U.S. patent application number 11/157473 was filed with the patent office on 2007-01-25 for visual stimulus management.
This patent application is currently assigned to NIKE, Inc.. Invention is credited to Tina Marie Grace, Edward Louis Harber, Richard MacDonald, Victoria Morton.
Application Number | 20070016999 11/157473 |
Document ID | / |
Family ID | 37421207 |
Filed Date | 2007-01-25 |
United States Patent
Application |
20070016999 |
Kind Code |
A1 |
Harber; Edward Louis ; et
al. |
January 25, 2007 |
Visual stimulus management
Abstract
Visual stimuli provided by surfaces of an object are selected
based on anticipated viewing angles and activities associated with
the viewing angles. Such surfaces can be selected based on
identification and observation of significant events in a selected
activity. Object zones so identified can be provided with
functional ornamentation to enhance performance of one or more
activities. Functional ornamentation can be based on gray level
contrast, color contrast, or other visual characteristics. Dynamic
functional ornamentation in which visual characteristics are a
function of ornamentation motion, placement, distortion, of viewing
angle can be used. In some examples, almost periodic patterns can
be used, and the almost periodic patterns defined with a plurality
of tiles.
Inventors: |
Harber; Edward Louis;
(Godalming, GB) ; MacDonald; Richard; (Portland,
OR) ; Grace; Tina Marie; (Surrey, GB) ;
Morton; Victoria; (High Legh, GB) |
Correspondence
Address: |
KLARQUIST SPARKMAN, LLP
121 SW SALMON STREET
SUITE 1600
PORTLAND
OR
97204
US
|
Assignee: |
NIKE, Inc.
|
Family ID: |
37421207 |
Appl. No.: |
11/157473 |
Filed: |
June 20, 2005 |
Current U.S.
Class: |
2/69 |
Current CPC
Class: |
A41D 27/08 20130101;
A41D 13/0015 20130101 |
Class at
Publication: |
002/069 |
International
Class: |
A41D 13/00 20060101
A41D013/00 |
Claims
1. An article, comprising: an activity-specific zone; and
functional ornamentation situated in the activity-specific
zone.
2. The article of claim 1, wherein the functional ornamentation is
defined based on luminance contrast.
3. The article of claim 1, wherein the functional ornamentation is
defined based on color contrast.
4. The article of claim 1, wherein the article is an article of
team sports apparel.
5. The article of claim 1, wherein the activity specific zone is
associated with a side of the article in an as-worn position.
6. The article of claim 1, wherein the functional ornamentation is
dynamic functional ornamentation.
7. The article of claim 1, where the functional ornamentation
includes an almost periodic pattern.
8. The article of claim 7, wherein the almost periodic pattern is
an interrupted periodic pattern.
9. The article of claim 7, wherein the almost periodic pattern is a
spatially chirped pattern.
10. The article of claim 1, wherein the functional ornamentation is
defined by a plurality of pattern segments secured to the
article.
11. A team uniform component, comprising a zone that includes
dynamic ornamentation.
12. The team uniform component of claim 11, wherein the zone is an
activity-specific zone.
13. The team uniform component of claim 12, wherein the dynamic
ornamentation is defined by a plurality of tiles.
14. The team uniform component of claim 13, wherein the tiles are
specularly reflective.
15. The team uniform component of claim 14, wherein the plurality
of tiles is situated on a relatively dark background.
16. The team uniform component of claim 13, wherein the tiles are
iridescent.
17. The team uniform component of claim 11, wherein the dynamic
ornamentation includes an almost periodic pattern.
18. The team uniform component of claim 17, wherein the almost
periodic pattern is defined by a plurality of tiles.
19. The team uniform component of claim 17, wherein the almost
periodic pattern is a spatially chirped pattern.
20. The team uniform component of claim 17, wherein the almost
periodic pattern is an interrupted periodic pattern.
21. The team uniform component of claim 11, wherein the component
is an article of apparel.
22. A method, comprising: identifying an activity-specific visual
zone; and assigning a visual characteristic to a surface associated
with the activity-specific visual zone.
23. The method of claim 22, further comprising determining at least
one common angle of view, wherein the activity specific visual zone
is associated with the at least one common angle of view.
24. The method of claim 22, wherein the activity-specific visual
zone is associated with a selected team sport.
25. The method of claim 22, wherein the visual characteristic
assigned to the activity-specific visual zone is associated with
dynamic functional ornamentation.
26. The method of claim 22, wherein the visual characteristic
assigned to the activity-specific visual zone is associated with an
almost periodic pattern.
Description
TECHNICAL FIELD
[0001] The disclosure pertains to methods of managing visual
characteristics of team athletic apparel based on activity-specific
situations.
BACKGROUND
[0002] Visual stimuli produced by apparel and other articles
associated with specific activities are generally configured to
provide overall visibility, to distinguish one team or group from
another (often based on traditional team or group colors), or to
provide a pleasing appearance. Frequently the appearance of apparel
and other articles is largely dictated by such considerations in
combination with considerations of comfort, fit, and safety. For
example, sports uniform colors are frequently selected based on
traditional team colors such as school or club colors, and have
visual characteristics that are customized to provide an appearance
that is stylish and up to date. Otherwise, uniform selection is
based primarily on player comfort and safety. Many team uniforms
are provided in both "home" and "away" versions so that opposing
teams having the same team or club colors can be distinguished.
[0003] While such traditional uniforms permit identification of
home and away teams, and display team colors, the appearance of
traditional uniforms provides little if any performance advantage.
Visual stimuli provided by such uniforms are largely unrelated to
participant performance. As such, traditional apparel can provide
comfort and safety, but little else. Accordingly, methods of
selecting and managing activity-specific visual stimuli, and
apparel and other items and apparatus associated with an activity
configured based on such methods are needed.
SUMMARY
[0004] According to representative examples, articles comprise an
activity-specific zone having functional ornamentation situated in
the activity-specific zone. In some examples, the functional
ornamentation is defined based on luminance contrast or color
contrast. If additional examples, the article is an article of team
sports apparel and the activity specific zone is associated with a
side of the article in an as-worn position. In other representative
examples, the functional ornamentation is dynamic functional
ornamentation that can include an almost periodic pattern, an
interrupted periodic pattern, or a spatially chirped pattern that
is defined by a plurality of pattern segments secured to the
article.
[0005] Team uniform components comprise a zone that includes
dynamic ornamentation. In some examples, the zone is an
activity-specific zone. In additional examples, the dynamic
ornamentation is defined by a plurality of tiles that can be
specularly reflective or iridescent. In representative examples,
the plurality of tiles is situated on a relatively dark background.
In further examples, the dynamic ornamentation includes an almost
periodic pattern defined by a plurality of tiles arranged in a
spatially chirped pattern or an interrupted periodic pattern. In
some examples, the team uniform component is an article of apparel
such as a jersey, shorts, pants, skirt, or socks.
[0006] Representative methods comprise identifying an
activity-specific visual zone, and assigning a visual
characteristic to a surface associated with the activity-specific
visual zone. In some examples, at least one common angle of view is
determined, wherein the activity specific visual zone is associated
with the at least one common angle of view. In typical examples,
the activity-specific visual zone is associated with a selected
team sport. In additional examples, the visual characteristic
assigned to the activity-specific visual zone is associated with
dynamic functional ornamentation, and can include an almost
periodic pattern.
[0007] These and other features and advantages are set forth below
with reference to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 is a block diagram of a representative method of
managing visual stimuli.
[0009] FIG. 2 is diagram illustrating a distribution of measured
viewing angles of passes directed to teammates in a soccer
match.
[0010] FIG. 3 is a diagram illustrating a representative division
of a player's body into body segment zones associated with typical
distances from which the zone is viewed and relative body segment
speed within the body segment zones.
[0011] FIGS. 4A-4C illustrate body zones associated with visual
stimuli for soccer.
[0012] FIGS. 5A-5B illustrate representative almost periodic
patterns.
[0013] FIGS. 6A-6G illustrate uniforms that are provided with
representative visual stimulus patterns (functional ornamentation)
in activity-specific zones.
DETAILED DESCRIPTION
[0014] The disclosed methods and apparatus should not be construed
as limiting in any way. Instead, the present disclosure is directed
toward novel and non-obvious features and aspects of the various
disclosed embodiments, alone and in various combinations and
subcombinations with one another. Moreover, the methods and
apparatus are not limited to any specific aspect or feature, or
combinations thereof, nor do the disclosed methods and apparatus
require that any one or more specific advantages be present or
problems be solved.
[0015] Although the operations and function of some of the
disclosed methods and apparatus are described in a particular,
sequential order for convenient presentation, it should be
understood that this manner of description encompasses
rearrangement, unless a particular ordering is required by specific
language set forth below. For example, operations described
sequentially may in some cases be rearranged or performed
concurrently. Moreover, for the sake of simplicity, the attached
figures may not show the various ways in which the disclosed
methods and apparatus can be used in conjunction with other methods
and apparatus. Additionally, the description sometimes uses terms
like "determine" and "evaluate" to describe the disclosed methods.
These terms are high-level abstractions of the actual operations
that are performed. The actual operations that correspond to these
terms will vary depending on the particular implementation and are
readily discernible by one of ordinary skill in the art.
[0016] For purposes of this disclosure, the word "including" has
the same broad meaning as the word "comprising." In addition, words
such as "a" and "an," unless otherwise indicated to the contrary,
include the plural as well as the singular. Thus, for example, the
requirement of "a feature" is satisfied where one or more of these
features are present. In addition, the term "or" includes the
conjunctive, the disjunctive and both (a or b thus includes either
a or b, as well as a and b).
[0017] Some specific examples of visual stimulus management methods
and applications thereof are described with respect to a particular
activity--soccer. This activity is selected as an example because
of its worldwide appeal and familiarity. The methods and
applications described herein are applicable to other team sports
such as basketball, baseball, soccer, lacrosse, hockey, rugby, and
football. The described methods and applications are also
applicable to activities other than sports, including other
commercial and recreational activities. Examples of uniforms and
other articles of clothing are described, but other items can be
configured in a similar manner.
[0018] Assignment of a specific visual stimulus to a particular
participant zone can be associated with improved perception, and
thus improved decision making by a participant's teammate. For
example, a visual stimulus can be selected to increase the accuracy
of passes between teammates. In some typical examples, visual
stimuli configured for peripheral vision are preferred. Various
kinds of visual stimuli can be used. For central vision or
peripheral vision, luminance contrast and object detail can be used
to provide an appropriate visual stimulus. For central vision
perception, color characteristics (such as hue or saturation) can
be used. A just noticeable color difference is typically associated
with dominant wavelength differences of between about 2 nm to 4 nm,
but depends on spectral region. Differences in luminance can also
be used, with differences of 1-1.5% typically observable for either
central or peripheral vision. For central vision, details as small
as about 1 arcmin are legible, while details as small as about 0.5
arcsec can be detected. For peripheral vision, details as small as
about 10 arcmin are legible, while details as small as about 0.5
arcsec can be detected. Angular spacings of about 0.6 arcmin or
greater permit objects to be perceived as separate objects in
either central or peripheral vision. Misalignments of objects can
be detected that are as small as about 3-5 arcsec ("hyperacuity").
Peripheral vision can detect flicker at rates as high as about 80
Hz-100 Hz, while central vision can detect flicker at rates less
than about 20 Hz. In an example, visual stimuli for central vision,
ranked in order from most to least sensitive, are lateral motion,
luminance contrast, color contrast, and flicker. For peripheral
vision, a similar ranking is lateral motion, flicker, luminance
contrast, and color contrast. Visual factors are generally
interdependent, and can depend on observer adaptation or recent
exposure of the observer to a bright object. Visual stimuli can
also be affected by environmental conditions such as stadium
lighting, hazy or foggy weather, or direct sunlight. Backgrounds
such as grass, stadium seating, spectator apparel can also be
significant.
[0019] An example visual stimulus management method is illustrated
in FIG. 1. For a selected activity, a set of activities, or a
selected situation in one or more activities, a distribution of
common angles of view are identified in a step 100. For example,
common angles of view experienced by a passer and a pass receiver
in a soccer match can be identified. Such a distribution provides a
quantitative assessment of what portions of teammates are visible
to each other while passing. The identification of viewing angles
can be based on one or more matches or practices using a diverse
player group, or using a player group of a particular skill level
and experience. For example, common angles of view can be different
for relatively inexperienced youth league players and premier
league professionals. Particular situations other than routine
passing can be selected for common view angle identification, and
common view angles can differ for different locations on a soccer
pitch as well as for different player positions. Typically, common
angles of view are activity specific, and observations of an
activity are used to establish activity-specific common view
angles.
[0020] In an example, numbers of "through balls" in an attacking
third of a soccer pitch were observed and tabulated for premiership
football matches. (Through balls are defined as passes that
penetrate the defense and allow attacking forwards a scoring
opportunity.) In such a tabulation, through balls were noted as a
function of pass angle (i.e., angle with respect to the passer's
line of sight at the time of the pass), pass distance (distance
from passer to intended receiver), and receiver body position. For
convenient analysis, pass angles were noted as in a range of 0-20
degrees, 20-40 degrees, or greater than 40 degrees. Pass distances
were recorded in ranges of 0-5 m, 5-10 m, 10-15 m, and 15-20 m.
Receiver body position was recorded as front (facing the passer),
side, or back. In the observed matches, as pass distance increased,
passers tended to play more through balls to receivers in wide
positions (i.e., at larger angles from the passer's line of sight).
The greatest number of through balls was played when the receiver
was positioned side-on to the passer. The lowest number of through
balls was played to the backs of receiving players. For smaller
pass distances, fewer through balls were played at wider pass
angles.
[0021] A depiction of common view angles is shown in FIG. 2, based
on observations of about twenty premier league soccer matches.
Approximately 56% of all forward passes were made while viewing a
front 202 of a pass receiver. About 16% and 18% were made while
viewing a right front side 204 and a left front side 206,
respectively. About 1% were made viewing a player back 212, and 5%
and 4%, respectively, were made viewing a right back side 208 and a
left back side 210, respectively. To assist in the most commonly
encountered passing situations, visual treatments can be applied to
fronts and/or sides of player uniforms. For example, if passing to
player sides is to be improved, corresponding front and/or side
regions of player uniforms can be visually enhanced.
[0022] While common views can be recorded based on activity
observation, and visual stimuli associated with these views can be
provided by, for example, coloring or otherwise treating player
uniform portions, additional considerations can improve the
effectiveness of treating player uniform portions in this way. With
reference to FIG. 3, for a particular activity (soccer), body zones
302, 304, 306 can be associated with corresponding motion speeds
and viewing distances. For example, the body zone 302 is commonly
viewed from a considerable distance, and typical player movements
associated with this body zone are relatively slow. Such a
characterization of this body zone can differ greatly in different
activities. Because most use of the arms is forbidden in soccer,
arm movements tend to be slow and provide only generally indicators
of player activity. The body zone 304 is associated with
intermediate viewing distances, and fast, large scale player
movements. For example, a player dribbling at midfield can be
moving rapidly to cover a large distance to approach an opponent's
goal. The body zone 306 can be associated with fast movements
viewed at near distances. In soccer, this body zone is particularly
important as passing is based on player movements in this zone.
Sports or other activities in which hand/arm motions are
significant can be associated with different zone divisions and
different zone characterizations. Adjacent body portions of a
player can be associated with different zones. For example,
portions of a player's arms can be assigned to different zones
based on anticipated types of motion.
[0023] Based on body segment zones and characterizations,
activity-significant portions of selected body zones can be treated
to provide visual characteristics such as zone-specific enhanced
visibility. Referring again to FIG. 1, in a step 104, body zones
and player functions are correlated. In a step 106, surfaces are
selected for visual management based on, for example, as noted
above, a frequency with which the surfaces are encountered, an
estimated importance of the surface during the activity, or likely
benefit to be obtained by managing visual stimuli on such surfaces.
In a step 108, visual stimuli provided by the selected surfaces are
managed to enhance or otherwise configure visual stimuli produced
by the surface. In some cases, additional testing is performed in a
step 110 to confirm performance enhancement.
[0024] Visual stimuli provided by surfaces of team uniforms can be
managed using texture, color, gray level, patterning, surface
reflectivity, fluorescence, iridescence, or other visually
observable surface properties. To preserve traditional uniform
appearance, one or more color parameters such as hue, saturation,
and value associated with a selected surface portion can be
configured to provide, for example, a selected contrast, while
remaining color parameters are selected so that the uniform retains
a traditional appearance. For example, a relatively dark surface
portion can be configured to contrast with a relatively light
surface portion while other color parameters are selected in
accordance with traditional team colors, logos, and designs. For
visual stimuli targeting peripheral vision, gray values can be used
that can provide an intended stimulus in a selected zone while not
detracting from a traditional team colors or team appearance.
[0025] In a representative example, visual stimuli are provided to
selected zones by one or more individual tiles of a heat
transferable material arranged in a mosaic layout. Highly
reflective tiles (such as tiles having a chrome appearance)
typically having areas greater than about 1 cm.sup.2 can be
applied, while tinted chrome, pearl, or crystal colored tiles
typically having areas of about 2.5-3.0 cm.sup.2 can be applied.
Such tiles can be split into segments as needed to facilitate
garment movement or to catch and/or reflect light. Tiles are
typically separated by less than about 0.5 cm, and can have various
shapes such as square, rectangular, circular, elliptical,
polygonal, or other regular or irregular shapes. Tile edges can be
linear, curved, dentate, smooth, rough, or other configurations.
Such tiles are typically applied to a background portion of a
garment in a selected zone of the garment, and can be configured
(with the background portion) to provide a selected luminance
contrast rather than a color contrast. Background luminance and
texture are preferably "opposite" that of the tiles. Some
representative combinations of tiles and backgrounds are summarized
in the following table. TABLE-US-00001 Background Tiles (color
and/or texture) Silver pearl or chrome Dark (black), matt texture
Silver pearl or chrome White Light tint Dark
[0026] While tiles can be applied in regular or periodic patterns,
irregular, almost-periodic, or chirped patterns can provide a
superior visual stimulus. Irregular patterns can be based on an
approximately random arrangement of tiles of randomly varying
areas. Almost-periodic patterns can have a spatially varying
placement frequency. One example can be referred to as a "chirped"
pattern in which pattern pieces are regularly situated but become
progressively smaller and/or closer together in at least some
regions of the pattern. Other almost periodic patterns include
"interrupted" patterns in which at least some pattern portions
required in a periodic placement are omitted or are configured
differently than other pattern portions.
[0027] Visual stimuli can be selected based on either central
vision, peripheral vision, or both, but in at least some typical
examples, selection based on peripheral vision is preferred. For
example, visual stimuli can be based on relative differences in
apparent darkness, such as a pattern of light areas on a dark
background or dark area on a light background to provide luminance
contrast. For application to soccer, a high proportion of passes
are played to receivers that are at angles of about 20-40.degree.
to the passer, and only the receiver's side or front faces the
passer. Therefore, visual markers associated with visual stimuli
can be assigned to jersey chests, sleeves, and front sides as well
as sides of shorts and socks. Alternatively, visual markers can be
assigned to one or more of a jersey side, sides of shorts, or sides
of socks. Such markers can be applied and selected to aid a passer
in rapid location of an intended pass recipient. Visual markers can
be defined in one or more zones of, for example, a jersey, shorts,
or both. Such markers can be defined by additional materials
attached to a garment, textured, colored, or patterned portions of
a garment, or combinations of such markings. Marker size can be
selected based on anticipated or intended viewing distances so that
the marker can be noted during the activity. Some representative
marker sizes for various distances are summarized in the table
below. TABLE-US-00002 separation zone area (m) (cm.sup.2) 5 2.5 10
3.75 15 5.6 20 7.5
[0028] Visual stimulus zone area as a function of passer-receiver
separation.
[0029] A representative arrangement of zones configured to provide
visual stimuli for soccer uniforms is illustrated in FIGS. 4A-4C
that show rear, side, and front views of a soccer player. In the
rear view of FIG. 4A, zones in which visual stimuli are defined not
apparent, as effective passes are rarely directed toward a player's
back. In FIG. 4B, visual stimuli are defined in zones 401, 403,
405, 407 that can be situated on sides of a uniform jersey, shorts,
and socks, respectively. FIG. 4C shows the zones 401, 403, 405, 407
continuing onto front portions of the uniform. In some examples,
visual stimuli are defined in one, two, three, or all of these
zones. Superior results are generally obtained with zones defined
at least on sides of a jersey, shorts and socks. Defining zones on
jersey sleeves and fronts can provide additional performance
improvement, but such zones can be omitted.
[0030] Zone areas listed in the above table generally provide a
response accuracy of about 20% when applied to jersey (sides,
sleeves, chest), shorts, and socks, and can produce typical player
response times that are at least as much as 50 ms faster than
response times in the absence of such visual stimuli. When applied
only to jersey sides, shorts, and socks, response accuracy is
typically about 13-15% but with inconsistent changes in player
response time.
[0031] While visual stimulus management is particularly well suited
for team uniforms, other activities and apparatus that can benefit
from visual stimulus management include uniforms for police
officers, fire fighters, and military personnel. Portions of
apparel for such officers can be selected, and particular visual
characteristics assigned to the selected portions in order to, for
example, enhance officer visibility in typical emergency situations
while maintaining a uniform, professional appearance. Appearance of
military uniforms can also be managed to enhance visibility to
facilitate unit communication. Some surfaces of apparel portions
can be dedicated to visual enhancement while other portions are
provided with, for example, conventional camouflage. For example,
soldier locations and movements should be communicated to allies,
while concealed from enemies.
[0032] One or more components of a team uniform such as, for
example, jerseys, shorts, pants, helmets, shoes, shin guards,
gloves, skirts, or sock can be provided with visually managed
surfaces. Alternatively, patterns or other visual stimuli can be
applied directly to a player's body. Apparatus associated with
sports and other activities can also include visually managed
surfaces. In some examples, sporting equipment such as hockey or
lacrosse sticks can include visually managed surfaces. Visual
management methods can permit enhanced visibility objects to be
otherwise configured for aesthetic or other reasons. Visibility of
selected object portions can be enhanced for communication with
teammates but other selected portions treated conventionally.
[0033] Activity-specific surfaces can be visually managed based on
luminance contrast provided with black and white (or with colors
having a relatively high luminance contrast such as blue and
yellow). However, superior results can be obtained using variable
visual treatments that provide visual appearances that vary in
response to player movement, motion of a portion of the visual
treatment, or changes in position or angle from which the visual
treatment is viewed. Examples of such visual treatments include
deformable reflective surfaces, iridescent materials and surfaces,
fringes, tassels, quasi-periodic patterns, patterns based on
relative displacements between periodic or regular patterns (e.g.,
Moire patterns), sets of irregularly spaced or variably energized
light emitters, lenticular surfaces, or the like. Such visual
treatments can be associated with apparent movement. For example,
iridescent surfaces can have spectral reflectivities that vary as a
function of viewing angle, and enhance motion perception. Using
such patterns on an athletic jersey permits slight changes in
jersey shape or position to produce substantial visual stimuli in
comparison with, for example, surfaces that are dyed or ornamented
with a set of dyed segments. For convenience, such visual
treatments are referred to herein as dynamic functional
ornamentation.
[0034] Representative quasi-periodic patterns suitable for
application to activity specific zones are illustrated in FIGS.
5A-5B. Referring to FIG. 5A, a quasi-periodic pattern 502 includes
a series of rectangular regions 504 associated with a relatively
high luminance value and a series of rectangular regions 506
associated with a relatively low luminance value. The low luminance
value regions 506 are situated to approximately correspond to
locations at which additional high luminance value regions would
appear if the pattern 502 were strictly periodic. The regions 506
thus correspond to "missing" high luminance regions. Such missing
portions of a periodic pattern can produce a marked visual
stimulus. FIG. 5B illustrates an alternative arrangement of high
luminance regions and low luminance regions. For convenience, the
visual treatments of FIGS. 5A-5B can be referred to as interrupted
period patterns.
[0035] The patterns of FIGS. 5A-5B are illustrative examples.
Typically, low luminance regions can be substituted at random
locations in an otherwise periodic arrangement of high luminance
regions, but can also be associated with a different period
(repetition frequency) than the high luminance regions. High or low
luminance regions can have other shapes such as elliptical,
circular, square, polygonal, or other regular or irregular shapes
with a curved perimeter, a perimeter defined by straight lines, or
a combination thereof. High and low luminance values can be defined
with gray scale values (such as black and white), colors (such as
blue and yellow), reflectivity, spectral reflectivity, texture,
other visual parameters, or combinations thereof. For example, some
regions of a quasi-periodic pattern can be defined in black and
white while other regions are defined in one or more sets of
contrasting colors. Color and gray scale regions can be configured
to blend each other, and such blending can be periodic. The
examples of FIGS. 5A-5B use rectangular regions of similar shape
and size, but in other examples, shape and size of individual
regions can vary regularly or irregularly. Rectangular regions can
have longer dimensions oriented along different axis in different
portions, or curved regions such as elliptical regions can have
different orientations of major axes, and ellipticity can vary
periodically or otherwise. Quasi-periodic patterns can also be
defined with a spatially varying period, so that pattern element
spacing varies. A combination of two frequencies can be used to
provide a visual "beat frequency."
[0036] Representative arrangements of activity specific visual
zones and visual stimuli patterns provide in the zones are
illustrated in FIGS. 6A-6G. Referring to FIG. 6A, a football
uniform includes a jersey 600 and pants 602 that include activity
specific visual zones 601, 603, respectively. The zones 601, 603
include a series of pattern elements such as representative pattern
elements 604, 605 situated along an axis that generally extends
along a side of the uniform. Visual zones can be provided on a left
side, a right side, or both sides of the uniform. In the zones 601,
603, pattern element area decreases from a waist region 606 towards
player shoulders and player feet. In addition, pattern element
shape varies from generally oblong in a horizontal direction as
worn at the waist region 606, to generally oblong in a vertical
direction in other portions of the zones 601, 603. A pattern
element such as the pattern element 604 can be defined as a single
patch applied to the jersey 600, or can be defined with a series of
pattern segments or cells. As shown in FIG. 6A, the zones 601, 603
are defined on a player side, but zone size and location generally
depends on specific game tasks undertaken by a particular player
based on visual communication with one or more teammates.
[0037] FIG. 6B is another representative example of a football
uniform that includes activity-specific visual zones 610, 612
situated on a jersey and pants. Visual stimuli patterns 611, 613
are defined with a plurality of pattern elements such as
representative pattern elements 611, 612 that are distributed
throughout the zones 610, 612. As shown in FIG. 6B, shapes, shapes,
colors, and gray levels of the pattern elements can vary. In some
examples, the pattern elements are defined using reflective
materials having a reflectively that varies as a function of angle
so that movement of a pattern element can cause the pattern element
to appear darker or lighter.
[0038] FIGS. 6C-6E illustrate placement of additional visual
stimuli in activity specific visual zones situated on a rugby
jersey and shorts. Various stimulus patterns are applied in the
zones. FIG. 6C shows patterns that include a periodic arrangement
of lines that extend along a first direction and bend to extend
along a second direction. similar to those of FIGS. 5A-5B.
Alternative periodic patterns are shown in FIGS. 6C-6D, with the
activity specific visual zones extending to the jersey sleeve.
[0039] FIG. 6E illustrate rugby shorts and jersey that are proved
with visual stimulus zones in which pattern segments are
periodically applied, but selected patterns segments have different
luminance values. Typically, arrangements of the selected pattern
portions is not strictly periodic, but can be random, periodically
interrupted, or with varying frequency (chirped). For example,
pattern segments 620, 622 can be relatively light in appearance,
while pattern segments 624, 626 can be relatively dark in
appearance. As shown in FIG. 6E, the arrangement of light and dark
segments is not strictly periodic, and an arrangement of light and
dark segments can be randomly selected.
[0040] A representative soccer jersey 650 is illustrated in FIG.
6F. Activity specific visual zones 652, 654 are defined on portion
of the jersey shoulders and sides. The visual zone 652, 654, also
extend to a jersey front. Pattern elements of varying size, shape,
and orientation are provided in rows of varying spacings. For
example, in a region 656, patterns elements are at least partially
situated rows having varying spacings and orientations, and are of
varying size. In a region 658, pattern elements are more randomly
placed and sized. Such patterns elements can be applied to the
jersey, or woven or otherwise incorporated in the jersey.
[0041] Another representative soccer uniform is illustrated in FIG.
6G, and include zones 672, 74 that are provided with visual
stimulus patterns. As shown in FIG. 6G, patterns are applied to
both left and right sides of jersey and shorts, but in other
example, such patterns can be applied to only one side, and
different sides can be selected for the jersey and shorts.
[0042] The above examples are representative only, and it will be
apparent that these examples can be modified in arrangement and
detail without departing form the teaching of the disclosure.
Applications of such methods and apparatus to particular team
sports are described only for convenience, and such methods and
apparatus can be applied to other activities. In general,
activity-specific zones of apparel or other items can be selected,
and visual characteristics of the zones configured to provide an
intended visual stimulus based on a functional ornamentation. Such
ornamentation can be based on luminance contrast, color contrast,
or other visual effect or combination of visual effects. In some
examples, dynamic functional ornamentation can be applied in which
ornamentation appearance is based on ornamentation motion,
ornamentation distortion, viewing angle, random or distorted
periodic placement of ornamentation segments or other ornamentation
components. For convenience, ornamentation associated with
interrupted periodic patterns, chirped periodic patterns, or other
deviations from periodicity (such as distorted periodic placement)
can be used, and such ornamentation can be referred to as "almost
periodic" for convenience. Accordingly, the disclosed examples are
not to be interpreted as limiting, and we claim all that is
encompassed by the appended claims.
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