U.S. patent application number 14/539964 was filed with the patent office on 2015-05-21 for system and method for optimizing sports performance and an improved means for coaching children in recreational sports.
The applicant listed for this patent is Soccersphere LLC. Invention is credited to Taylor Ohlsen.
Application Number | 20150141203 14/539964 |
Document ID | / |
Family ID | 53173882 |
Filed Date | 2015-05-21 |
United States Patent
Application |
20150141203 |
Kind Code |
A1 |
Ohlsen; Taylor |
May 21, 2015 |
System and Method for Optimizing Sports Performance and an Improved
Means for Coaching Children in Recreational Sports
Abstract
Method and a system for providing a skill training and reward
program is provided. The method comprises steps for registering a
player for particular sport or skill, associating a coach or other
sponsor with that user, permitting the creation of one or more
challenges that are intended to improve the skill, importing
information regarding the user's completion of the challenge,
enabling a coach or other user to confirm completion of the
challenge and initiate a badge or reward for appropriate
completion. The system includes a database for storing information,
a challenge software module for enabling the assignment or
configuration of a challenge, a data import module for receiving
and storing data associated with at least one selected challenge
and a software awards module for triggering an award (if any)
associated with completing the challenge. The software award module
is configured to issue both virtual awards (such as badges) or to
transmit an application programming interface call to an online
store or vendor for issuing a physical award.
Inventors: |
Ohlsen; Taylor; (Denver,
CO) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Soccersphere LLC |
Denver |
CO |
US |
|
|
Family ID: |
53173882 |
Appl. No.: |
14/539964 |
Filed: |
November 12, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61902980 |
Nov 12, 2013 |
|
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|
Current U.S.
Class: |
482/9 |
Current CPC
Class: |
G06Q 10/0639 20130101;
G09B 19/0038 20130101; G06Q 50/20 20130101 |
Class at
Publication: |
482/9 |
International
Class: |
A63B 24/00 20060101
A63B024/00 |
Claims
1. A system for enabling enhancement to the performance of at least
one skill of a player comprised of: a. a database for storing data
affiliated with a player and at least one coach; b. player
registration software, logically connected to such database, for
enabling submission of one or more fields of registration
information by a player via an electronic interface; c. coach
registration software, logically connected to such database, for
enabling a coach to submit one or more fields of registration
information via an electronic interface including identifying
information for at least one player that is affiliated with the
coach; d. challenge management software, logically connected to the
database, that provides an electronic interface for a coach to
create a challenge and assign the created challenge to at least one
player that is affiliated with the coach; e. communications
software, logically connected to the challenge management software,
that communicates the assigned challenge to the Player; f. A data
import module, logically connected to the challenge management
software and database, that can be used by a player to upload data
regarding achievement of the assigned challenge; g. a challenge
review page for enabling the coach to review any videos or data
that have been uploaded by the player in response to the challenge
assigned by the coach; and h. awards management software, logically
linked to the challenge management software and database, for
identifying any awards that were earned by the player and storing
them in at least one field associated with the Player in the
database following successful completion of the challenge.
2. The System of claim 1, wherein the electronic interface provided
by the registration software is a web page.
3. The system of claim 1, wherein the challenge management software
includes a set of pre-configured challenges that can be activated
by a coach.
4. The system of claim 1, wherein the communications software
includes software that can send an alert to a mobile phone.
5. The system of claim 1, wherein the data import module includes
an application programming interface for enabling a player to
upload video from a mobile phone.
6. The system of claim 1, wherein the data import module includes
an application programming interface for enabling the import of
speed, velocity, rotation and related geospatial information from a
soccer ball.
7. The system of claim 1, wherein the challenge management software
further includes a. an electronic interface for enabling a player
to create a challenge; and b. a challenge approval page for getting
approval of the challenge by a coach.
8. The system of claim 1, wherein the awards management software
includes an application programming interface for initiating a
shipping request for shipping an award to the address associated
with a player that has successfully completed at least one
challenge.
9. A method for enabling enhancement of a skill comprising the
steps of: a. delivering an electronic interface to a player to
enable user registration; b. creating a record in a software
database that stores information received from the player in
response to registration; c. retrieving at least one pre-configured
skill challenge and presenting it to the player via an electronic
interface; d. importing data provided by a player in response to
the receipt of such challenge; e. requesting feedback on the
imported data by presenting at least one user that is not the
player with the imported data and pre-configured skill challenge;
f. in response to receipt of user confirmation that the presented
data demonstrates that the challenge has been met, updating player
data in the database to reflect that the challenge has been met and
achieved.
10. The method of claim 9, further comprising the step of,
following receipt of user confirmation that the challenge has been
met, communicating the successful completion of the challenge to
the player.
11. The Method of claim 9, wherein the method includes the
additional step of: a. delivering an electronic interface to a user
to enable registration as a coach and identification of at least
one user that is registered as a player who is affiliated with the
coach; b. creating a record in a software database that stores
information received from the user in response to registration
including any affiliated registered players; c. providing an
electronic interface for enabling the user to configure at least
one skill challenge; and d. presenting the configured challenge to
at least one player affiliated with the coach via an electronic
interface.
12. The method of claim 11, wherein the method further comprises
the step(s) of: a. Responsive to the receipt of data from a player
who has accepted the configured challenge, presenting such data to
the user that configured the challenge; and b. In response to the
user reviewing the received data, requesting confirmation that the
challenge has been completed by the player.
13. The method of claim 12, wherein the request for confirmation
that the challenge has been completed includes the provision of one
or more fields for providing text or video responses for the
player.
14. The method of claim 12, wherein the method further comprises
the step of, responsive to receipt of confirmation that the
challenge was completed, issuing a virtual or physical reward to
the player.
15. The method of claim 14, wherein the issuance of an award
comprises giving points to the player and stored in the database
that can be used to acquire one or more additional awards.
Description
PRIORITY CLAIM
[0001] This application claims priority from a provisional
application filed on Nov. 12, 2013, having application Ser. No.
61/902,980.
BACKGROUND OF THE INVENTION
[0002] In the area of sport and recreation for children, it is
often a challenge to keep them motivated to practice skills or
otherwise engage educational content that would lead to improved
outcomes. Many coaches use practice sessions to encourage skills
development and encourage Players to practice them throughout the
week. Unfortunately, it is rarely tracked or recorded and often
parents are not aware of what skills are being learned or need
work. Importantly, traditional requirements to have children
practice on their own are not perceived as fun by children and thus
children often do not pursue practice with the passion, creativity
and personal ownership required to optimize skill development. What
is needed, then, is an improved way to engage and encourage
children that play in sports, such as soccer, to retain or further
develop what they had learned in team practice or other educational
content and then be sufficiently self-motivated to practice, try
new skills and monitor their own progress or to engage parents to
monitor and oversee that progress.
SUMMARY OF THE INVENTION
[0003] When children are exposed to a new skill or asked by the
coach of their team to practice or master a skill, they have to
operate from memory and do not have the tools to better understand
or recall the skill they are trying to master nor do they have a
source of compelling motivation to propel them to practice more.
The current invention solves this problem by presenting children
involved in sports to view their skill levels along with
instructional videos and feedback intended to improve these skills.
The current invention further solves this problem by creating and
blending a combination of motivational levers that work together to
engage children and drive them to want to master new skills in
their sport.
[0004] As noted above, children involved in recreation sports often
do not have a systematic means to track their progress in the
skills they are trying to develop nor do they have a systematic
means to receive timely, direct feedback to what they are trying to
master. The present invention provides uploading the videos of
their efforts and receiving timely feedback from their coach in the
software while tracking their progress.
[0005] The present invention provides multiple methods of rewards
and feedback to engage and develop passionate pursuit of skill
development including goal setting, coaching, accomplishment of
skill levels, recognition with badges within the system and actual
badges mailed to the Player user, posters that the Player can hang
on their wall showing each of the skill levels they have achieved
and the associated badges, goal points that they can accumulate and
track and use to compete against other users, prizes they can earn
with their goal points, skill Challenges the Player can create
individually or through a team that they construct and are
presented and measured against an opponent via uploading videos,
nomination of and voting for top submitted skill videos, and
encouragement from other users (their Fans).
[0006] More particularly, the present invention a system for
enabling a coach to enhance the performance of a sport skill of a
user comprised of a database for storing one or more fields
affiliated with a user and at least one coach; a registration page,
logically connected to such database, for enabling a user to submit
one or more fields of registration information; a registration
page, logically connected to such database, for enabling a coach to
submit one or more fields of registration information including
identifying information for at least one user that is affiliated
with the coach; a challenge configuration page, logically connected
to the database, for enabling a coach to create a challenge wherein
such challenge page includes functionality for selecting at least
one badge to such challenge and assigning the created challenge to
at least one user that is affiliated with the coach; a challenge
overview page, logically connected to the challenge configuration
page; for displaying a challenge that has been assigned to the user
and enabling a user to select one or more videos for upload; a
challenge review page for enabling the coach to review any videos
that have been uploaded by the user responsive to the challenge
assigned by the coach; a challenge completion page, logically
linked to the challenge review page, for enabling display of a
badge responsive to a coach marking the challenge as complete.
BRIEF DESCRIPTION OF THE FIGURES
[0007] FIG. 1A shows the system components that work together to
provide one embodiment of the present invention.
[0008] FIG. 1B shows a block diagram illustrating the primary
modules or functions of the hosted server software.
[0009] FIG. 2A shows a sample page of the information gathered
during the registration of an Organization account (such as a
sports club or team) using the present invention.
[0010] FIG. 2B shows a sample page of how a Path (a series of steps
or levels) can be configured by an Organization account using the
present invention.
[0011] FIG. 2C shows a sample page of how an Organization account
can add teams and coaches to its set-up of the system so that they
can also use and interact in this invention.
[0012] FIG. 2D shows a sample page of how an Organization account
can add parents and Players to its set-up of the system so that
they can also use and interact in this invention.
[0013] FIG. 3A shows a sample page of how a parent (or other
Sponsor of the Player or child) would register using the present
invention.
[0014] FIG. 3B shows a sample page of how a parent (or other
Sponsor) would build their children's (Players) accounts using the
present invention.
[0015] FIG. 4A shows a sample page for registering a Coach account
invited to Coach a User Player using the present invention.
[0016] FIG. 4B shows a sample page for a Coach account summarizing
the status of the Players being coached using the present
invention.
[0017] FIG. 5A shows a sample home page for a User (Player) once
they've logged in which summarizes their results they've achieved
in various areas of the invention.
[0018] FIG. 5B shows a sample page for a User (Player) to
participate and mange the various levels associated with a
curriculum Path using the present invention.
[0019] FIG. 6A shows a flowchart of the way that Challenge
competitions work using the present invention.
[0020] FIG. 6B shows a sample page for an Administrator (acting as
a Referee) to score a Challenge competition that has been completed
by both teams.
[0021] FIG. 7A provides a sample page for any user account type to
become a Fan of a Player user and manage those that they are Fans
of.
DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
[0022] One or more different inventions may be described in the
present application. Further, for one or more of the invention(s)
described herein, numerous embodiments may be described in this
patent application, and are presented for illustrative purposes
only. The described embodiments are not intended to be limiting in
any sense. One or more of the invention(s) may be widely applicable
to numerous embodiments, as is readily apparent from the
disclosure. These embodiments are described in sufficient detail to
enable those skilled in the art to practice one or more of the
invention(s), and it is to be understood that other embodiments may
be utilized and that structural, logical, software, electrical and
other changes may be made without departing from the scope of the
one or more of the invention(s).
[0023] Accordingly, those skilled in the art will recognize that
the one or more of the invention(s) may be practiced with various
modifications and alterations. Particular features of one or more
of the invention(s) may be described with reference to one or more
particular embodiments or figures that form a part of the present
disclosure, and in which are shown, by way of illustration,
specific embodiments of one or more of the invention(s). It should
be understood, however, that such features are not limited to usage
in the one or more particular embodiments or figures with reference
to which they are described. The present disclosure is neither a
literal description of all embodiments of one or more of the
invention(s) nor a listing of features of one or more of the
invention(s) that must be present in all embodiments.
[0024] Headings of sections provided in this patent application and
the title of this patent application are for convenience only, and
are not to be taken as limiting the disclosure in any way.
[0025] A description of an embodiment with several components in
concert with each other does not imply that all such components are
required. To the contrary, a variety of optional components are
described to illustrate the wide variety of possible embodiments of
one or more of the invention(s).
[0026] Further, although process steps, method steps, algorithms or
the like may be described in a sequential order, such processes,
methods and algorithms may be configured to work in alternate
orders. In other words, any sequence or order of steps that may be
described in this patent application does not, in and of itself,
indicate a requirement that the steps be performed in that order.
The steps of described processes may be performed in any order
practical. Further, some steps may be performed simultaneously
despite being described or implied as occurring non-simultaneously
(e.g., because one step is described after the other step).
[0027] Moreover, the illustration of a process by its depiction in
a drawing does not imply that the illustrated process is exclusive
of other variations and modifications thereto, does not imply that
the illustrated process or any of its steps are necessary to one or
more of the invention(s), and does not imply that the illustrated
process is preferred.
[0028] When a single device or article is described, it will be
readily apparent that more than one device/article (whether or not
they cooperate) may be used in place of a single device/article.
Similarly, where more than one device or article is described
(whether or not they cooperate), it will be readily apparent that a
single device/article may be used in place of the more than one
device or article.
[0029] The functionality and/or the features of a device may be
alternatively embodied by one or more other devices that are not
explicitly described as having such functionality/features. Thus,
other embodiments of one or more of the invention(s) need not
include the device itself.
[0030] Referring now to Drawing 1A, the system components optimally
provided to support one embodiment of the invention is shown. The
figure includes seven components:
[0031] 1.1.1 computer with color monitor and audio output (optional
for viewing)
[0032] 1.1.2 mobile device (smart phone, tablet, itouch)
[0033] 1.1.3 video camera (optional)
[0034] 1.1.4 mobile device (smart phone, tablet, itouch),
preferably with video taking and watching capability though it need
only be capable of displaying video.
[0035] 1.1.5 access to the subject computer readable medium over
the Internet (the "software")
[0036] 1.1.6 the performance motivating, tracking and reporting
application of the current invention hosted on a server (the hosted
version of the "software")
[0037] 1.1.7 the performance motivating, tracking and reporting
application of the current invention downloaded onto a mobile
device (the app version of the "software")
[0038] 1.1.8 server hosting the software to host data that may be
posted from the mobile device, computer or video camera as well as
tracking progress, rewards and community engagement.
[0039] In one embodiment of the current invention, a computer 1.1.1
or mobile device 1.1.2 is used to register for the software over
the Internet 1.1.5 and make selections of how the user will use the
software. A version of the software 1.1.7 can be downloaded to a
mobile device 1.1.2 or used on-line 1.1.6 over the Internet 1.1.5
using software hosted on a server 1.1.8. The computer 1.1.1 or the
mobile device 1.1.2 will then, in conjunction with the software
1.1.6 or 1.1.7, view the instructional videos, track progress,
receive feedback from Coaches, share videos with other invited
users, compete with other user Players and Teams, and view and
receive rewards.
[0040] Taking video directly from a mobile device that includes
video capture capabilities also provides an alternative to a
computer and video camera. The player/user using the software for
skill development could take videos with their mobile device 1.1.4
or a video camera 1.1.3 (such as a camera from GoPro.TM. or similar
style sports capture devices) performing the sport skills. While
not shown, the player/user could further use alternative data
capture means such as a soccer ball or other mobile capture device
equipped with tracking devices such as measuring speed, velocity,
rotation or other factors that could then be uploaded for storage
by the server software 1.1.8 for future analysis. These videos or
other forms of input data will either be directly uploaded via the
mobile device 1.1.4 or through the computer 1.1.1.
[0041] Referring now to Drawing 1B, a block diagram illustrating
the Server-hosted software 1.1.6 is shown. The Server software
1.1.6 includes a number of modules or engines that provide support
for registration 1.2.11, communications 1.2.1, the creation of
skills and challenges 1.2.2, the uploading of video or other forms
of data 1.2.9, and the management and issuance of awards 1.2.10
that can be issued to a user/player in response to either
completing a challenge, mastering a skill or otherwise meeting a
desired outcome. Any information submitted during registration
1.2.11, any information submitted to achieve skills or challenges
(such as data or video) submitted by the user/player 1.2.9,
communications between the coach and player 1.2.5, any
communication with fans 1.2.4, and awards that have been achieved
1.2.10 are all stored in a player data database 1.2.3. Each of
these components are designed to engage the (Player) user through
various intrinsic and extrinsic motivators such as using the video
import function 1.2.9 to share videos with fans, players or
coaches, to enter and complete skills master and challenges 1.2.2,
and to win and display any awards 1.2.10. The foundation of these
motivators is improved performance in the sport associated with the
configuration of the software used by the User/Player. These
motivators lead to increases in practice time, confidence,
willingness to try new skills, passion for the sport, and mastery
of skills. As a result of the positive increases in these areas,
performance will be improved.
[0042] Furthermore as the user/player engaged with the Server
Software 1.1.6, the improved performance encourages the User Player
to further engage the invention's elements or features, driven by
various motivators and the cycle continues. For example, the awards
management engine 1.2.10 is configured to not only issue virtual
badges for display on a user page but may also be configured to
initial the ordering and delivery of actual physical badges when
the User (Player) completes a skill and has the skill approved by
his or her Coach. There are motivations associated with this
element which include the potential to receive these badges
associated with their sport because of the sense of accomplishment,
recognition associated with the badges, the incentive to receive
this physical reward, the ability to collect the badges and to show
to others. Through these motivations, the User (Player) will
practice the skill, may be willing to try skills they otherwise may
not have, build their confidence when they accomplish this skill
objective, and build passion for their sport because they are
enjoying the process and feel ownership of the process. These
positive ingredients will result in improved performance through
the skill acquisition, increased confidence and passion. The
improved performance is at the foundation of the User (Player's)
motivations and the success encourages the User (Player) to
continue to use the invention.
[0043] Referring now to Drawings 2A and 2B, sample pages that
provide a sample registration page 2A and Configuration page 2B
that are initiated by the Registration Engine 1.2.11 for an
Organization's Administrator is shown. While the description has
focused on the use and registration by a player or coach, an
Organization could be a sports club or sports team manager that is
in charge of enrolling one or more teams in a program, enrolling
one or more Coaches in a program associated with the team(s), and
inviting parents to enroll their children in one or more sports or
recreation programs. An Organization is also responsible for
selecting or configuring the skill Paths that will be provided to
the teams and children Players. The Organization registers by
selecting a sport--in this example soccer--and would then configure
their account and initiate invites to members of that Organization
through subsequent pages. The registration page 2.1 allows the
Organization to establish an account 2.1.1 via the Registration
Engine 1.2.11. The present invention further includes the ability
for the Organization to co-brand it with logo image and
text/description field (e.g. a soccer organization may incorporate
its logo and text describing the purpose of its particular skills
program to brand the program and delineate its benefits) 2.1.2.
[0044] As shown in FIG. 2B, the Organization can further add and
configure its own Paths of skills curriculum or choose an existing
template Path using existing instructional content, or a
combination thereof 2.2.1 and provide this curriculum Path with a
descriptive name 2.2.2. More specifically, the Organization's
Administrator can select among a selection of exiting sports skills
2.2.4 and videos 2.4.5 and can determine which Badge 2.2.3 will be
associated with each skill. An Organization's Administrator can
also add and activate new badges and upload them to the system.
Additionally, the present inventions provide Administrators with
the ability to define each Level (or Step) on a Path--a series of
defined skills or levels to be achieved sequentially or in parallel
with each other--which can be defined with name, description 2.2.4
and training videos 2.2.5. Each Level on a Path can also be paired
with one or more videos either by recording and posting a video or
using an existing library of videos or combination thereof 2.2.5.
These can also be a default set of skills and video based on best
practices for the age of the Players or skill level. The
Organization can also select how many points the skill level should
be worth 2.2.6 to the User (Player) accomplishing that particular
skill or use the default number of points provided by the system.
For instance, in the case of soccer, by default may have a Spain
badge to be associated with accomplishing that objective and five
points. In other words, the present invention provides some
defaults but those can be replaced or modified to make the program
more relevant to the current program or otherwise modified to
reflect the specific Sponsor or Coach.
[0045] Referring to FIG. 2C, the Registration Engine 1.2.11 may
further provide an interface provides the ability to add additional
teams 2.3.1 and specify characteristics of the teams such as age
and gender so that the teams and Players can be associated to
appropriate skills. The Organization can edit or delete the teams
they have already created 2.3.2. Furthermore, one or more Coaches
can be assigned to teams that are authorized to use the application
2.3.3 and the Organization can edit or delete the Coaches they have
already created 2.3.4 or otherwise disable access.
[0046] Referring now to FIG. 2D, a sample interface 2.4 that can be
initiated by the Registration Engine 1.2.11 is shown provides the
Organization the ability to invite Parents/Sponsors and one or more
of their Player children to the program and associate them to the
respective teams and Coaches configured in accordance with FIG.
2C.
[0047] In addition to registering direct, the Registration Engine
1.2.11 further includes pages such as FIGS. 3A and 3B that provide
features for enabling the registration of a user or player by a
parent or Sponsor directly. This is critical for not only awareness
by the sponsor or parent regarding the User or player's progress,
but it is also critical as a result of federal privacy and online
protection requirements for minor. In the case of registration of
an underage child via the Registration Engine 1.2.11, a Sponsor
could be a parent or other person that is in charge of enrolling
children in one or more sports or recreation programs. The Sponsor
registers by selecting a sport (not shown)--in this example
soccer--and would then configure the initial configuration page.
The Sponsor could then establish accounts for one or more children
Players, including assigning a unique user name to allow for
identity privacy and selecting an avatar available through the
application or an image of their own 3.2. This interface can
further be configured to provide the option of choosing one or more
Paths to enroll the Players, to invite a Coach through email to
participate in coaching their User through the one or more Paths,
to fill the Coach role themselves, or to choose a Coach made
available through the App such as a virtual coach.
[0048] Once the Sponsor has established their account, they have
the ability to view the activity and progress of the children they
have sponsored in order to track their progress as well as monitor
to ensure their interactions are appropriate. The monitoring
features of the invention include the ability to view new comments
that have come from any users via the communications software 1.2.1
that are sent to a sponsored User/child, view new videos that have
been uploaded by their User via the video/data import module 1.2.9
or to view any rewards or achievements that have been issued by the
awards management engine 1.2.10 to the applicable sponsored
child.
[0049] Referring now to FIG. 4A, a sample summary page illustrating
a coach summary page is shown. Specifically, the sample interfaces
can include the ability to see the Players he or she is coaching
and their relative progress in Badges 4.3.1 and the ability to
drill into the specific Paths that each Player is enrolled in
4.3.2.
[0050] FIG. 4B provides a sample queue that might be presented to a
coach in relations to skills videos that have been submitted by the
User/Players to be reviewed by the Coach 4.4. The communications
software 1.2.1 provides a communications interface to provide
specific feedback in text (convertible to speech) or video 4.5. The
interface for the Coach to provide feedback includes the badge that
can be earned 4.5.1, the Player's name, the skill and description
of the skill being reviewed 4.5.2, the instructional or example
video 4.5.3, the video submitted by the User (Player) performed in
practice and/or game 4.5.4, to provide feedback via video (live
stream or upload) 4.5.5, typed text feedback which can be converted
to speech by the User (Player) to assist with learning for children
of all ages even if they cannot yet read 4.5.6, the ability for the
Coach to take notes for his or her self to assist with coaching the
User 4.5.7, the ability to select the status of the skill
submission as "Making Progress" or "Accomplished" 4.5.8, and the
ability to nominate the skill as a top skill 4.5.9. The finalists
of the nominated skills will be selected by the Administrator and
then voted on by the User (Player) (5.2.5), if desired. The Coach
can also review the history of feedback already provided to the
specific User (Player) 4.5.10.
[0051] FIG. 5A shows summary information that could be presented on
the child's home or landing page (whether on the computer 1.1.1 or
mobile application 1.1.7) that could include the overall number of
badges and points earned by the Player 5.2.1, a leaderboard of the
top Players for various categories (such as age, skill level, or
regional groupings) 5.2.2, the ability to see the Challenges (or
competitions) the Player is involved in 5.2.3, the Player's
win/draw/loss record in these Challenges and the number of such
Challenges that involved competing against a Team from a different
country 5.2.4, the ability to watch the last winner(s) for the top
skills video 5.2.5, the ability to vote for the new nominations of
top skills for the defined time period 5.2.6, a summary of the
badges earned 5.2.7, and Levels in progress 5.2.8.
[0052] Referring now to FIG. 5B, one means for reporting points and
badges or other awards when a Player achieves the assigned skill or
otherwise achieves a goal in accordance with the present invention
is shown. Earned points can be used by the player as entries into
periodic sweepstakes or prize opportunities. After accomplishing
the skill, the Player can also acquire a physical badge or reward
represented by the digital image of the badge or reward showing in
one fashion when accomplished 5.3.1 and another fashion when not
yet achieved 5.3.2. The Player can also see the points they have
earned 5.3.3 or may earn 5.3.4 associated with the applicable
skill. The Player can unlock additional capabilities within the
invention such as the ability to participate in Challenges
(Competitions) by achieving specified levels 5.3.5. The Player can
watch videos that provide instruction and examples for
accomplishing the skill 5.3.6. Using the App, Players can, in just
a couple of clicks, upload a video for each Level showing their
attempt to accomplish the Level 5.3.7 and decide whether or not to
share this video with their Fans 5.3.8. Players can also upload a
second type of video for the same Level showing them accomplishing
the Skill in an actual game 5.3.7. Either the practice or game
video can be used by the Coach to mark the Step as "Accomplished".
The Coach can provide Comments that the Player can view, read or
listen to 5.3.9 as well as change the status of the Level 5.3.10.
The comments and feedback or additional instructional video from
the Coach could be used to help provide input on the things a
Player may need to work on or things seen by the Coach in a video
that may require further practice. The Coach will then have options
to mark each level as Accomplished--whether in person or by video.
For example, if the Level said "You must complete both a practice
move and the move in a game" then the Coach would use that criteria
to evaluate whether the Player had achieved that step. As noted
above, Organizations may also define their own levels and describe
whatever requirements they'd like including performing the move
against another Player or performing the move in a game. When a new
video has been uploaded, the Coach is queued by email notification
and messaged in their To Be Reviewed box within the App. In
addition, the present invention provides the ability for a Coach to
nominate an Accomplished move as Skill of the X (example: Soccer
Move of the Week). For example, a Coach could select the top 5
moves and then allow users (or just other Players on the Team) to
vote for the winner. In each case and in each instance, Players
would receive notifications of any feedback from Coaches, the
promotion of their video to Move of the Week (or other category of
performance). These notifications can also be provided to a parent
of the Player if the parent has been configured to receive such
notifications.
[0053] In addition to tracking their performance of certain skills,
the present invention also provides a means for Players to report
how much time they trained for the day for a particular type of
activity such as moves or juggling. Finally, comments and feedback
or additional instructional video from the Coach could be used to
help provide input on the things a Player may need to work on or
things seen by the Coach in a video that may require further
practice.
[0054] Referring now to Drawings 6A and 6B, a flowchart and a
sample page that demonstrates the process of enabling users to
compete in against each other in Teams of one or more by submitting
videos that are evaluated by an Administrator or Referee using the
invention is shown.
[0055] Referring now to 6A, a flowchart associated with Challenges
(competitions) is shown. A User (Player) can create multiple Teams
of one or more Players 6.1.1. A Player can create one or more
Challenges and select one of his or her Teams to compete in each
Challenge 6.1.2. The Team initiating the Challenge will be the Home
Team. The Home Team provides a name, description, time frame for
the Challenge and then must upload a video showing the Team
accomplishing the skills described in the Challenge before the
Challenge can be submitted to the Referee for review. Once the
Challenge has been submitted, it is queued up for a system
Administrator in capacity of a Referee to review 6.1.3 whether the
Challenge meets the basic requirements of a Challenge for that
sport. For instance, the soccer Challenge must exhibit a soccer
skill. If the video does not meet the requirements then the Referee
declines 6.1.4 the Challenge and the Challenge is cancelled 6.1.5.
If the Referee approves the Challenge 6.1.6 then the Challenge is
made available for other Players to see. A Team of the same number
of Players may request 6.1.7 to join the Challenge as the opponent
(Away Team). The Home Team can determine whether to accept 6.1.8
the opponent or not. If the Home Team declines the request 6.1.9
then the Challenge remains open for other Teams to request to join
6.1.7. If the Home Team accepts the challenger 6.1.10 then the Away
Team has the number of days specified by the Home Team to complete
the Challenge. If the Away Team exceeds the timeframe before
submitting their video 6.1.11 then the Home Team wins by forfeit
6.1.12 and receives the points associated with a forfeit. If the
Away Team uploads their video in the time frame required 6.1.13
then the Referee is queued to score 6.1.14 the competition. The
Referee watches each video, determines which Team best performs the
Challenge, awards points 6.1.15 to each Team as applicable.
[0056] Referring now to FIG. 6B, a sample page that an
Administrator (Referee) would use to score a Challenge including
the name and description of the Challenge 6.8.1, the ability watch
each Team's video 6.8.2, 6.8.3, to provide comments back to the
Teams' Players 6.8.4, to provide a score (points) to each Team
6.8.5, 6.8.6 which will result in a winning and a losing Team or
draw for both Teams depending on the score 6.8.7, 6.8.8.
[0057] Referring now to FIG. 7A, a sample pages associated with
Fans that have requested and been accepted by the players is
illustrated. FIG. 7A shows a sample page of how a Player could use
the invention to manage their Fans including searching through his
or her various Fans 7.1.1, seeing the Avatar or image associated
with the Fan 7.1.2, seeing the user name of the Fan 7.1.3, sending
the Fan a message 7.1.4, and removing a Fan 7.1.5 that the Player
no longer wants to share his or her video highlights with. This
sample page also shows how a Player could accept or decline pending
invites from prospective users to become Fans of the Player 7.1.6.
This sample page also shows how a Player could invite a person via
email or text message that may not yet be a user of the invention
software as well as the ability to invite an existing user of the
software to become a Fan of the Player 7.1.7. The Fan user could be
a user of the software in any capacity including Coach,
Sponsor/Parent, Player, or just a Fan.
[0058] Although several preferred embodiments of this invention
have been described in detail herein with reference to the
accompanying drawings, it is to be understood that the invention is
not limited to these precise embodiments, and that various changes
and modifications may be effected therein by one skilled in the art
without departing from the scope of spirit of the invention as
defined in the appended claims. In particular, while the invention
has been described with reference to sports training and in
particular soccer, any number of different skills and challenges
would be developed that provide a method for tracking performance,
validating performance through data such as video, biometric data,
location based data, or any number of other means for helping a
coach, sponsor or other users to confirm achievement of a challenge
or path.
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