U.S. patent application number 11/609634 was filed with the patent office on 2007-06-14 for active sports tracker and method.
Invention is credited to Michael Brandon LaRue, David Pheasant.
Application Number | 20070135243 11/609634 |
Document ID | / |
Family ID | 38140154 |
Filed Date | 2007-06-14 |
United States Patent
Application |
20070135243 |
Kind Code |
A1 |
LaRue; Michael Brandon ; et
al. |
June 14, 2007 |
ACTIVE SPORTS TRACKER AND METHOD
Abstract
A sports tracking and analysis system includes a RFID tag
implanted onto an item associated with a player and at least one
RFID tag implanted on a game ball. The tags and reader are arranged
to transfer data such as the time and location of player and ball
to each other for readers positioned throughout the field. The
readers communicate the data to a computer system designed to
process the data and generate player performance statistics
including real-time measurements of many characteristics and, over
time or based on input data, historical performance statistics. A
method of tracking and analyzing the performance of a sports game
is also included.
Inventors: |
LaRue; Michael Brandon;
(Pittsburgh, PA) ; Pheasant; David; (Harrisburg,
PA) |
Correspondence
Address: |
COHEN & GRIGSBY, P.C.
11 STANWIX STREET
15TH FLOOR
PITTSBURGH
PA
15222
US
|
Family ID: |
38140154 |
Appl. No.: |
11/609634 |
Filed: |
December 12, 2006 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
60749499 |
Dec 12, 2005 |
|
|
|
Current U.S.
Class: |
473/467 |
Current CPC
Class: |
A63B 43/00 20130101;
A63B 2243/0037 20130101; A63B 2102/22 20151001; A63B 2225/20
20130101; A63B 2102/32 20151001; A63B 2220/836 20130101; A63B
69/3658 20130101; A63B 2102/24 20151001; A63B 2102/18 20151001;
A63B 2225/50 20130101; A63B 2024/0025 20130101; A63B 2243/007
20130101; A63B 24/0021 20130101; A63B 71/06 20130101; A63B
2243/0025 20130101 |
Class at
Publication: |
473/467 |
International
Class: |
A63B 61/00 20060101
A63B061/00 |
Claims
1. An active sports tracking system for tracking and monitoring
player performances and movement of the ball in play in a sport
game, said system comprising: a. at least one first radio frequency
identification ("RFID") player tag implanted into an item worn or
used by a player participating in said sport, said player tag
having a unique identification; b. at least one first RFID ball tag
implanted on said ball, said ball tag having a unique
identification and being configured to communicate with said player
tag; c. a plurality of generators positioned on or underneath the
field of play for said sport, being capable of activating said
player tag; d. a plurality of field readers positioned on or
underneath the field of play for said sport and in a manner
appropriate for receiving data from said first player tag; and e. a
computer network having a communication interface with said field
readers, and being operative to receive data from said field
readers.
2. The system as set forth in claim 1, wherein said player tag is
an active tag and said ball tag is a passive tag.
3. The system as set forth in claim 1, wherein said player tag is
enabled to receive and transmit stored data to said field readers
located throughout the field of play.
4. The system as set forth in claim 1, where said ball tag is
configured to transmit data collected thereon to said first player
tag when said first player tag is within an appropriate range.
5. The system as set forth in claim 1, wherein said field readers
are configured to transmit a signal to said first player tag
without requiring direct contact or a clear line of sight.
6. The system as set forth in claim 1, wherein said item is a
helmet, jersey, shoe or accessory item worn by said player.
7. The system as set forth in claim 1, further including a second
player tag implanted into an item worn or used by another player
participating in said sport, said player tag having a unique
identification;
8. The system as set forth in claim 1, wherein said field readers
are generally positioned so that more than one of said field
readers are capable of receiving data from said first player tag at
any given time during said game.
9. The system as set forth in claim 1, wherein said field readers
are generally positioned in a cartesion plain of said field,
arranged to triangulate a signal from said first player tag at any
time during play of said sport, or both.
10. The system as set forth in claim 1, where in at least one
generator is positioned in each corner of said field of play for
said sport.
11. The system as set forth in claim 1, wherein said sport is
selected from the group of sports consisting of football, baseball,
basketball, hockey, golf, rugby, soccer and tennis.
12. The system as set forth in claim 1, further including a second
RFID ball tag implanted at a position on said ball spaced apart
from said at least one first RFID ball tag.
13. The system as set forth in claim 1, wherein said communication
interface between said field readers and said computer system
includes wireless or Ethernet.
14. The system as set forth in claim 1, said computer network
further including software enabled to provide analytical and
interpretive information based on data provided from said field
readers.
15. The system as set forth in claim 1, said computer network
further including software enabled to generate performance
statistics of said players as a function of data collected by said
field readers, wherein such statistics include distance or speed
traveled by said player or said ball.
16. The system as set forth in claim 1, said computer network
further including a memory for storing previously obtained data
about a sport game and generating a database of historical
performance for said game.
17. A method of tracking and analyzing the performance of a sports
game played by at least one player and a ball, said method
comprising the steps of: a. removably affixing at least one RFID
tag on or in an item worn or used by a player participating in said
game; b. removably affixing at least one RFID tag on or in said
ball, said ball tag being configured to communicate with said
player tag; c. providing a plurality of field readers positioned on
or underneath the field of play for said sport and in a manner
appropriate for receiving data from said player tag; d. providing a
computer network having a communication interface with said field
readers, being operative to receive data from said field readers,
and having a display and a memory for storing said data; and e.
transferring data stored on said tags to said field readers and
from said field readers to said computer for computing desired
information about said game.
18. The method in claim 17, further including the step of providing
a plurality of generators positioned generally on or underneath the
field of play for said sport, being capable of activating said
player tag.
19. The method in claim 17, further including the step of
displaying a portion of said information in response to an operator
request using a visual interface, including numerical data, a
visual representation of the movement of said player, said ball or
both during said game.
20. The method of claim 17, further including the step of
developing a database of player performance statistics.
21. The method of claim 20, further including the step of receiving
historical performance data statistics, and wherein the step of
developing a database of player performance statistics includes the
historical performance statistics.
Description
REFERENCE TO RELATED APPLICATION
[0001] This application claims priority of U.S. Provisional
Application Ser. No. 60/749,499, filed Dec. 12, 2005, the entire
contents of which are incorporated herein by reference.
FIELD OF INVENTION
[0002] The present invention relates generally to sports analysis
systems and, more particularly, to an analysis system and method
designed to track movements of players and the ball, monitor
interaction between them, analyze performance, calculate statistics
and perform other functions.
BACKGROUND OF THE INVENTION
[0003] Statistics are very important to sports especially
professional sports such as baseball and football. Both live and
past performances of a team and its individual players are followed
in real-time and recorded by commentators and sports enthusiasts to
calculate statistics for entertainment purposes and as a coaching
aid. In baseball for example, various aspects of the game are
monitored such as the speeds of the pitch, a hit, and base
running.
[0004] Sportscasters typically rely on visual observations to track
play-by-play action and consult news services or newswires for
gathering related statistical information. This can be difficult
during a game due to the speed of play and visual obstructions.
Instant replays and guestimates based on sideline yardage or other
"ghost scales," sometimes displayed on television with hockey or
football for example, aid with this task, but can still fail to
provide accurate, simultaneous information efficiently. Thus, there
is a need to provide a system that accurately reports player and
ball positions to calculate performance statistics and other
information virtually up to the minute and to assist coaches
objectively assess crucial play-calling decisions. There is also a
need for a system that eliminates ball spot errors, reduces human
error in statistical recording and scouting costs, and provides an
ongoing performance history for sports teams and their players.
SUMMARY OF THE INVENTION
[0005] In general, the present invention addresses these needs by
providing a system and method for actively tracking, processing and
distributing data pertaining to player performance, movement of the
ball and related statistics in a sports game. At least one active
radio frequency identification ("RFID") transponder or "tag" (both
active and passive RFID tags are generally referred to as "tags")
is implanted into one or more items worn or used by one or more of
the game players, such as a player's helmet or shoe. The active
player tag contains a RFID chip attached to an antenna enabling it
to receive and transmit its stored data to field readers located
throughout the field of play. Field readers have an antenna and
coupler configured to function to both retrieve stored data from
player tags and transmit a signal to tags without requiring direct
contact or a clear line of sight.
[0006] The game ball contains at least one passive RFID tag that
transmits data collected thereon, such as its location coordinates,
back to the player tag. Game ball tag energizes from the
electromagnetic field waves generated by the player tag.
Optionally, a second passive tag is implanted at a position on the
game ball spaced apart from the first tag, such as on opposite ends
of a football. Each ball tag and player tag contains unique
identification information. Active player tag also transmits data
received from the ball tag to the field readers enabling players to
interact with the game ball and the field.
[0007] Field generators capable of broadcasting a signal to
"wake-up" or activate the player tag are located in every corner of
the playing filed. Typically there is just one generator per corner
of the sport field, such as the end zone in football. Upon
instruction by the generator's broadcast, or at pre-set intervals,
the player tag transmits both player data and ball data to the
field readers. The player tag reads the ball tag and transmits a
signal transferring that data as well as player data to the field
readers.
[0008] The filed readers are generally positioned so that more than
one will read the data at any given time. Preferably, field readers
are positioned so that they are able to triangulate each active tag
and the passive tags, enabling identification of the exact location
of each tagged player and the game ball. In this way the tags
continuously interact with the readers by transmitting them their
stored data thereby creating an electronic grid capable of tracking
the positions of the tags, and thus the tagged players and the game
ball, virtually instantaneously. For instance, field readers are
generally positioned in outer edges of the field of play, such as
the four corners of a field having a rectangular shape. In a game
of football for example, they may be positioned in the front corner
of the end zone closest to the first yard line.
[0009] The field readers forward the collected data on a regular or
as-requested-basis using communication means to a computer network
arranged to analyze the data and provide interpretive information
based on the data. This information includes, for example, the
location of the players and the ball, their changes in speed and
distances traveled, and the interaction between the tags. This
interaction offers information sufficient for conducting
comparative analysis between performances of players.
[0010] Thus, an object of the present invention improves analysis
of a sports game and performance of its individual players by
ensuring the accurate tracking of the ball and player movement and
placement on the field. Based on this, an object in another example
is to obtain and report up-to-the-minute data and statistical
information stored for the ball and individual players. This may be
advantageously used to provide management, coaches and players
information needed to make game play decisions and to improve
player and team skills. As accurate and precise information is
vital for the success of any business or franchise team, another
object in an embodiment of the invention is to enhance the ability
to analyze the effectiveness and performance trends of current
players which provides a potential for significant improvements to
data available on individual players as they progress through their
sports careers. An example of the system and method also eliminates
ball spot errors, reduces human error in statistical recording, and
provides a historical database and an ongoing performance history
for sports teams and their players.
[0011] Other objects, features, and advantages of the present
invention will become better understood or apparent form the
following detailed description, drawings and appended claims of the
invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 is a block diagram showing an embodiment of the
system for actively tracking a sports game in accordance with an
example of the present invention.
[0013] FIG. 2 illustrates an embodiment of the system employed for
use with the game of football in accordance with an example of the
present invention.
[0014] FIG. 3 illustrates an embodiment of the system employed for
use with the game of baseball in accordance with an example of the
present invention.
DETAILED DESCRIPTION OF EXAMPLES OF THE INVENTION
[0015] With reference to the drawings, FIG. 1 depicts a block
diagram of an embodiment of the active tracking system. Player tag
11 is implanted into an item worn or used by a player. In a
preferred embodiment, the tag is removably affixed to the helmet or
sewn into a portion of the helmet or textile article, however, any
suitable means of attachment is considered within the scope of this
invention. Each player tag 11 transmits radio waves wirelessly to
communicate, at regular intervals or upon instruction by one or
more generators 15, with the ball tag 13, and an interface device
or field readers 20 that are located in and around the sports
field. Each player tag 11 powers and reads the ball tag 13 when
game ball 14 is near player. The game ball includes any item used
in the sport for scoring, such as a football, baseball or hockey
puck, and need not be commonly referred to as a "ball." Along with
this data, the current locational data or coordinates of player 12
are sent by signal from player tag 11 to field readers 20. As such,
the player tag 11 is responsible for conveying the data and ball
tag 13 does not transit any data to readers 20. Optionally, at
least one passive reader is also implanted into an item worn or
used by a player participating in the sport.
[0016] Tags and readers are configured to operate at a compatible
frequency. Readers 20 are arranged so that more than one receiver
is capable of accepting a tag 11 signal at any given point during
game play. Preferably, readers 20 are arranged in a triangular
formation so that at any given time three readers 20 are positioned
to receive the data from player tag 11. In an example, three or
four readers 20 are located in each corner of the field.
Appropriately positioning tags and readers for the sports game at
play provides a highly accurate positioning solution. Readers 20
track and store this data, including the positions of each player
tag 11 and ball tag 13, and communicate that data over
communication means 25 to computer system network 30.
[0017] Computer system 30 comprises a database for storing data
received from readers 20 over communication means 25, a storage
medium containing instructions and a data processor to implement
instructions. Computer system 30, preferably located off-site from
the field of play, is equipped with software designed specially for
the game of football, which enables the system to function
accurately. The computer system has registered identification of
the player tags 11. Upon receiving the data from the readers 20,
computer 30, based on registered identification, interprets the
data into useful information. A user interface module provides an
entry screen for users to enable, disable or manipulate functions
of communication means 25, game play map displays, ball and player
positions, and the calculation of statistics based upon data.
Interface also provides an entry for users to elect other functions
and specific data of interest. Computer network 30 is adapted to
collect data from field readers 20 and control the operations of
the generators 15. Computer network 30 maintains and analyzes this
data and distributes resulting information. Data documenting time
and location of the game ball, and first and second players, for
instances, enable networks 30 to calculate the ball speed from the
first location to a second and subsequent locations. The
information shows where the ball moves and who is responsible for
that movement as the game progresses.
[0018] Furthermore, data analysis can yield virtually any
information that will give players, newscasters, sports
enthusiasts, team owners, and coaches, among others, the ability to
track and monitor a player's progression over time. Players and
teams can be tracked game-to-game and season-to-season, by
monitoring the interaction between the players, the ball and the
field, the system generates statistical and performance data for
individual players and displays the collected data to such
individuals while a game is in progress and/or after its
conclusion, through the use of specially designed software. One can
identify positive or negative performance trends and develop
targeted strategies for player improvement. Additionally, if
implemented across a sports division such as, for example,
NFL-wide, a performance database for players can be developed,
maintained and transferred with a player as they move from one team
to another or to different franchises thereby providing an ongoing
performance history. The system further allows users to analyze a
player's performance from game start to finish, such as first to
fourth quarter, and optimize strategies based the statistical
knowledge, such as when and where a player will likely break down
or underperform.
[0019] The present system is adaptable to most any sport. In
particular, the system is used for football, baseball, basketball,
hockey, golf, rugby, soccer and tennis. It can also be implemented
in the courts of indoor gymnasiums and adjusted to accommodate a
variety of games suitable for the particular court.
[0020] In an example, several players are equipped with at least
one ball tag 11. Player tags 11 have reception capabilities to
receive frequency of 433 MHz in a range of at least 100 feet.
Typically, player tags 11 will only receive data from the game ball
14, if they are within distance to the ball, at least, in part,
because the ball tags 13 are powered by the player tags 11. Thus,
the ball 14 is constantly looking for an active player tag 11, such
as on a helmet, to power it. Player tags 11 rely on a power source,
such as a lithium-ion replaceable watch battery, and are designed
to transmit a signal when the power source is in need of
replacement. Additional communications can be made by player tag 11
if desired, such as for indicating if the tag is removed from
contact points, if the temporal environment exceeds ideal or other
predefined limits, or contains an LED that blinks when called.
Preferably, player tags 11 are the general shape of a cylinder or
square, fairly small in size, for example 34 mm.times.32
mm.times.12 mm; have a weight of about 11 grams; and are encased in
durable casing, for example an acrylonitrile butadiene styrene
("ABS") case material. Player tags 11 have a user memory of about
0-256 Kbit.
[0021] In an example, ball tags 13 are passive tags that require no
power source. They function to transmit information stored thereon
by inductive coupling when placed within a specific electromagnetic
interrogation field generated by an RFID reader at a specified
frequency. Ball tags 13 are powered by the player tags 11. The ball
is constantly looking for a player tag or helmet to power it. The
ball tags 13 can be set to read continuously or upon detecting
movement of the player. At such instruction, player reader
registers the time and the active player tag transmits the
information. In a preferred embodiment, they are configured to
operate a frequency in the range of about 865-868 MH.sub.z or about
902-928 MH.sub.z depending upon the receiving frequency of the
active player tags 11. Ball tags 13 have sufficient memory to
record the position of ball 14 upon request by generator 15 and/or
readers 20. For example, ball tag 13 has of general protocol of EPC
UHF class 1 Gen 2 for 150 18000-6 and an EPC memory allocation of
about 96 bits.
[0022] Generators 15 activate or "wake up" player tags 11 and ball
tags 14 by transmitting a radio frequency. Such transmission
frequency can be at about 433 MH.sub.z. Preferably, the
transmission range of generators 15 is at least 100 feet to tag 11
and 13. Generators 15 also communicate with readers 20 at, for
example, a radio frequency of about 916 MH.sub.z-927 MH.sub.z or
868 MHz. Ideally, the frequency provides a communications range of
at least 100 feet to and from readers 20. A link connects the field
readers 20 with the active 11 tags, which communicate with ball 13
tag to record and send ball tag 13 data to readers 20, and will be
maintained provided the tags do not extend beyond the read range.
Generators 15 are equipped with or without antennas. Use of
antennas necessarily dictates the size of generators 15, which, for
an example are about 67 mm.times.108 mm.times.28 mm without
antennas and about 67 mm.times.108 mm.times.159 mm with antennas.
They can weight approximately 128 grams and be housed in an ABS
case material. Additional features are optionally added such as Red
LEDs and/or Green LEDs. Red LEDs can light up while transmitting
data and receiving packets of data to or from readers 20. Green
LEDs can be lit while transmitting data packets to tags 11 and 13.
Optionally, generators 15 have a motion detector that may be set
for particular play parameters during game play. Readers 20 have
read and write capability to player tag 11 and ball tag 13. Their
transmission frequencies are similar, if not the game, as those of
generators 15. However, in an example readers 20 have a frequency
range of about 100 feet to tags 11, 13, and about 280 feet from
tags 11, 13. Readers 20 have a power source. For example, readers
20 use a 12 volt 1.5 amp battery. They communicate via ethernet or
WLAN. Optionally installed on readers 20 are indicators, such as
LEDs to identify communication status. For example, RF LED
indicates while receiving data packets form tags 11, 13; HOST LED
lights up when sending validated tag data to the computer system;
ACCESS LED lights up when transmitting data to tag 11 or 13;
and
[0023] POWER LED lights up when the reader 20 is powered.
[0024] Computer network 30 has a server for processing data and a
data storage system arranged to provide analytical and interpretive
information based on data provided through communication means 25
from readers 20. Communication interface 25 includes, for example,
Ethernet or wireless network, and can include any means of
transferring such data. Computer system 30 runs software, such as
an application software program, specially designed for the system
and for the game parameters of a particular sport with which the
system is being used. For example, software, generally referred to
in RFID technology as middleware, resides on the computer network
30 server between the field readers 20 and desired applications.
The middleware filters data received from readers and passes on
that which is useful for desired applications, including results of
data analysis. In an example, computer system 30 uses an API
written in ANSI C and C# (C Sharp) that can be used in the NET
environment and supports NET C++, Visual Basic and C#. It can be
run on all Windows operating systems. The middleware can be
designed to accommodate game rules and statistical range of teams.
It can be manipulated and used as a powerful coaching tool and aid
to making critical decisions during game play. The computer network
can optionally include a memory for storing previously obtained
data about a sport game and generating a database of historical
performance for the game.
[0025] A method of tracking and analyzing the performance of a
sports game is also included. The method generally comprises
removably affixing at least one RFID tag and least one reader on or
in an item worn or used by a player participating in the game, and
removably affixing at least one RFID tag on or in the game ball. A
plurality of field readers are positioned on or underneath the
field of play for said sport and in a manner appropriate for
receiving data from said player tag. A computer network is provided
having a communication interface with the field readers and that is
operative to receive data from the field readers and has a display
and a memory for storing the data. Data stored on the tags is
transferred to the field readers and to the computer for computing
desired information about the game. Optionally, a plurality of
generators are positioned on or underneath the field of sport play
and capable of activating play tag, ball tag, or both. The further
step of displaying a portion of the database in response to an
operator request is used. This may include a visual representation
of the movement of said player, said ball or both during said game.
In an example, the further step is provided of developing a
database of player performance statistics. In another example, the
further step is provided of receiving historical performance data
statistics and developing a database of player performance
statistics. That optionally includes the historical performance
statistics.
EXAMPLE 1
[0026] An example of the invention incorporates the system into the
game of football. As illustrated in FIG. 2, player tag 11 is
inserted into an item 12 worn by a player. Preferably player tag 11
is implanted into the helmet or jersey of a player, including those
of the quarterback, receivers and running backs. Two passive ball
tags 13a and 13b are embed into the game ball 14, in this example,
one on either end of the football.
[0027] Readers 20x, 20y and 20z are positioned in the front corners
of the end zone closest to the playing field (as shown in FIG. 2 in
one corner). In another example, readers 20x, 20y and 20z are
scattered underneath the field to form Cartesian planes across the
field consisting of XYZ coordinates. Player tags 11 and football
tags 13 are designed to interact with both each other and RFID
readers 20. Player tags 11 will interact with the football 14 via
ball tag 13 and the field at the same or essentially the same
time.
[0028] Readers 20 communicate data including the movement,
position, interaction of each read tag retrieved from player tags
11 and ball tags 13 over wireless network 25 to a computer network
system 30. Computer system processor analyzes the data according to
software instructions and converts or compiles the data into useful
information for game leagues, franchises, broadcasting agencies,
etc.
[0029] In a further example for the game of football, the system
uses active player tags 11 operating on either a 916 MHz, 927 MHz
or 868 MHz frequency that have a read range of at least 100 yards.
Ball tags 13 include ultra high frequency passive tags operating on
about a 13.5 MHz frequency and have a read range of at least 3
feet. Intelligent field readers 20 are equipped with on-board
computing power and can filter data, store information and execute
commands. Readers 20 communicate with tags 11 and 13 using a
variety of protocols, and can read tags using different
frequencies. External computer system 30 runs software specially
designed for the system. Computer 30 gathers and interprets the
information into useful data. For a football coach who is
constantly making decisions throughout game play could receive
information with respect to various data including score, field
position, downs, yards to first down, yards run and distance
thrown, for examples. Over time, this data includes historical
data. The data can be manipulated using computer models and
simulations, which can be designed to accommodate NFL rules and
statistical range of NFL teams.
EXAMPLE 2
REAL TIME SCENARIO
[0030] In a game of football, active tags and readers are implanted
into the helmets of the quarterback, receivers and running backs. A
passive tag is provided on the football. When the football is
snapped to the quarterback, the football tag will recognize the
quarterback and that transmits data collected thereby. The player
tag will begin recording data for analysis. For example, this
information includes various statistical and performance
information such as how far and fast he drops back in the pocket,
and how far and fast he throws the ball, and the football location.
If the quarterback throws the football to his wide receiver, the
football tag will record the distance traveled and the velocity of
the pass. Once the wide receiver catches the pass, the football tag
will stop recording for the quarterback, and go back to the point
of origin of the wide receiver. There it will begin recording how
far and how fast the wide receiver ran through his pattern to
receiver the pass, and how far he travels after the completion.
Receipt of this data enables the computer system process on-going
or live game action. This will aid users eliminate human error in
statistical recording and ball spotting errors, and to ensure equal
play through the duration of the game. Additionally, the
information will provide a coaching aid in statistical analysis of
the players, and a new level of statistical data, which is
unattainable through the current way of obtaining data.
EXAMPLE 3
[0031] In another example, the system and method are employed with
a baseball game as generally illustrated in FIG. 3. Two active
player tags 11 are embedded into an item worn or used by each
player to be tracked. Tags 11 are include in their helmets. Passive
tag 13 is embed in the baseball. Readers 20 are positioned
throughout and underneath the baseball diamond in a formation
suitable for collecting player tag 11. Readers 20 are positioned
such that at least three readers are within range of any tag to be
read, or, optionally, by triangulating player location and ball
location. The operation and functionality of this system is very
similar to the football system.
[0032] While the foregoing has been set forth in considerable
detail, it is to be understood that the detailed embodiments and
Figures are presented for elucidation and not limitation. Process
variations may be made, but remain within the principles of the
invention. Those skilled in the art will realize that such
variations, modifications, or changes therein are still within the
scope of the invention as defined in the appended claims.
* * * * *