 0.5
to 1 inch thick, and typically covers the entire back of the impact
plate 1. Sheet 14 can comprise a single layer of material (e.g.,
foam) or can comprise laminated layers of material. Contact
adhesive is typically used to adhere sheet 14 to impact plate 1 and
to impact plate frame 2.
[0038] The above description uses an example of piezoelectric
sensors either mechanically attached or glued to the impact plate
to detect the sound wave in the impact plate. These can be, e.g.,
ceramic crystal or thin film piezoelectric sensors. The location of
the impact can also be performed by placing acoustic microphones
near the impact plate, and detecting sound propagating through the
air as a result of object impact. Strain gages, fiber optics or
load cell sensors can similarly be used to detect the strain or
load variation in the impact plate, and these variations are also
used to calculate the impact location and velocity.
[0039] The impact plate material should be a material that is
resistant to impact damage, but that can still support a sound wave
in the material. A material such as clear polycarbonate works well
for both applications. Other materials, such as plywood, will work,
but tend to degrade over time. Very hard rubber, ultra-high
molecular weight plastics and other such materials can also be
used.
[0040] To perform 2-dimensional (planar) source location, a minimum
of three sensors are used, arrayed around the target area. More
sensors can be used to increase location and velocity measurement
accuracy.
[0041] Typical frequencies encountered in impact detection are in
the range of 20 kHz to 100 kHz, and filtering and gain electronics
5 should be designed for this frequency range. Highpass filtering
below this frequency range eliminates noise from sonic acoustic
sources, such as clapping, yelling and other loud noises, while
lowpass filtering above this frequency range eliminates noise from
higher frequencies, such as radio stations. Signal amplification by
filtering and gain electronics 5 is typically in the range of 20 to
60 dB.
[0042] Arrival time detection can be performed by either digitizing
signals from sensors 3 (a typical digitization rate of 500 kHz is
used for the signals from the impact plate) and then programming
location and velocity microprocessor 7 to analyze the signals for a
first detectable arrival of the signal, or by using analog
threshold crossing circuitry to detect the arrival of the wave. The
threshold crossing circuitry sends a trigger signal to start a
counter for each channel, the counters being clocked at a known
rate. Typical clock rates would be 1 MHz to 10 MHz, depending on
the location accuracy desired. The number of counts for each
arrival time at each sensor is then used to determine the location
of the impact.
[0043] Sound absorbing material, such as soft rubber, can be
mounted or glued on the back of impact plate 1 so that it is
between the impact plate and frame 2 to reduce the sound of the
impact from the baseball or other sports object on the impact
plate. Gluing appropriate durometer rubbers and foam over the back
or front of the impact plate reduces unwanted noise and stiffens
the impact plate to enhance durability as well.
[0044] Target 4 can be painted, silk-screened, drawn, projected,
etc., on either the front of impact plate 1, or if the plate is
clear, the back, to provide visual areas for the pitcher or other
participant to throw (or hit, kick, etc.) at. If plate 1 is opaque,
target 4 can also be projected on the screen, taking an application
appropriate form (such as a catcher where the application is
baseball), and the images can also be changed to provide different
targets. If the plate is clear, a video monitor can be placed
behind the impact plate to provide the images for the target. The
same target can be programmed into game display 12, and areas
within the display highlighted, so that game system 10 can direct
the pitcher when and/or where to throw the pitch.
[0045] The apparatus can be battery powered so that it can be used
on baseball fields, hockey rinks, etc., without the necessity of
power cords. Alternately, the apparatus can be installed
permanently or semi-permanently, e.g., in a gym or arcade and can
use conventional power sources for such applications.
[0046] The game system optionally comprises any electronic
apparatus on which the game software of the system can be loaded
and run. This include, but are not limited to, desktop computers,
laptop or notebook computers, cell phones, electronic organizers,
or purpose built electronics. The data can be stored on these
apparatus, and the results plotted on a day-to-day basis to
determine progress and results.
[0047] Software Operations
[0048] FIG. 3 shows a flow chart of example software operations for
the apparatus.
[0049] The software is used for impact detection, arrival time
measurement, location calculation, peak amplitude measurement,
energy measurement and velocity measurement.
[0050] The software arms arrival time detection circuitry. When a
signal large enough to trigger the circuitry occurs, the signals
are analyzed to determine arrival times. The energy in the signal
can also be calculated. Ball impacts have a large energy content.
The software checks to see if the signal is valid. A stick hitting
the impact plate has a small energy, and the system ignores this
impact. If the signal is valid, the system calculates location and
velocity. Velocity is determined by correlating the energy in the
signal with the velocity, or by integrating a radar gun into the
system and reading the velocity of the ball for the pitch. The
location and velocity data is then sent in digital format to the
game system computer, via hardwire cable or wireless transfer.
[0051] FIG. 4 shows a software flow diagram for training software.
FIG. 5 shows one example embodiment of the display for the training
software. The software provides pitch location information for the
pitcher.
[0052] In this embodiment, the software determines a target for the
pitcher to throw at. In this example, the strike zone has been
divided into 16 sub-zones. The pitcher attempts to hit the
requested zone. The impact is detected and located, and the
location displayed. Statistics for the session are stored in a
digital format. Pitch count, balls, strikes, number of times a
requested zone was hit, distance error, average distance error and
other pitching statistics are digitally stored. These data can be
plotted on a pitch-by-pitch basis to allow the pitcher or coach to
see the results of the training session. The software allows the
player to print out the results on a printer for hardcopy
archival.
[0053] FIG. 6 shows the software flow diagram for the game
software. FIG. 7 shows one embodiment of the display for the game
software. FIG. 8 shows the batting average input for a batter. The
game software allows a pitcher to pitch a simulated game, based on
batter statistics input into the software.
[0054] The game software uses location data to determine if a pitch
was a ball or strike. If the pitch was a ball, the software
increments the pitch count and waits for new location data. If the
pitch was a strike, the software then uses the batter statistics to
determine if the batter hit the ball, or if it was a strike. If the
batter hit the ball, the software determines if the batter reached
base, or was put out. If he reached base, it determines which base,
and if other runners were on base, it moves them to appropriate
locations. The base runner positions are shown on the display. If a
runner scored, the score is incremented accordingly. Outs are kept
track of by the software, and if three outs have occurred, the
inning is over, and the inning incremented to a new inning. This is
repeated for the number of innings selected for the game by the
player.
[0055] Batter statistics are entered into the game software. In
this embodiment of the software, the strike zone is divided into 16
sub-zones, as shown in FIG. 8. Each of these zones is given a
batting average. In the example, zones over the middle of the plate
have higher averages than those near the edges of the strike zone.
The average of all 16 zones is the same as the player's batting
average. When an impact is located, the batting average for the
zone the impact was located in is used to determine if the batter
hit the ball. Thus, if a player can pitch to the zones with the
lower averages, they have a better chance of getting the batter
out.
[0056] The software can also automatically adjust the batter's
performance from game-to-game, accounting for good and bad
performance days for the players. The software can also adjust the
strike zone, to simulate umpires variations in calling strikes and
balls. Other performance parameters can be programmed into the
software as well, to simulate weather conditions, stadium
dimensions, right handed and left handed batters, etc.
[0057] While the foregoing invention has been described in some
detail for purposes of clarity and understanding, it will be clear
to one skilled in the art from a reading of this disclosure that
various changes in form and detail can be made without departing
from the scope of the invention. For example, all the techniques
and apparatus described above can be used in various combinations.
All publications, patents, patent applications, and/or other
documents cited in this application are incorporated by reference
in their entirety for all purposes to the same extent as if each
individual publication, patent, patent application, and/or other
document were individually indicated to be incorporated by
reference for all purposes.
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