U.S. patent application number 12/080997 was filed with the patent office on 2008-10-16 for automatic scoring and performance measurement method and apparatus.
Invention is credited to Randall Keith Young, Rita Ann Young.
Application Number | 20080254866 12/080997 |
Document ID | / |
Family ID | 39854217 |
Filed Date | 2008-10-16 |
United States Patent
Application |
20080254866 |
Kind Code |
A1 |
Young; Randall Keith ; et
al. |
October 16, 2008 |
Automatic scoring and performance measurement method and
apparatus
Abstract
Method and corresponding apparatus for automated scoring,
performance measurement/reporting and interactive entertainment and
more particularly automated scoring for games, such as multiple
basketball games and baseball, soccer, football, as well as other
games with projectiles or other objects-of-interest. Generally
players are automatically scored, their performance is measured and
presented to them, entertainment devices are controlled and they
are interactively entertained. One too many players can be
entertained individually and/or as teams. Additionally, multiple
games, of the same sport or different sports, can be played with
this single method and apparatus. The method or apparatus may be
utilized in conjunction with communication devices.
Inventors: |
Young; Randall Keith; (Port
Matilda, PA) ; Young; Rita Ann; (Port Matilda,
PA) |
Correspondence
Address: |
LAW OFFICES OF CHARLES W. BETHARDS, LLP
P.O. BOX 1622
COLLEYVILLE
TX
76034
US
|
Family ID: |
39854217 |
Appl. No.: |
12/080997 |
Filed: |
April 8, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60922644 |
Apr 10, 2007 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
A63B 2102/20 20151001;
A63B 63/00 20130101; A63B 2071/0694 20130101; A63B 2102/18
20151001; A63B 2243/0095 20130101; A63B 2024/0037 20130101; A63B
2243/0025 20130101; A63B 71/0669 20130101; A63B 2102/32 20151001;
A63B 2071/0658 20130101; A63B 2243/0037 20130101; A63B 2243/007
20130101; A63B 2102/22 20151001; A63B 71/0622 20130101; A63B
2071/063 20130101; A63B 24/0021 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of automatically measuring and indicating scoring or
performance to a player or set of players, the method comprising:
sensing a success, attempt or failure; computing the score or
performance; generating indication(s) of score or performance for
the player(s) or remote observer(s); and indicating the score or
performance to the player(s) or other observers.
2. The method of claim 1 wherein the automatically measuring and
indicating scoring or performance further comprises players
corresponding to sport or game participation.
3. The method of claim 1 wherein the player interactively controls
remote entertainment devices producing any form of media
entertainment for the player, including audio, video, displays, and
other media that the player may find entertaining.
4. The method of claim 2 wherein the sensing a success, attempt or
failure corresponding to sport or game participation further
comprises sensing the path or impact of a ball, puck, projectile,
hand or other object-of-play.
5. The method of claim 4 wherein the sensing the path or impact of
the object-of-play further comprises determining whether ball, puck
or other object-of-play succeeded, or that an attempt was made to
succeed, in its scoring or performance action corresponding to a
sport or game.
6. The method of claim 4 wherein the sport or game participation
further comprises the sport or game participation in basketball,
football, baseball, golf, hockey, cricket, volleyball, running or
other moving-object-focused activity.
7. The method of claim 4 wherein the sport or game participation
further comprises multiple basketball game types, such as shooting
percentage, 1-on-1, 2-on-2, team-on-team, and/or HORSE-shooting
games.
8. The method of claim 1 wherein the computing the score or
performance further comprises processing the sensing a success,
attempt or failure measures to produce a score or performance for
presentation to the player(s).
9. The method of claim 8 wherein the score or performance for
presentation to the player(s) that is produced further comprises a
processor, memory and information transfer components.
10. The method of claim 8 wherein the score or performance for
presentation to the player(s) that is produced indicates a single
player's success quantification or indicates scores or performances
of multiple players for competition.
11. The method of claim 1 wherein the generating indication(s) of
score or performance for the player(s) or remote observers further
comprises transforming the computed score or performance into
sounds, speech, visual displays, infrared or radio frequency remote
control signals, radio signals, or sound waves for direct or
indirect indication(s) of score or performance to the
player(s).
12. The method of claim 11 wherein the transformed representation
of the score or performance generate the indication(s) of score or
performance further comprises generation of remote control signals
or other transmissions to operate external generating methods for
presentation to the player(s) or remote observer(s).
13. The method of claim 1 wherein the indicating the game/mode,
score and/or performance to the remote observer(s) further
comprises transforming generated indicator(s) into a signal or
representation suitable for remote observers to collect, compile,
process and/or report.
14. The method of claim 13 wherein the transforming of generated
indicator(s) further comprises one or more of the following signals
or representations suitable for remote observer utilization:
storing the game/mode, score and/or performance to a memory for
remote observer utilization; and/or communicating the game/mode,
score and/or performance with wired or wireless communications
methods.
15. An apparatus arranged and constructed for automatically
measuring and indicating scoring or performance to a player or set
of players, the apparatus comprising: a sensing section configured
to provide sensor signals corresponding scoring, performance or
apparatus configuration and option selection; a computing section
configured to transform the sensor signals into score, performance,
and/or apparatus configuration representations; a generating
section configured to transform the score, performance, and/or
configuration representations into a player or remote observable
representation that corresponds to the computed score, performance
or apparatus configuration; and a player indicating section
configured to transduce the player observable representation into
an energy form that can propagate to the player(s) and/or the
remote observer(s).
16. The apparatus of claim 0 further comprising a computing section
comprising a signal processor configured to process the sensed
signals to facilitate: configuring the apparatus state and mode of
operation by enabling the player to select a game or performance
measuring mode of operation; calculating score or performance
measures; and mapping the updated apparatus state/mode, score,
performance, and/or apparatus configuration into the proper
representations for the generating section.
17. The apparatus of claim 0 further comprising a generating
section comprising a processor configured to process the updated
apparatus state/mode of operation, score, performance, and/or
apparatus configuration representation to facilitate: generating
the appropriate player observable representation depending upon the
state of the apparatus and the player selected game or performance
mode; mapping score or performance measures to appropriate game or
performance measure dependent responses; mapping the player
observable representation of the updated state/mode of operation,
score, performance, and/or apparatus configuration into the proper
representation for the indicating section; and generating the
player or remote observable representation signals that will be
transduced into propagating energy by the indicating section of the
apparatus.
18. The apparatus of claim 0 further comprising an indicating
section further comprising a set of transducers configured to
facilitate transducing the player observable representation signals
into energy that will eventually lead to energy propagating to the
player(s) or remote observer that conveys the updated apparatus
state/mode of operation, score, performance, and/or apparatus
configuration to the player.
19. An apparatus arranged and constructed for automatically
measuring and indicating scoring or performance of basketball
game(s) and/or performance measurement mode(s) to the player(s)
and/or remote observer(s), the apparatus comprising: a sensing
section configured to provide sensor signals corresponding to
attempted basketball shots, successful/made basketball shots,
and/or failed/missed basketball shots apparatus configuration and
option selection; a computing section configured to transform the
attempt/made/missed sensor signals into basketball score,
performance, and/or apparatus configuration representations into
appropriate update calculations for each basketball game/mode
selection update, game update or performance measure update; a
generating section transforms the updated game/mode selection,
basketball score, performance, and/or apparatus configuration
representations into a player or remote observable representation
that corresponds to the game/mode selection, computed score,
performance or apparatus configuration suitable for indication to
the player(s) and/or the remote observer(s); and a player or remote
observer indicating section configured to transduce the player
observable representation into an energy form that can propagate
directly and/or indirectly to the player(s) and/or the remote
observer(s).
20. The apparatus of claim 19 further comprising basketball game(s)
and/or performance measurement mode(s) comprising the alternative
basketball game and/or performance measuring mode selections
corresponding to: shooting percentage game and/or the numbers of
attempted, made and missed shots; HORSE game, where multiple
players score by making shots that the other player(s) cannot
repeat; timed one-on-one (or one-on-multiple; or
multiple-on-multiple) where each player attempts to score while
being defended by the other player(s), and the scoring player
receives more points for a faster score; timed shooting percentages
from constrained locations on the court; and jumping training,
where the player must trigger the make and/or miss indicators by
jumping up and hitting/slapping them while being timed.
Description
RELATED APPLICATIONS
[0001] This application is related to and claims priority from U.S.
provisional application bearing Ser. No. 60/922,644, filed on Apr.
10, 2007, and titled AUTOMATIC SCORING AND PERFORMANCE MEASUREMENT
METHOD AND APPARATUS; which provisional application is hereby
incorporated herein in its entirety by reference.
FIELD OF THE INVENTION
[0002] This invention relates in general to player interactive and
automated: sports scoring, performance measurement, and player
entertainment apparatus and methods.
BACKGROUND OF THE INVENTION
[0003] Sports and game playing and training are popular pastimes
for many people. Most sports and games playing and training focus
on scoring and/or performance measurement/enhancement. For many
games and practice sessions the players must manually keep the
score or measure their performance (or the performance of others).
Keeping score and/or quantifying their performance helps motivate
players and enhance their skill development.
[0004] This score keeping and performance quantification is usually
realized manually, possibly on paper, but usually "in their heads."
Manually keeping score and/or measuring performance while
playing/training/coaching can lead to: inaccurate score and
measurements; reductions in concentration on their play/training
due to players concentrating on score/measures rather than
play/training; player discomfort with their score or performance;
discomfort with the person/device that is scoring and/or measuring
performance; interference with their thoughts/actions; a lack of
concentration in their play/performance; arguing with other
players; as well as many other degradations in play/performance.
Automated scoring and performance measurement is needed and desired
to enhance the player(s)
play/training/performance/entertainment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] The accompanying figures where like reference numerals refer
to identical or functionally similar elements throughout the
separate views and which together with the detailed description
below are incorporated in and form part of the specification, serve
to further illustrate various embodiments and to explain various
principles and advantages in accordance with various
embodiments.
[0006] FIG. 1 depicts, in a simplified and representative form, a
diagram depicting basketball players playing a game and a
scoreboard accessory that is keeping track and announcing the score
as well as entertaining the players in accordance with one or more
embodiments;
[0007] FIG. 2 depicts a player receiving interactive visual and/or
audio feedback regarding their basketball performance from their
backboard accessory and/or from remote multimedia device in the
vicinity of their play;
[0008] FIG. 3 depicts, in a simplified and representative form, a
diagram showing three backboards indicating three different games:
a team-on-team or 1-on-1 game, a shooting percentage or
number-made-and-missed game, and a "HORSE" shooting game, with all
games having both visual and audio interaction with the
player(s);
[0009] FIG. 4 depicts, in a simplified and representative form, a
diagram similar to FIG. 3 showing a backboard with scoring and
visual/audio interaction, but the audio is now highly personalized
for the player(s) and tailored just for them, and includes local
and remote multi-media players;
[0010] FIG. 5 depicts, in a simplified and representative form, a
diagram of a player safely and easily deploying/recovering the
scoring/performance device and attaching it to the backboard, rim,
and/or net by raising/lowering it with a pole without a requirement
for a chair or other things to climb for added height;
[0011] FIG. 6 illustrates in a simplified and representative form,
the primary components of this method or apparatus and their
interconnections;
[0012] FIG. 7 illustrates an exemplary and simplified flow chart
for a method embodiment that automatically scores, measures and/or
tracks player performance for multiple games according to various
embodiments;
[0013] FIG. 8 illustrates an exemplary flow chart for a method
embodiment that automatically scores, measures and/or tracks player
performance for multiple games according to various
embodiments;
[0014] FIG. 9 illustrates in a simplified and representative form,
a block diagram of an apparatus that automatically scores, measures
and/or tracks player performance for multiple games according to
various embodiments;
[0015] FIG. 10 illustrates in a representative form, a block
diagram of an apparatus that automatically scores, measures and/or
tracks player performance for multiple games according to various
embodiments;
[0016] FIG. 11 depicts a simplified physical embodiment suitable
for practicing one or methods of automated scoring and performance
measurement attaching to a basketball rim in accordance with
various exemplary embodiments;
[0017] FIG. 12 depicts a simplified physical embodiment suitable
for practicing one or methods of automated scoring and performance
measurement attaching to a basketball rim and attaching the sensing
component to the basketball net in accordance with various
exemplary embodiments;
[0018] FIG. 13. illustrates an exemplary embodiment of a successful
"made" shot sensing unit while stationary and while being activated
with a successful "made" shot;
[0019] FIG. 14 depicts a simplified physical embodiment suitable
for practicing one or methods of automated scoring and performance
measurement attaching to a basketball rim with an alternative net
attachment in accordance with various exemplary embodiments;
[0020] FIG. 15 illustrates an exemplary embodiment
scoring/measurement/communicating/indicating unit with alternative
sensor components and mountings more appropriate for thrown or
kicked balls;
[0021] FIG. 16 illustrates the embodiment of FIG. 15 being
activated with a successful "made" strike of the "make" sensor;
[0022] FIG. 17 illustrates the embodiment of FIG. 15 being
activated with an unsuccessful "attempt/miss" strike of the
"attempt/miss" sensor;
[0023] FIG. 18 depicts the algorithm and a listing of pseudo-code
that may be utilized for measuring performance and entertaining the
player(s) for tracking and indicating the performance of successful
and unsuccessful attempts;
[0024] FIG. 19 depicts the algorithm and a listing of pseudo-code
that may be utilized for configuring and automatically scoring a
basketball shooting game, commonly known as HORSE, for a selectable
number of players, and for entertaining those players;
[0025] FIG. 20 depicts the algorithm and a listing of pseudo-code
that may be utilized for configuring and automatically scoring a
competitive basketball game between two (or more) players, commonly
known as one-on-one, (or team-on-team) but played with a timer such
that a player/team is awarded points based upon their scoring, and,
alternatively, how rapidly they score, termed timed-head-to-head
game;
[0026] FIG. 21 illustrates exemplary embodiments and components for
tailoring the multimedia response(s) to players utilizing the
scoring/measurement/communicating/indicating unit, including
configuration of content for play in that unit as well as play on a
remote multimedia device(s);
[0027] FIG. 22 illustrates exemplary embodiments and components for
tracking the multiple dimensions of time playing, scoring, and/or
performance quantification of the player(s) across time, at one or
more playing station(s), and/or within a game, practice and/or
tournament, consolidating the scoring and/or performance
measurement across these dimensions;
[0028] FIG. 23 demonstrates one embodiment of the
scoring/measurement/communicating/indicating unit, appropriate for
basketball play, that can be safely and easily mounted to a
basketball rim and net;
[0029] FIG. 24 demonstrates one embodiment of the
scoring/measurement/communicating/indicating unit, appropriate for
basketball play, and according to FIG. 24 that is safely and easily
attached to a basketball rim and net; and
[0030] FIG. 25 demonstrates a zoom-in of the details of one
embodiment of the scoring/measurement/communicating/indicating
unit, appropriate for basketball play, and safely and easily
attached to a basketball rim and net.
DETAILED DESCRIPTION
[0031] This invention relates in general to player interactive and
automated: sports scoring, performance measurement, and player
entertainment apparatus and methods, and more specifically to
automated basketball scoring, performance measurement, multiple
game play and audio entertainment both directly and via remote
control.
[0032] Sports and game playing and training are popular pastimes
for many people. Most sports and games playing and training focus
on scoring and/or performance measurement/enhancement. For many
games and practice sessions the players must manually keep the
score or measure their performance (or the performance of others).
Keeping score and/or quantifying their performance helps motivate
players and enhance their skill development. This score keeping and
performance quantification is usually realized manually, possibly
on paper, but usually "in their heads." Manually keeping score
and/or measuring performance while playing/training/coaching can
lead to: inaccurate score and measurements; reductions in
concentration on their play/training due to players concentrating
on score/measures rather than play/training; player discomfort with
their score or performance; discomfort with the person/device that
is scoring and/or measuring performance; interference with their
thoughts/actions; a lack of concentration in their
play/performance; arguing with other players; as well as many other
degradations in play/performance. Automated scoring and performance
measurement is needed and desired to enhance the player(s)
play/training/performance/entertainment.
[0033] Scoring aids, counters, electronic scoreboards, wireless
displays, manual "click" counters, timed and wireless pitching
machines, and many other automated scoring and performance
measurement devices exist to assist players in keeping score and
measuring performance. The limitations of some of these devices is
that they do not sufficiently solve the automated scoring and/or
performance measurement problem. Some devices only sense the score
of one particular game and do not work for a range of games or a
range of performance measurement. For both experienced players and
new players, games and/or training can get boring or unproductive
unless a diversity of games and/or training are practiced.
Therefore, multiple play/training modes are highly desirable as
well for purposes of diversity. Players desire scoring/measurement
devices that offer multiple play/training alternatives/options.
[0034] Another problem with existing devices is that they either
focus on scoring for a game between two teams or on the individual
performance of a single player. It is desirable for a single device
to provided automated scoring, performance measurement/reporting,
and interaction with local and/or remote multimedia devices for
both individuals as well as multiple individual players, as well as
teams that range in size from 1 up to 5. It is desirable to provide
interaction and entertainment to individuals as well as teams so
that the same device can be used regardless of the number of
players that are currently available to play; the device will
always support play/practice regardless of the number of players
available.
[0035] Many players/trainers desire to be entertained while they
play or practice. The primary form of desired entertainment is
music; some other audio is listened to by players. Unfortunately,
the music is not related to the play or performance of the
player(s) or the score of a game. Interactive entertainment is a
desirable feature of an automated scoring and/or performance
measuring device.
[0036] Other scoring and/or training aids are bulky, difficult to
install/utilize, interfere with the game/practice, require
inconvenient maintenance, require constant transport, are not
robust to play/training, and/or are expensive to the player to
purchase and/or maintain. Other score/performance measuring devices
require players to wear or have devices attached to them. Most
players do not want to wear devices or have devices attached to
them, regardless of size. Other devices have the potential for
danger and could lead directly or indirectly to injury and are not
considered safe under all conditions. Potentially unsafe
scoring/measurement devices are undesirable. Players desire
easy-to-use, easy-to-configure/emplace, easy-to-maintain,
non-interfering, as-small-as-possible, low cost, safe
scoring/training devices.
[0037] Other performance devices do not add significant play,
performance and/or training value. Players desire scoring and/or
performance measurement/enhancement devices that entertain with
interactions that extend beyond the game/training, but are
interactive with the game/training. Playing music while training is
a common practice with players. It is desirable to have the music
and other audio interact with the player's performance or scoring
while they are playing. Other remote entertainment or recording
devices can interact with the player's performance via remote
control of the scoring/measuring device. Remote control of remote
entertainment, recording or other external devices is
desirable.
[0038] Another problem with existing scoring devices is that they
cannot be scaled from individual play to automatically tracking the
performance across an entire gym, set of gyms, or a playground.
Coaches and tournament operators desire automated scoring and
performance measurement that can be automatically logged across
many players and multiple, simultaneous play areas (courts in
basketball). Local logging and/or wired or wireless communications
can enable local automated scoring devices to be utilized
throughout multiple play areas and across many players and/or
teams.
[0039] Clearly existing approaches for providing automated scoring,
performance measurement/reporting and/or player interaction and
entertainment do not provide satisfactory solutions to the above
noted, among many other, problems and/or player desires.
[0040] In overview, the present disclosure concerns automated
scoring, performance and entertainment apparatus and methods and
more particularly automated scoring for multiple games, such as
multiple basketball games and baseball, soccer, football, as well
as other games with projectiles or other objects-of-interest.
Generally players are automatically scored, their performance is
measured and presented to them, and they are interactively
entertained. Additionally, multiple games, of the same sport or
different sports, can be played with this single method and
apparatus. These automated scoring, performance
measurement/presentation, and entertainment concepts and principles
are disclosed, subsequently discussed, and are currently
practiced.
[0041] For example, when the player(s) play(s) a particular sport,
such as basketball, they may desire to play a variety of games in
that sport. They may further desire to track their score, shooting
performance, passing proficiency and/or timing. Players may wish to
play alone, in a side-by-side competition with one or more other
players, in one-on-one direct competition, in a "round robin" or
one-on-many, or in team play (either competitively or to practice
or enhance performance). The single scoring, performance
measurement/tracking method and apparatus should be flexible and
adaptable so as to support a diversity of games as well as
diversity in number of players.
[0042] Referring to FIG. 1, a simplified and representative diagram
depicting automated scoring, performance measurement and
entertainment for two players playing basketball with a backboard
in the background. FIG. 1 shows one situation, e.g., a basketball
where players desire automated scoring as well as external and/or
interactive entertainment. Players 101 are competing in a game of
basketball. In the background the basketball backboard 102 has the
current scores of the two players (or their respective teams)
posted on it. The problem is to create the functionality that
automatically detects and tracks the scoring, and presents it to
the players or other observers (friends, coaches, parents, etc.) in
a safe, easy-to-use, acceptable cost, highly robust, highly
reliable, and highly entertaining set of methods and apparatus.
[0043] Referring to FIG. 1, a simplified and representative diagram
depicting a method and apparatus 100 for automatically scoring
and/or quantifying performance of play and then indicating that
score and/or performance to the players 101, as well as
entertaining them with performance-responsive, interactive
multimedia 107, 109, 110. Players desire to be aware of the score
and/or the quantification of their performance. The method and
apparatus 100 for automatically scoring and/or quantifying
performance of play can be attached to any component of the
basketball system: the rim 103, the net 104, or the rim bracket 105
are options. The method and apparatus 100 for automatically scoring
and/or quantifying performance of play requires access to the net
104 when the ball 106 passes through the net 104, and FIG. 1
depicts a ball passing-through-net sensor 108 that is a dual
lever.
[0044] Referring to FIG. 2, a simplified and representative diagram
depicting automated scoring, performance measurement and
entertainment for the player(s) playing basketball. The player 200
shoots the ball 201 attempting to successfully make a basket/score
by causing the ball 201 to pass down through the rim 202 and the
net 203. The rim 202 and the net 203 are attached to a support and
backboard 204 which support the rim and net. In FIG. 2 the
automated scoring, performance measurement and entertainment device
205-206 is attached to any combination of the
pole/backboard/rim/net. A performance feature of this device
205-206 is indicated by the audio 207 announcing the player(s)
score/performance/entertainment. The interactive multimedia can be
provided from a combination of the device itself 205 or
auxiliary/remote devices as represented by the stereo 209 and the
score/performance display 208. These remote multimedia devices can
include many other devices as well and can interact with other
automated scoring, performance measurement and entertainment
devices to consolidate performance/scores and/or score a game that
spans a large area such as a basketball court or gym.
[0045] Referring to FIG. 3, a simplified and representative diagram
depicting the variety of games and game modes that can be
incorporated within an automated scoring, performance measurement
and entertainment apparatus. FIG. 3 shows examples providing
multiple games and game modes, with the first example, backboard
300 featuring player-on-player scoring. The player-on-player
scoring game automatically tracks a score 302 for Player 1 303 and
a score 301 for Player 2 304. This player-on-player automated
scoring game example also features audio from speakers 305 that
represent audio sources or other forms of audio-visual
entertainment that can interact with the players' scoring and/or
performance. FIG. 3 shows another example of an automated shooting
percentage game on backboard 310. The automated shooting percentage
game tracks successful or "made" shots 312-313 as well as shot
attempts 311 and 314. The combination of shot attempts and shots
"made" also provides that the number of missed shots can be
calculated and presented to the user as an option. This shooting
percentage automated scoring game example also displays speakers
315 to represent audio sources or other forms of audio-visual
entertainment that can interact with the players' scoring and/or
performance. FIG. 3 further shows an example of a third game on
backboard 320, a competitive shooting game commonly and popularly
termed "HORSE". In the game of HORSE a player shoots; if they make
their shot, then the next player must attempt that same shot from
the same location. If that player misses, then they are given a
letter in the word HORSE. If they make the shot, then the next
player must also make that shot. There exist many variations to
this popular game with varying rules, but the "follow-my-successful
shot" concept is the essence of the game. The automated HORSE
scoring game automatically tracks the scores 321-322 for up to five
players in this example, including Player 1 323 and Player 2 324.
This HORSE automated scoring game example also displays a speaker
325 to represent audio sources or other forms of audio-visual
entertainment that can interact with the players' scoring and/or
performance.
[0046] Referring to FIG. 4, another simplified and representative
diagram showing another example of an automated scoring game on
backboard 400 with two scores 401-402. Again speakers 403 represent
the audio-visual interactions. FIG. 4 further represents the
incorporation of remote control of remote devices 405 that interact
and/or respond to the automatically generated score and/or
performance to provide audio-visual entertainment 406 to the
player(s) or remote scoring or performance logging.
[0047] Referring to FIG. 5, a simplified and representative diagram
depicting an option for a player 500 to deploy and recover the
automated scoring, performance measurement and entertainment device
502. This method of device deployment/recovery eliminates the
requirements for a ladder or other methods to vertically emplace
the device. FIG. 5 shows one situation, e.g., a basketball player
500 without a ladder desiring automated
scoring/measurement/entertainment as well as external and/or
interactive entertainment. Player 500 holds a shaft/pole/support
501 that has the device 502 attached to the other end. The player
then lifts the device to attach its components to any combination
of the net 503, rim 504, and/or backboard 505. For recovery of the
device 502 the player 500 raises their pole 501 to attach to the
components of the device and safely lower them for recovery
[0048] Referring to FIG. 6, a circular flow chart of a method of
automatically scoring, measuring performance and/or entertaining
during play will be discussed and described. The method of FIG. 6
and similar methods can be practiced using the apparatus of FIG. 1
as well as other apparatus similarly configured and arranged. The
method begins at the player(s) 600 who receives indications 608
related to their play performance and direct their primary
object-of-play, a ball 601, in this example. The ball 601 is sensed
by the sensors and/or switches 602 to provide inputs 605 that can
be used in computations and operations 606 by the processor 603.
The processor 603 further generates indicator signals 607 and sends
them to transducers 604 for transduction into a form of energy that
indicates 608 score/performance/entertainment to the player(s) 600
or remote devices 608.
[0049] Referring to FIG. 7, a linear flow chart of a method of
automatically scoring, measuring performance and/or entertaining
during play will be discussed and described. The method of FIG. 7
and similar methods can be practiced using the apparatus of FIG. 1
as well as other apparatus similarly configured and arranged. The
method begins at START 700 which representatively corresponds to
the beginning of a game. The first component of the flow is to
SENSE 701 a player action of either attempting to score or actually
scoring; or a success in another way, such as jumping up and
sufficiently slapping the apparatus. Next, the sensed output is
processed by a COMPUTE component 702 that transforms the sensed
inputs into the score, performance measurement and/or remote
control signals controls. Then the computed outputs are transformed
by a GENERATE component 703 into signals and/or controls that can
be transduced with the intent of direct and/or indirect interaction
with the player. These signals/controls are transduced by the
INDICATE component 704 into observable phenomenon that either
directly or indirectly lead to player interaction. Finally, this
method ENDs 705.
[0050] Referring to FIG. 8, a branching or decision flow chart of a
method of automatically scoring, measuring performance and/or
entertaining during play will be discussed and described. The
method of FIG. 8 and similar methods can be practiced using the
apparatus of FIG. 1 as well as other apparatus similarly configured
and arranged. The method starts 800 and is waiting to be initiated
by a Sensed Event 801 which causes the method to Wake up 802 and
initiate the Game Selection and Configuration 803 component. The
player selects and configures the desired game that they want
automatically scored/measured/entertained. The Start Selected Game
component 804 allocates, configures, resets and initiates memory
and points the processor at the correct game algorithm to execute.
When the game is started then the method might provide indications
to the user for directions, timing and/or player selection, as well
as indications of the players' score, performance and/or
interactive entertainment. Then this automated
scoring/measuring/entertaining method waits for a Sensed Event 805.
The sensed event is received by the processor and utilized by the
Is this a Make/Success? component 806. This decision process
results in a Yes or No and either an Update for Make 807 or an
Update for Miss/Attempt 808 is executed. The Update components are
respectively followed by Generate Observables 809-810 components
that create the signals and/or controls that are transduced by the
Choose Transducer component 811 that selects the appropriate
interactive devices to deliver a indication to the player through
the various representative indicator mechanisms featured in FIG. 8
as: Update Visual Display 812, Transmit Remote Control Signals 813,
Amplify; Transmit Speaker 814, that is additionally controlled by
the Volume Control component 815.
[0051] Referring to FIG. 9, a simplified and representative
component block diagram of an apparatus for automatically
scoring/measuring/entertaining players in a game according to
various embodiments will be discussed and described. The FIG. 9
depicts one embodiment of an apparatus that provides or enables
automatic game scoring/measuring/entertainment. The apparatus of
FIG. 9 is arranged and constructed for automatically
scoring/measuring/entertaining player(s) in a game. Generally, the
apparatus includes an input section 900-902 that is configured to
sense the important status of a game-object-of-interest, such as a
basketball going through the net or hitting the rim and missing; a
computing and generating section realized as a controller/processor
903-904 configured to score/measure/specify entertainment and
generate appropriate signals for indication/transduction for player
observation; and an indicating section 905-909 that transduce the
generated player observable signals/controls for player or remote
system consumption. Any or all of the indicating components may be
selected or utilized by the controller/processor for various player
interactions.
[0052] In the FIG. 10 embodiment of the apparatus for automatically
delivering player scoring/measurement/entertainment, the sense
section 1000-1002 consists of switches which provide the status and
control of the game's object-of-interest. The Power switch 1000 can
be used to reset the apparatus or the game; the Attempt/Miss switch
1001 senses the presence of the object-of-interest, e.g., the
basketball, while the Make switch 1002 senses any successful
attempts or makes. A processor or computing unit 1003 receives the
sensed signals 1000-1002 and calculates updated
score(s)/performance measure(s) and controls interactive/remote
entertainment. The processor can utilize memory in the form of ROM
and RAM 1005 for both processing functions as well as storage of
information/statuses. The updated information and controls are
utilized to generate indicators for consumption by the player(s).
The generated indications are transduced by a variety of
transduction devices 1006-1011 to inform and entertain the
player(s) as well as users associated with the players, e.g.,
parents and/or coaches. The control signals can be further
generated to operate and control remote devices such as the stereo
1012.
[0053] Referring to FIG. 11, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments will be described. FIG. 11 displays a
particularly detailed embodiment. The sensing, computing,
generating and indicating components are efficiently realized in
this embodiment that is particularly suited for the game of
basketball. Some of these components are not visible externally,
but FIG. 11 also depicts an internal view of this particular
embodiment 1110. The sensor components 1113-1114; the computation
and generation component 1112; and the indicator components
1103-1105 and 1108 are all represented. These components are
intercoupled as shown and may be either wholly and/or individually
integrated with, for example a communications device or stand alone
apparatus or component. They are collectively arranged to provide
an automated scoring/performance measuring/entertainment capability
or the like.
[0054] Referring to FIG. 11, one embodiment of the
scoring/performance measuring/entertaining apparatus is depicted.
The externals of this embodiment 1100 comprise the assembly case
1101 with magnets or hook/loop material 1102 attached to the top of
this case; the speaker 1103 for transducing sounds; the visual
display 1104 for presenting information visually; a wireless or
wired communications link 1105 for remote control functions; a
connection to the "Make" sensor/switch 1106 and the "Make"
sensor/switch assembly 1107. The remote audio-visual device 1108
provides further entertainment and is remotely controlled by the
scoring/performance measuring/entertaining apparatus.
[0055] Referring further to FIG. 11, the internal components of one
embodiment of the scoring/performance measuring/entertaining
apparatus is depicted. The internal components of this embodiment
1110 comprise the power source 1111; the processor unit and
associated electronics 1112; the "Attempt" sensor/switch 1113; and
the "Make" switch 1114 within the "Make" sensors/switch assembly.
The remote audio-visual device 1108 provides further entertainment
and is remotely controlled by the automated scoring/performance
measuring/entertaining apparatus.
[0056] Referring to FIG. 12, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments will be described. FIG. 12 displays a
particularly detailed embodiment for the game of basketball. A
basketball rim and bracket 1200, the automated scoring/performance
measuring/entertaining apparatus 1201, a net-supported "Make"
sensor/switch 1202 that will be placed within the basketball net
1203 are intercoupled as shown and may be either wholly and/or
individually integrated with, for example communications devices,
audio-visual devices, or stand alone apparatus or component. They
are collectively arranged to provide a basketball automated
scoring/performance measuring/entertaining apparatus to thereby
facilitate player utility or entertainment or the like. As depicted
in 1210 the "Make" sensor/switch 1211 is placed within the
basketball net 1212 and supported.
[0057] Referring to FIG. 13, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments for sensing successful attempts will
be described. FIG. 13 displays a particular embodiment for sensing
an object-of-interest, e.g., a basketball, as it passes by the
goal. This particular embodiment has the additional feature that it
should not activate despite vertical motion of the entire
assembly.
[0058] The "Make" sensor/switch assembly comprises a lever switch
1300 and torque transfer arms 1301. This assembly is intended to be
hung or supported at a point close to the lever switch 1300. If no
object-of-interest is passing through the goal, then the switch
does not activate. Additionally, if the entire assembly is
accelerated vertically, the switch should not activate. However,
when the object-of-interest, e.g., a basketball, 1312 passes
through the goal, the torque transfer arms 1311 are accelerated
downward. Assuming that the assembly is supported near the lever
switch 1310, then the lever switch will be rotationally accelerated
in a clockwise direction. If the arm of the lever switch is
weighted 1314, then the rotational acceleration of the switch 1310
and the inertia of the weight 1314 will cause the switch to
activate, indicating a success, goal, score and/or "Make."
[0059] Referring to FIG. 14, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments will be described. FIG. 14 displays
an alternative embodiment for the "Make" sensor/switch 1400-1401.
The "Make" sensor/switch 1400 is displayed hanging from the housing
assembly while the "Make" sensor/switch 1401 is displayed handing
from the net. This is a clip attachment to the net as an
alternative to the hang attachment described in FIG. 12. This
embodiment may be preferred for ease of emplacement or for enhanced
safety.
[0060] Referring to FIG. 15, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments for sensing successful and
unsuccessful attempts will be described. FIG. 15 displays a
particular embodiment for sensing an object-of-interest, e.g., a
baseball, as it impacts a location on the goal. The sensor/switch
assembly 1500 comprises a lever switch 1501, an accelerometer-like
switch 1502, a paddle impact target 1503, and an "Attempt"
sensor/switch assembly 1504. This apparatus can further be utilized
in basketball for jumping practice where the player must slap the
paddle for a success or as a target for passing/scoring in
football, basketball, soccer or similar object-of-interest centered
games.
[0061] Referring to FIG. 16, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments for sensing successful and
unsuccessful attempts will be described. FIG. 16 displays a
particular embodiment for sensing an object-of-interest, e.g., a
baseball, 1601 as it impacts a location on the goal. The
sensor/switch assembly 1600 comprises a lever switch 1603 and a
paddle impact target 1602. This apparatus senses/activates/switches
when the ball 1601 impacts the paddle target 1602 and activates the
lever switch 1603. Note that the accelerometer-like switch may or
may not have activated during this successful event.
[0062] Referring to FIG. 17, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments for sensing "Attempts" will be
described. FIG. 17 displays a particular embodiment for sensing an
object-of-interest, e.g., a baseball, 1701 misses the paddle target
goal and impacts the unsuccessful portion of the goal assembly
1702. Due to the vibration of the unsuccessful portion of the goal,
the accelerometer-like sensor/switch 1703 activates to indicate an
"Attempt."
[0063] Referring to FIG. 18, a listing of Pseudo-code that may be
utilized by the FIG. 12 embodiment to implement the method of FIG.
7 is shown. The Pseudo-code listing is self explanatory to those of
ordinary skill. This particular Pseudo-code implements the game of
sensing and indicating the number of attempts, successes, misses,
and/or percentage success or miss. This code can be utilized
automated scoring/performance measurement/entertainment for a wide
variety of games.
[0064] Referring to FIG. 19, a listing of Pseudo-code that may be
utilized by the FIG. 12 embodiment to implement the method of FIG.
7 is shown. The Pseudo-code listing is self explanatory to those of
ordinary skill. This particular Pseudo-code implements the game of
basketball HORSE; however, it is generally just a
"follow-the-successful-attempt-or-get-a-letter game" and can be
utilized by players of many sports. This code can be utilized
automated scoring/performance measurement/entertainment for a wide
variety of games.
[0065] Referring to FIG. 20, a listing of Pseudo-code that may be
utilized by the FIG. 12 embodiment to implement the method of FIG.
7 is shown. The Pseudo-code listing is self explanatory to those of
ordinary skill. This particular Pseudo-code implements the game of
basketball Timed-Head-to-Head Scoring; however, it is generally
just a "each player gets a chance to score/succeed, but more points
are awarded for faster scores/successes game" and can be utilized
by players of many sports. This code can be utilized automated
scoring/performance measurement/entertainment for a wide variety of
games.
[0066] Referring to FIG. 21, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments for remote monitoring 2100 of the
automated scoring/performance measurement/entertainment device(s)
2101. Parents, coaches or other observers may utilize remote
resources 2102-2107 to collect, monitor, document and consolidate
the performance or entertainment/motivation level of players. The
automated scoring/performance measurement/entertainment device(s)
2101 can transmit the scoring/performance information or the
device's me can be accessed manually or remotely with other devices
such as a mobile memory unit 2105. This collected and/or
consolidated information can be utilized for enhancing performance,
motivation, coaching and other sports-related enhancements.
[0067] Referring to FIG. 22, a simplified physical embodiment
suitable for practicing one or more methods in accordance with
various exemplary embodiments for remote monitoring 2200 of the
multiple automated scoring/performance measurement/entertainment
devices 2201-2203. Scorers, announcers, parents, coaches or other
observers may utilize remote resources 2210 to collect, monitor,
document and consolidate the performance or
entertainment/motivation level of multiple teams and/or players.
The automated scoring/performance measurement/entertainment devices
represented by 2201-2203 can transmit the scoring/performance
information or the device's me can be accessed manually or remotely
with other devices 2210. This collected and/or consolidated
information can be utilized for enhancing scoring, announcing,
performance, motivation, coaching and other sports-reporting or
sports-related enhancements.
[0068] FIG. 23 illustrates an exemplary embodiment of an automated
scoring/performance measurement/entertainment unit 2300. The "Make"
sensor/switch assembly 2301 comprises a lever switch 2302 with a
weight 2303 on the end of the lever and two torque transfer arms
2304 which are struck by the object-of-interest when a successful
attempt is achieved. A wire 2305 connects the "Make" sensor/switch
to the computational unit or processor circuitry 2306. The
computational unit or processor further generates audio-visual
and/or remote control indicators for the player(s). The first
indicator in this embodiment is a speaker 2307 that plays audio
that is generated by the processor. The second indicator in this
embodiment is the remote controller 2308 that transmits infrared
remote control codes that are generated by the processor. These
remote control signals can operate and/or activate remote
audio-visual or other entertainment/interaction devices.
Additionally, the remote signals can be collected, logged,
cataloged, consolidated and utilized by a parent, coach, the
player(s) or others to monitor and enhance their play.
[0069] FIG. 24 illustrates an exemplary embodiment of a deployed
automated scoring/performance measurement/entertainment unit 2400.
This unit of FIG. 24 is deployed for basketball play. The unit 2400
easily and safely mounts on a combination of the basketball rim and
net. The computational unit or processor component 2401 and the
remote control transmitter component 2402 are attached to the rim
via magnet(s) and/or hook/loop materials. The "Make" sensor/switch
assembly 2403 is securely and safely attached to the net with the
torque transfer arms extending into the middle of net so that the
ball passing through the net must contact at least one of them. Due
to an interrupt driven processor, this unit can be emplaced and
remain operational for extended periods of time.
[0070] FIG. 25 illustrates an exemplary embodiment and detailed
view of a deployed automated scoring/performance
measurement/entertainment unit 2500. This unit of FIG. 25 is
deployed for basketball play. The unit 2500 easily and safely
mounts on a combination of the basketball rim and net. This unit
can be very small and lightweight, with the majority of its weight
derived from its energy source, e.g., batteries. Even if the
processor/speaker/remote control component 2502 disengages from the
rim 2501, this assembly will be supported by the "Make"
sensor/switch assembly that is securely attached to the net and
connected together with a sufficiently strong wire. This design
assures safety along with functionality and performance.
[0071] From above, various methods and apparatus for automatically
assessing or measuring and indicating scoring and performance have
been shown. These include a method of automatically measuring and
indicating scoring or performance to a player or set of players,
where the method includes sensing a success, attempt or failure;
computing the score or performance; generating indication(s) of
score or performance for the player(s) or remote observer(s); and
indicating the score or performance to the player(s) or other
observers. The automatically measuring and indicating scoring or
performance can comprise players corresponding to sport or game
participation. The player may interactively control remote
entertainment devices producing any form of media entertainment for
the player, including audio, video, displays, and other media that
the player may find entertaining.
[0072] Sensing a success, attempt or failure corresponding to sport
or game participation can further comprise sensing the path or
impact of a ball, puck, projectile, hand or other object-of-play.
Sensing the path or impact of the object-of-play can further
comprise determining whether ball, puck or other object-of-play
succeeded, or that an attempt was made to succeed, in its scoring
or performance action corresponding to a sport or game. Various
examples of sports or game participation can comprise the sport or
game participation in basketball, football, baseball, golf, hockey,
cricket, volleyball, running or other moving-object-focused
activity and the like. Variations of the sport or game
participation can comprises, e.g., multiple basketball game types,
such as shooting percentage, 1-on-1, 2-on-2, team-on-team, and/or
HORSE-shooting games.
[0073] The computing the score or performance can comprise
processing the sensing of success, attempt or failure measures to
produce a score or performance for presentation to the player(s).
The score or performance for presentation to the player(s) can be
produced by apparatus or methods comprising or using a processor,
memory and information transfer components. In varying embodiments
the score or performance for presentation to the player(s) that is
produced indicates a single player's success quantification or
indicates scores or performances of multiple players for
competition.
[0074] The generating indication(s) of score or performance for the
player(s) or remote observers can comprise transforming the
computed score or performance into sounds, speech, visual displays,
infrared or radio frequency remote control signals, radio signals,
or sound waves for direct or indirect indication(s) of score or
performance to the player(s). The transformed representation of the
score or performance can generate indication(s) of score or
performance, which further comprises generation by synthesizing
speech or playing words or phases representing the score or
performance to the player(s) or remote observer(s). The transformed
representation of the score or performance can generate the
indication(s) of score or performance, which comprise generation of
remote control signals or other transmissions to operate external
generating methods for presentation to the player(s) or remote
observer(s). The indicating the score or performance to the
player(s) or remote observer(s) can further comprise transforming
generated indicator(s) into player observable phenomenon such as
audio or visual displays that the player(s)/observer(s) can sense
to assess the computed score or performance or provide
entertainment. The player or remote observer indicating phenomenon
can include at least one or more of the energy propagation methods
including sounds, speech, visual displays, infrared or radio
frequency remote control signals, radio signals, or sound waves for
direct or indirect indication(s) of score or performance or
entertainment to the player(s) or remote observer(s).
[0075] The indicating the game/mode, score and/or performance to
the remote observer(s) can further comprise transforming generated
indicator(s) into a signal or representation suitable for remote
observers to collect, compile, process and/or report. The
transforming of generated indicator(s) can include one or more of
the following signals or representations suitable for remote
observer utilization; storing the game/mode, score and/or
performance to a memory for remote observer utilization and/or
communicating the game/mode, score and/or performance with wired or
wireless communications methods.
[0076] Other embodiments include a method of automatically
measuring and indicating basketball scoring or performance to
basketball player(s), where the method comprises: sensing a
successful, "made," shot and any shot "attempt;" computing the
player/team score(s) or shooting performance; generating
indication(s) of player/team score(s) or shooting performance for
the player(s) or remote observer(s); and indicating the score(s) or
performance to the player(s) or other observers. The indicating the
score(s) or performance can further comprise remote control of
external devices such as multimedia devices for visual and/or audio
display and/or entertainment.
[0077] Further embodiments include an apparatus that is arranged
and constructed for automatically measuring and indicating scoring
or performance to a player or set of players. The apparatus can
comprise: a sensing section configured to provide sensor signals
corresponding scoring, performance or apparatus configuration and
option selection; a computing section configured to transform the
sensor signals into score, performance, and/or apparatus
configuration representations; a generating section configured to
transform the score, performance, and/or configuration
representations into a player or remote observable representation
that corresponds to the computed score, performance or apparatus
configuration; and a player indicating section configured to
transduce the player observable representation into an energy form
that can propagate to the player(s) and/or the remote observer(s).
The sensing section can be comprised of motion sensitive switches
creating the sensor signals.
[0078] The apparatus can further comprise a computing section
including a signal processor configured to process the sensed
signals to facilitate: configuring the apparatus state and mode of
operation by enabling the player to select a game or performance
measuring mode of operation; calculating score or performance
measures; and mapping the updated apparatus state/mode, score,
performance, and/or apparatus configuration into the proper
representations for the generating section.
[0079] The generating section can comprise a processor configured
to process the updated apparatus state/mode of operation, score,
performance, and/or apparatus configuration representation to
facilitate: generating the appropriate player observable
representation depending upon the state of the apparatus and the
player selected game or performance mode; mapping score or
performance measures to appropriate game or performance measure
dependent responses; mapping the player observable representation
of the updated state/mode of operation, score, performance, and/or
apparatus configuration into the proper representation for the
indicating section; and generating the player or remote observable
representation signals that will be transduced into propagating
energy by the indicating section of the apparatus.
[0080] The apparatus can include an indicating section, which may
further comprise a set of transducers configured to facilitate
transducing the player observable representation signals into
energy that will eventually lead to energy propagating to the
player(s) or remote observer that conveys the updated apparatus
state/mode of operation, score, performance, and/or apparatus
configuration to the player. The indicating section can further
comprise transducers to facilitate: transducing the player
observable representation directly for the player(s) to observe;
and transducing the player observable representation for indirect
player observation via remote control of remote transducers. The
indicating section with remote control functionality can comprise
transducers to facilitate control of one or more remote
transducers, e.g., portable audio player apparatus; visual
displays; mechanical actuations and/or the like.
[0081] In one or more additional embodiments an apparatus is
arranged and constructed for automatically measuring and indicating
scoring or performance of basketball game(s) and/or performance
measurement mode(s) to the player(s) and/or remote observer(s). The
apparatus can comprise: a sensing section configured to provide
sensor signals corresponding to attempted basketball shots,
successful/made basketball shots, and/or failed/missed basketball
shots apparatus configuration and option selection; a computing
section configured to transform the attempt/made/missed sensor
signals into basketball score, performance, and/or apparatus
configuration representations into appropriate update calculations
for each basketball game/mode selection update, game update or
performance measure update; a generating section transforms the
updated game/mode selection, basketball score, performance, and/or
apparatus configuration representations into a player or remote
observable representation that corresponds to the game/mode
selection, computed score, performance or apparatus configuration
suitable for indication to the player(s) and/or the remote
observer(s); and a player or remote observer indicating section
configured to transduce the player observable representation into
an energy form that can propagate directly and/or indirectly to the
player(s) and/or the remote observer(s).
[0082] The apparatus can further comprise basketball game(s) and/or
performance measurement mode(s) comprising the alternative
basketball game and/or performance measuring mode selections
corresponding to: shooting percentage game and/or the numbers of
attempted, made and missed shots; HORSE game, where multiple
players score by making shots that the other player(s) cannot
repeat; timed one-on-one (or one-on-multiple; or
multiple-on-multiple) where each player attempts to score while
being defended by the other player(s), and the scoring player
receives more points for a faster score; timed shooting percentages
from constrained locations on the court; and jumping training,
where the player must trigger the make and/or miss indicators by
jumping up and hitting/slapping them while being timed. The sensing
section can comprise motion sensitive switches that sense the
basketball striking or passing by the backboard, rim and/or net
corresponding to the indications of an attempted, made or missed
shot. The computing section can comprise a processor or controller
that maps the indications of attempted, made or missed shots into
corresponding basketball game selection update(s), basketball game
score update(s) or basketball performance measure update(s)
corresponding to currently selected mode of operation of the
apparatus.
[0083] The generating section can comprise one or more processors
or controllers that transforms the basketball game selection
update(s), basketball game score update(s) or basketball
performance measure update(s) into signals suitable for
transduction corresponding to the indicating apparatus that are
propagating energy directly or indirectly to the player(s) or
remote observer(s). The processors or controllers can be generating
signals suitable for transduction to facilitate: audio transduction
from a speaker; visual transduction from a visual display; wired
and/or wireless communications from acoustic, optical or radio
frequency transmitting transduction device(s); and/or remote
control communications from acoustic, optical or radio frequency
transmitting transduction device(s).
[0084] The indicating section can comprise one or more transduction
devices indicating the game/mode selection, game, and/or
performance measure updates either directly or indirectly to the
player(s) and/or the remote observer(s) including: e.g., audio
transducers or speakers; visual transducers, including lasers,
projector and/or display(s); wired and/or wireless communications
transducers for acoustic, optical or radio frequency transmitter
transduction; and/or remote control communications transducers for
acoustic, optical or radio frequency transmitter transduction.
[0085] Additional embodiments include an apparatus arranged and
constructed for automatically measuring and indicating scoring or
performance of baseball game(s) and/or performance measurement
mode(s) to the player(s) and/or remote observer(s). The apparatus
can comprise: a sensing section configured to provide sensor
signals corresponding to pitched ball locations (strikes and balls)
and/or bat hitting ball locations (region of bat impacting the
ball) and game/mode selection/configuration; a computing section
configured to transform the strike/ball or bat impact sensor
signals into baseball score, performance, and/or apparatus
configuration representations into appropriate update calculations
for each baseball game/mode selection update, game update or
performance measure update; a generating section transforms the
updated game/mode selection, baseball score, performance, and/or
apparatus configuration representations into a player or remote
observable representation that corresponds to the game/mode
selection, computed score, performance or apparatus configuration
suitable for indication to the player(s) and/or the remote
observer(s); and a player or remote observer indicating section
configured to transduce the player observable representation into
an energy form that can propagate directly and/or indirectly to the
player(s) and/or the remote observer(s).
[0086] Other embodiments include an audio or visual or audio-visual
device arranged and constructed for generating a player observable
sound/sight that interacts with their play scoring and/or
performance measurement and/or entertainment that comprises: a user
interface configured to provide an interface between the player's
scoring and/or performance and the audio/visual device(s); a
controller coupled the user interface and configured to facilitate
the interface with the user and general control of the audio/visual
device; an audio/visual device, coupled to and/or controlled by the
controller, the communication interface configured to send a signal
corresponding to the player's scoring and/or performance; and an
interactive audio/visual response corresponding to the player's
score/performance.
* * * * *