U.S. patent application number 14/581660 was filed with the patent office on 2015-07-23 for system for training sport mechanics.
The applicant listed for this patent is SNYPR, INC.. Invention is credited to Douglas S. Appleton, Bidyabhusan Gupta, Hilleary Chandler Hoskinson, Cortland Kim, Peter Christopher Rotelli.
Application Number | 20150202510 14/581660 |
Document ID | / |
Family ID | 53543911 |
Filed Date | 2015-07-23 |
United States Patent
Application |
20150202510 |
Kind Code |
A1 |
Appleton; Douglas S. ; et
al. |
July 23, 2015 |
SYSTEM FOR TRAINING SPORT MECHANICS
Abstract
An apparatus for training lacrosse technique mechanics, the
apparatus comprising: a crosse, the crosse including a shaft
terminating at a distal end opposite a crosse head; and an end cap
removably coupled to the distal end, the end cap comprising: a
sensor for sensing the motion of the crosse and generating motion
data therefrom, and a transceiver for transmitting the motion data
to an end user device via a wireless network.
Inventors: |
Appleton; Douglas S.; (San
Carlos, CA) ; Gupta; Bidyabhusan; (Palo Alto, CA)
; Hoskinson; Hilleary Chandler; (Woodside, CA) ;
Rotelli; Peter Christopher; (Woodside, CA) ; Kim;
Cortland; (San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
SNYPR, INC. |
San Carlos |
CA |
US |
|
|
Family ID: |
53543911 |
Appl. No.: |
14/581660 |
Filed: |
December 23, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61920714 |
Dec 24, 2013 |
|
|
|
Current U.S.
Class: |
473/446 |
Current CPC
Class: |
A63B 69/00 20130101;
A63B 2225/74 20200801; A63B 2024/0012 20130101; A63B 24/0059
20130101; A63B 24/0084 20130101; A63B 60/46 20151001; A63B 2225/50
20130101; G06K 9/00342 20130101; G16H 20/30 20180101; A63B 2220/12
20130101; A63B 60/16 20151001; A63B 2220/40 20130101; A63B 2220/17
20130101; G06Q 10/10 20130101; A63B 2220/30 20130101; G09B 19/0038
20130101; A63B 2220/44 20130101; A63B 2024/0068 20130101; A63B
2024/0009 20130101; A63B 59/20 20151001; A63B 2225/20 20130101 |
International
Class: |
A63B 69/00 20060101
A63B069/00; A63B 59/02 20060101 A63B059/02 |
Claims
1. An apparatus for training lacrosse technique mechanics, the
apparatus comprising: a crosse, the crosse including a shaft
terminating at a distal end opposite a crosse head; and an end cap
removably coupled to the distal end, the end cap comprising: a
sensor for sensing the motion of the crosse and generating motion
data therefrom, and a transceiver for transmitting the motion data
to an end user device via a wireless network.
2. The apparatus of claim 1, wherein the distal end comprises a
hollow defining an interior surface for accepting the end cap and
frictionally retaining the end cap within the hollow during the
training of lacrosse technique mechanics.
3. The apparatus of claim 2, wherein the hollow further defines an
annular edge between the interior surface and an exterior surface
of the crosse; and wherein the end cap further comprises an annular
groove for receiving and frictionally retaining the edge
therein.
4. The apparatus of claim 3, wherein the groove receives 1-1.5
inches of the distal end of the shaft.
5. The apparatus of claim 1, wherein the transceiver transmits the
motion data to a server, including: a server memory, for
retrievably storing the motion data therein; and a server
transceiver, for receiving the motion data and for transmitting the
motion data to the end user device via the wireless network.
6. The apparatus of claim 5, wherein the motion data is transmitted
to the end user device via a website supported by the server.
7. The apparatus of claim 6, wherein the website is a mobile
accessible user interactive website.
8. A system for training lacrosse techniques which utilize a
crosse, the system comprising: an end cap operable to be removably
coupled to the distal end of the crosse, the end cap comprising: a
sensor for sensing the motion of the distal end of the crosse while
in use by a user and generating motion data therefrom, and a
transceiver for transmitting the motion data over a wireless
network; a server communicatively coupled to the end cap, for
receiving the motion data from the end cap and generating motion
data analytics therefrom associated with the user, the server
comprising a network interface for receiving the motion data and
transmitting the motion data analytics over the wireless network;
and a end user device communicatively coupled to the server for
receiving the motion data analytics and displaying the motion data
analytics; wherein the motion data analytics include information
related to the lacrosse techniques trained by the user.
9. The system of claim 8, wherein the motion data analytics include
a virtual representation of the motion of the user executing the
lacrosse techniques trained.
10. The system of claim 8, wherein the motion data analytics
include a user ranking on one or more leaderboards relative to
other users.
11. The system of claim 8, wherein the motion data analytics
include coaching suggestions related to the lacrosse techniques
trained by the user.
12. The system of claim 11, wherein the coaching suggestions
include automated coaching suggestions based on the motion data
associated with the user and the lacrosse techniques trained.
13. The system of claim 8, wherein the motion data analytics
include lacrosse technique metrics associated with the user.
14. The system of claim 8, wherein the end user device is a
personal computing device.
15. The system of claim 8, wherein the server is operable to
receive a scheduled training event for the user, and transmit the
scheduled training event to the end user device of the user; and
wherein the motion data is generated in accordance with the
scheduled training event.
16. The system of claim 8, wherein the end user device selectively
displays motion data analytics associated with one or more
users.
17. The system of claim 8, wherein the server supports a website
accessible via the end user device.
18. The apparatus of claim 8, wherein the crosse comprises a hollow
distal end defining an interior surface for accepting the end cap
and frictionally retaining the end cap within the hollow.
19. The apparatus of claim 18, wherein the hollow further defines
an annular edge between the interior surface and an exterior
surface of the crosse; and wherein the end cap further comprises an
annular groove for receiving and frictionally retaining the edge
therein.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional
Application No. 61/920,714, filed Dec. 24, 2013, the entire
contents and disclosure of which is hereby incorporated by
reference.
BACKGROUND OF THE INVENTION
[0002] The present invention relates to the field of sports
training and more particularly to a system for turning athletic
practice into creative, competitive and connected virtual games.
The invention leverages the convergence of three trends and
technologies to make sports practices more compelling: (1) the deep
penetration of smartphone devices; (2) the widespread use of social
applications; and (3) the explosive emergence in wearables. The
invention makes sports practice a measurable and competitive game
by socially connecting an athlete's results to teammates and peers.
The invention will also enable an athlete to mimic the form and
moves of elite and professional players, ultimately creating a
library and marketplace of wearable-enabled virtual signature
moves. The invention will also have specific applications for
training lacrosse players in throwing and catching mechanics,
shooting technique, face off technique, defensive stick checking
technique and goaltending technique.
[0003] In learning to play the game of lacrosse, a player must
learn to throw and catch, scoop a ground ball, dodge, and shoot the
lacrosse ball accurately and with speed. Much of this depends on
developing proper technique. Players who have this skill are highly
sought after and are of value to a lacrosse team. Players practice
for hours to develop these skills, often taking part in group and
private lessons to learn how to throw and catch, scoop, dodge, and
shoot accurately and with increased speed during competitive games.
Players may also practice these skills on their own by throwing the
lacrosse ball against a wall or pitch-back rebounder, as well as
practice other stick handling techniques using various drills.
Coaches will provide players with drills to practice on their own.
Players often report their number of repetitions performed in a
particular drill back to a coach, or verbally share their
accomplishments with their teammates and friends. However, coaches
must rely on the player to report accurately the number of
repetitions and drills performed. Also, such method does not allow
accurate comparison of number of repetitions performed among
teammates and friends, nor does it permit progress to be tracked.
Also, a player practicing such skills on his/her own by throwing a
ball against a wall can be boring, and a player will quickly lose
interest.
[0004] There are other skills in lacrosse that also need to be
developed through hours of repetition, depending on the specific
position of a player. Face-off players or specialists must work on
technique and timing to ensure they successfully provide his/her
team with possession of the ball. Defensive players must practice
and refine stick checking technique to maximize ability to dislodge
the ball from an opposing player's crosse, and goaltenders
typically receive multiple shots to varying locations from a coach
or player for warming up and to develop their ability to stop the
ball from entering the goal.
[0005] Additionally, coaches spend a significant amount of time in
such practices working with players to develop the proper mechanics
of an effective lacrosse pass or shot. Traditionally, skill
development for throwing/catching, shooting, facing off, defensive
technique and stick checking, and goaltending typically involves a
combination of verbal instruction, coaching demonstration, live
simulation, and repetition. For example, a coach may tell a player
to keep his/her hands high and away from his/her body while
shooting, to point the butt end of the crosse at the intended
target, to push the top hand and pull on the bottom hand on the
crosse to pass or shoot, or to follow through on the shot. However,
this method is hardly scientific and is highly subjective.
[0006] In order to provide more objective data, in some instances,
coaches (or their assistants) will use a radar gun to measure the
speed of a player's shot, and/or will record the player's mechanics
with a video camera for slow-motion replay. In this manner, the
coach and player have some objective feedback to rely on in making
corrections to the player's shooting mechanics. However, this
feedback is limited. Currently, if a player is being coached on how
to shoot properly, his or her coach will visually observe the
player while shooting, which could be captured with a video camera,
and give feedback on how to improve. However, such methods do not
allow accurate comparison of one shot (or pass or other sport
motion) to another, much less permit progress to be tracked.
[0007] In the context of other sports, sensors are used on the
bodies of the athletes--the wrist or glove, for example--to track
playing mechanics--such as the trajectory of a golf swing, how fast
a baseball player can swing a bat, or how hard a tennis player can
hit a tennis ball. For example, such systems are described at
www.zepp.com/golf/, www.zepp.com/baseball/, www.zepp.com/tennis,
www.quattriumm.com, www.shottracker.com, www.atlaswearables.com,
and www.blastmotion.com. The metrics recorded by these sensors are
used to coach playing mechanics. However, placement of such sensors
on a glove or other area of the player's person gives less than
accurate measurements for some metrics, for example, how fast the
head of a lacrosse stick is moving at the time a shot is attempted,
or the angle of the lacrosse stick.
[0008] It is therefore desirable to provide a system for training
lacrosse throwing, catching, shot, dodging and other lacrosse
motion mechanics that provides more data metrics and feedback with
increased accuracy, as well as a way to accurately share that data
with coaches and other players.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Illustrated in the accompanying drawing(s) is at least one
of the best mode embodiments of the present invention.
[0010] FIG. 1 is a schematic view of a system for training lacrosse
technique mechanics according to at least one embodiment of the
present invention;
[0011] FIGS. 2a-2d are cross sectional schematic views of exemplary
sensors according to at least one embodiment of the present
invention;
[0012] FIG. 3 is an exploded view of an exemplary end cap according
to at least one embodiment of the present invention;
[0013] FIG. 4 is a cross sectional schematic view of an exemplary
end cap according to at least one embodiment of the present
invention;
[0014] FIGS. 5a-5c are perspective views of an exemplary end cap
according to at least one embodiment of the present invention;
[0015] FIG. 6 is a cross sectional schematic view of an exemplary
end cap according to at least one embodiment of the present
invention;
[0016] FIG. 7 is an exploded view of an exemplary access door
according to at least one embodiment of the present invention;
[0017] FIGS. 8a-8b are perspective views of an exemplary end cap in
an open and closed position according to at least one embodiment of
the present invention;
[0018] FIG. 9 is a perspective view of an exemplary end cap in an
open and closed position according to at least one embodiment of
the present invention;
[0019] FIG. 10 is a schematic view of an exemplary system for
training lacrosse technique mechanics according to at least one
embodiment of the present invention;
[0020] FIG. 10a is a schematic view of an exemplary sensor
according to at least one embodiment of the present invention;
[0021] FIG. 10b is a schematic view of an exemplary end user device
according to at least one embodiment of the present invention;
and
[0022] FIGS. 10c-d are schematic views of an exemplary server
supported website according to at least one embodiment of the
present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0023] The above-described drawing figures illustrate the described
invention and method of use in at least one of its preferred, best
mode embodiment, which is further defined in detail in the
following description. Those having ordinary skill in the art may
be able to make alterations and modifications to what is described
herein without departing from its spirit and scope. While this
invention is susceptible of embodiment in many different forms,
there is shown in the drawings and will herein be described in
detail a preferred embodiment of the invention with the
understanding that the present disclosure is to be considered as an
exemplification of the principles of the invention and is not
intended to limit the broad aspect of the invention to the
embodiment illustrated. Therefore, it should be understood that
what is illustrated is set forth only for the purposes of example
and should not be taken as a limitation on the scope of the present
apparatus and its method of use. In particular, while the
enablements described herein are discussed with particular emphasis
on lacrosse, those having ordinary skill in the art will readily
appreciate that the invention is similarly applicable to other
sports and sports equipment.
[0024] FIG. 1 illustrates a system 1000 for training lacrosse
technique mechanics according to a preferred embodiment of the
present invention. The system generally includes a sensor 1200 for
sensing the motion of an associated lacrosse stick ("crosse") 1220,
communicatively coupled to an end user device 1400 and/or a server
supported website 1800 for receiving motion data (and/or motion
data analytics) derived from the motion of the crosse, via a
wireless network 1600. To train lacrosse technique mechanics (e.g.
shooting, passing, checking, etc.) a player's attempts at
performing one or more techniques are measured and analyzed. These
measurements take the form of the motion data captured by the
sensor, which may be located in the crosse. The motion data may be
stored and/or analyzed for review by the player, a coach, or a
third party. In this manner, the progress of a player in mastering
one or more techniques may be monitored, logged and tracked.
Moreover, review of the motion data and/or analysis gives objective
data points that the player may use to improve his/her technique
mechanics.
[0025] In certain embodiments, the sensor may be located in an end
cap 1240 for a crosse 1220. An exemplary end cap is illustrated in
FIG. 2. The end cap includes a sleeve portion 1242 coupled to a
base portion 1244, the sleeve portion including a hollow core for
sliding over the rear of a crosse shaft 1222. The base portion may
be positioned adjacent the sleeve portion and may define a cavity
therebetween for housing the sensor 1200. Preferably, the base
portion is removably affixed to the sleeve portion according to
known methods (e.g. tape or friction) such that the base portion is
not easily dislodged during the action of a lacrosse game or
practice. In some embodiments, the end cap is spherically shaped so
as to create additional leverage and/or torque for the player
during gameplay. In some embodiments, the end cap may also improve
player grip. An exemplary end cap--without the imbedded sensor--is
shown and described in U.S. Pat. No. 7,651,418, incorporated herein
by reference in its entirety.
[0026] In at least one embodiment, instead of sliding over the
crosse shaft, the sleeve portion of the end cap may be inserted
into a hollow of the crosse shaft and held therein according to
known methods (e.g. friction or adhesive). In at least one
embodiment, the sensor may be located inside the crosse shaft.
[0027] In some embodiments, the sensor may be located at other
locations along the crosse. However, because lacrosse is a contact
sport with a lot of stick checking, the sensor could be damaged at
those locations. By locating the sensor in the end cap or within
the crosse itself, the sensor may be protected from impact.
Furthermore, locating the sensor in a removable end cap allows the
sensor to be transferred from one crosse to another.
[0028] FIG. 3 illustrates an exemplary removable end cap 1240 for
use with a crosse 1220, in which the end cap 1240 is at least
partially inserted into a hollow 1224 located at the rear of the
cross shaft 1222.
[0029] The end cap 1240 preferably comprises: a sensor unit 1310
for sensing the motion of the crosse and generating motion data
therefrom, a memory 1320 for storing the motion data, a transceiver
1330 for transmitting the motion data to the end user device 1400
via the network 1600, and one or more interfaces 1350, each
communicatively coupled to a controller 1340 and housed within a
housing 1260. In some embodiments, the electrical components of the
end cap are powered by one or more internal batteries (not shown)
that may be rechargeable via an interface, or alternatively may be
replaceable disposables.
[0030] As described herein, the sensor unit 1310 detects the motion
of the crosse as it is being used by the player during gameplay or
practice, and generates motion data therefrom. The motion data is
then communicated to the memory 1320 and retrievably stored
therein. The transceiver 1330 retrieves the motion data from the
memory 1320 (or in some embodiments directly from the sensor) and
transmits the motion data to the end user device 1400. The
controller 1340 executes software instructions stored in the memory
1310 for causing the sensor unit 1310, memory 1320, and transceiver
1300 to function as described herein. In some embodiments, the
sensor unit 1310, memory 1320, transceiver 1300 and controller 1340
are communicatively coupled via a printed circuit board 1300
("PCB") or the like.
[0031] In some embodiments, the end cap further comprises one or
more interfaces 1350, which may include a cap button 1342 by which
the user may affect or otherwise control the system parameters
and/or functionalities described herein, an LED 1344 for indicating
an operating status of the system, and a USB or micro-USB port 1346
for permitting access to the data stored in the memory 1320. Each
is preferably communicatively coupled to the controller via the
PCB, the controller controlling each in accordance with the
functionality described herein. It will be apparent to one of
ordinary skill in the art that the PCB may comprise a single PCB,
or multiple PCB's in tandem.
[0032] The housing 1260 preferably comprises a chassis 1270 having
a shaft 1272 extending from a head 1274, and an outer sheath 1280
exterior to the chassis for accepting the chassis therein. The
chassis is preferably bifurcated, as shown for example in FIG. 3,
to permit assembly about the end cap electrical components. Still
more preferably, the chassis is formed of a rigid material, e.g.
plastic, metal, or the like, while the outer sheath is formed of an
impact absorbent material, e.g. rubber or the like. Accordingly,
the housing protects the sensor unit and other electronic
components of the end cap from the external environment, including
any impact that may occur during use. An exemplary assembled end
cap is shown for example in FIG. 4.
[0033] Returning to FIG. 3, the chassis 1270 preferably further
comprises a head 1272 defining a distal surface substantially
perpendicular to the shaft 1272, having one or more apertures 1278
for exposing the various user interfaces 1350 discussed herein,
e.g. the cap button 1342, LED 1344 and/or USB port 1346, and
permitting access thereto.
[0034] An exemplary housing is shown for example in FIG. 5a-c, in
which the sheath 1280 defines an interior space for accepting the
shaft 1272 of the chassis 1270 therein. FIG. 5a illustrates an
exemplary chassis and sheath prior to insertion of the chassis
within the sheath, while FIG. 5b illustrates the exemplary
constructed end cap. FIG. 5c illustrates an exemplary constructed
end cap having a retention grommet, described elsewhere herein.
[0035] As shown for example in FIG. 5a, the shaft 1272 may be
secured to the sheath 1280 by the operation of friction and/or
mechanical means. In some embodiments, the chassis is held within
the sheath via the frictional contact between the inner surface of
the sheath and the outer surface of the chassis. In some
embodiments, the chassis and sheath are secured together via
fasteners, such as, e.g. screws, pins, and the like.
[0036] As shown for example in FIG. 6, in some embodiments, the
chassis 1270 may further comprise one or more ribs 1276 for
increasing the amount of friction between the chassis 1270 and the
sheath 1280. The ribs 1276 may also increase or otherwise alter the
impact resistance of the end cap.
[0037] Returning to FIG. 3, in at least one embodiment, the crosse
hollow 1224 accepts the housing 1260 therein, and retains the
housing 1260 via the operation of frictional and/or mechanical
means. In some embodiments, the end cap 1240 is held within the
crosse 1220 via the frictional contact between the interior surface
of the crosse and the outer surface of the sheath.
[0038] In some embodiments, the sheath may further 1280 comprises
one or more ribs 1282 for increasing the amount of friction between
the chassis 1270 and the sheath 1280. The ribs 1282 may also
increase or otherwise alter the impact resistance of the end cap
1240. A cross-section of such an exemplary configuration is
illustrated for example in FIG. 6.
[0039] As shown in FIG. 4, the sheath may further comprise a
circumferential groove 1284 for accepting the edge 1226 of the
crosse rear 1222, as defined by the boundary between the exterior
1228 and interior 1229 surface of the cross shaft. In some
embodiments, the groove 1284 may be partially circumferential
and/or may accept only a portion of the crosse edge 1226.
Accordingly, the end cap may be "plugged" into the crosse and held
therein via friction. In some embodiments, the groove is such that
the sheath extends between 1 to 1.5 inches along the exterior of
the crosse.
[0040] Moreover, in some embodiments, a grommet 1288 may be
utilized to further retain the end cap in place within the crosse.
The grommet preferably comprises an annular ring of deformable
material encircling shaft. An exemplary grommet is shown, for
example, in FIG. 5c.
[0041] Returning now to FIG. 3, the end cap may further comprise an
access covering 1380 mounted to the chassis head 1274 so as to form
a protective covering (in combination with the sheath) for the
exposed user interfaces, e.g. the cap button 1342, LED 1344, and
USB or micro-USB port 1344, and permitting access to thereto. FIG.
9 illustrates such exemplary access by a USB cable interface with
the USB or micro-USB port 1344.
[0042] As shown in FIG. 3, the access covering may comprise an
annular edge 1384 that aligns with a raised annular rim of the
sheath 1286--the raised annular rim extending both radially and
distally from a distal end of the sheath and forming a protective
barrier for the access covering 1380. Accordingly, the access
covering may be recessed from the annular rim such that the rim
extends distally further than the access covering, as shown for
example in FIG. 8.
[0043] Continuing with FIG. 8, an access door may be hingedly
coupled to the access covering 1380 such that the user interfaces
1350 are covered by the closed access door, and accessible via the
open access door.
[0044] In some embodiments, the access cover and the access door
are configured so as to form a substantial seal. As illustrated for
example in FIG. 8, the surface of the access cover may include one
or more annular depressions 1388 corresponding to annular
protrusions 1389 of the access door, such that when the access door
is in a closed position, the annular depressions accept the annular
protrusions, thereby forming a seal. In some embodiments, one or
more of the annular depressions and protrusions may be lined with a
sealant such as a silicone or other flexible material to promote
sealing. Preferably, the seal is substantially water-tight,
although less than a water-tight seal is contemplated.
[0045] FIG. 7 illustrates an exploded view of an exemplary access
door. As reflect therein, in some embodiments, the access door may
comprise a status indicator 1348. Preferably, the status indicator
is a light-pipe 1348 illuminated by the LED 1344. The status
indicator may indicate the status of the end cap, including an
on/off state, a data transmission state, a game state, or any other
state. In some embodiments, the status indicator doubles as the
button 1342 for enabling the user to affect or otherwise control
the system parameters and/or functionalities described herein.
[0046] Exemplary operations of the system 1000 will now be
described with reference to the figures. As illustrated
schematically for example in FIG. 10, the sensor 1200 detects the
motion of the crosse 1220 as it is being used by the player during
gameplay or practice and transmits the motion data to the end user
device 1400 and/or server supported website 1800 via the network
1600. The wireless network includes, for example Bluetooth,
Bluetooth Low Energy ("BLE"), Wi-Fi, and the Internet.
Additionally, the sensor 1200 may store the motion data in memory
1320. The motion data may be transmitted at a later time, or may be
retrievable via a wired connection between the sensor 1200 and the
end user device 1400, via for example, the USB port 1346, a
fire-wire port (not shown) and/or the like.
[0047] The motion data may include data indicating the motion/speed
of the shot, the motion/speed of the various parts of the crosse,
the number and/or types of shots and/or passes attempted (e.g.
overhand, sidearm, etc.), the number of shots and/or passes and the
mechanics thereof, the frequency at which the player changes the
crosse from one hand to the other, how many times a player
"touches" the ball during a game or practice, the number of times a
player cradles the ball after it is caught and before the next pass
or shot is made, how quickly the ball is released from a crosse
after it is caught, how many left handed or right handed catches,
passes and shots were made, and the player's body core rotation,
power and other metrics useful for analyzing player shot mechanics.
In particular, the motion data is sufficient to digitally reproduce
each attempted shot, pass, catch, dodge, scoop a ground ball or
other motion attempted by the player during the course of a
practice or game, in three dimensions for analysis by the player,
coach, or a computer application. In particular, the motion data
may include the number of repetitions of a given technique
performed such that players can compare repetitions (and other
training results) and otherwise compete with each other, via
leaderboards and other sharing and comparison methods.
[0048] As shown for example in FIG. 10, the sensor 1200 may
comprise an accelerometer 1202, gyroscope 1204, and/or GPS sensor
(not shown). Exemplary sensors are commercially available and
described at www.zepp.com/golf, www.zepp.com/baseball,
www.zepp.com/tennis, www.quattriumm.com, www.shottracker.com,
www.atlaswearables.com, and www.blastmotion.com, such websites
hereby incorporated by reference in their entirety.
[0049] In some embodiments, the sensor 1200 includes sensor unit
1310 that generates the motion data from the motion of the crosse,
and transmits the motion data to a motion data processing module
1206 for processing the motion data in accordance with the
embodiments described herein. The processed (or partially
processed) motion data may then be retrieved by the transceiver
1330, which is communicatively coupled to the motion data
processing module 1206, to be transmitted to the end user device
and/or the server supported website 1800 via the network 1600.
Alternatively, the motion data may be transmitted without having
been by the motion data processing module 1206. In such
embodiments, the system may omit the motion data processing module
entirely, or utilize motion data processing at alternative stages
of the process described herein. It should be understood that
references to `motion data` or `processed motion data` refer to
each or all of unprocessed, partially processed, and fully
processed motion data, as appropriate.
[0050] As shown for example in FIG. 10a, motion data processing
module 1206 may further comprise a data filtering module 1206a, a
data normalization module 1206b, a data compression module 1206c,
and a data fusion module 1206d. The data filtering module 1206a
filters the incoming motion data in accordance with the system
functionalities described herein. In other words, the motion data
is filtered in accordance with the intended analytics use of the
motion data. The data filtering module may be one or more of: a
null filter, a low pass filter, a high pass filter, and a berkley
filter. The data normalization module 1206b normalizes the filtered
motion data in accordance with the intended analytics use of the
motion data. The data compression module 1206c compresses the
normalized motion data in accordance with the intended analytics
use of the motion data. The data fusion module 1206d combines the
filtered motion data, the normalized motion data and the compressed
motion data to generate a processed motion data for transmission by
the transceiver 1330 via the wireless network 1600. It should be
noted that one or more of these modules may be present in varying
capacities.
[0051] As shown for example in FIG. 10, the end user device 1400
receives the motion data and processes the motion data to be
displayed to the end user, and/or transmitted to the server
supported website 1800. The end user device 1400 comprises
transceiver 1408 for receiving and transmitting the motion data,
motion data processing module 1402 for processing the motion data,
and motion recognition engine 1404 for further processing the
motion data according to motion recognition functionalities
described herein, and display module 1406 for displaying the
processed motion data to the user. In some embodiments, the
aforementioned processing by the motion data processing module 1402
may be an additional processing of the motion data, or an original
processing of the motion data in accordance with the embodiments
described herein. Accordingly, the structure of the motion data
processing module 1402 of the end user device 1400 may be
substantially analogous to that of the sensor 1200.
[0052] Turning now to FIG. 10b, the motion recognition engine 1404
may further comprise a data construction module 1404a, a model
evaluation module 1404b, a motion model library 1404c, and a model
comparison and feedback module 1404d. The data construction module
1404a processes the incoming motion data into resulting data
structures amenable for motion recognition processing. The model
evaluation module 1404b compares the recorded motion data to a set
of recorded reference motions using a set of objective functions.
These objective functions are constructed to enable rapid
comparison of the motion to the library of possible motions (via
model comparison and feedback module 1404d). The objective
functions may involve calculation of the least squared error metric
as one possible algorithm, or other algorithms. The motion model
library 1404c stores the possible recognized reference motions that
have been generated in the system either from calibrated motions or
from generic template. It is expected that the model motions
contained herein are not static but rather can be updated over time
by other processes. The model comparison and feedback module 1404d
matches the recorded motion to possible recognized motions. It
further facilitates using the comparison output of the model
evaluation module 1404b to find the closest match in the library of
recognized motions stored in the motion model library 1404c. The
model evaluation module 1404b module may also update the stored
motion model that matches the motion closest to make the model
adaptive to small changes in the recorded motion. This module also
can provide parameters to the data construction module 1404a that
can optimize further matching operations, for example, to provide
an updated gain value to scale the incoming motion data for better
matching.
[0053] Accordingly, the end user device 1400 receives the motion
data for display to the end user via display 1402. The end user
device may include a smart mobile device, such as an iPhone.RTM.,
iPad.RTM. or Android.TM. device communicatively coupled to the
network 1600 and the display 1402 may include a touch screen or
other conventional display. The end user device may be that of a
coach, the player, or a third person interested in an analysis of
the player's lacrosse motion mechanics and statistics. The end user
device preferably includes a wireless transceiver 1408 for
receiving the motion data. In some embodiments, the end user device
1400 may receive the motion data directly from the sensor 1200. In
at least one embodiment, as further discussed herein, the motion
data of a player may be received by the end user device 1400 from
the server supported website 1800 having a memory on which the
motion data of the player is retrievably stored.
[0054] As shown for example in FIG. 10, the server 1820 supporting
the website 1800 receives the motion data (and/or analyzed motion
data) and processes it to be transmitted to the end user device
1400. The server 1820 comprises a network interface 1828, a
processor 1822, a memory 1824, and an input/output interface 1828,
all known in the art, for implementing the functionalities of the
server supported website 1800 described herein.
[0055] In some embodiments, the server supported website may
include an analogous motion data processing module 1802, for
additional processing of the motion data, or an original processing
of the motion data in accordance with the embodiments described
herein. In some embodiments, the server supported website may
include an analogous motion recognition engine 1804, for additional
processing of the motion data, or an original processing of the
motion data in accordance with the embodiments described
herein.
[0056] As illustrated for example in FIG. 10, the server supported
website comprises a user database 1806-1 for storing user
information, device information, user activity information,
user-derived analytic information; an analytics module 1808 for
receiving user-derived information and aggregating or otherwise
organizing such information, such as for example, into lists (e.g.
leaderboards, inactivity lists, etc.); an algorithm database 1806-2
for storing algorithms for analyzing the user motion data according
to the features and operations discussed herein; an algorithm
modeling module 1812 for adding, subtracting, or otherwise
modifying the modeling algorithms used to match the user movement
with recognized motions; and a user notification module 1810 for
generating user notifications to be transmitted over the network
1600 to the end user device 1400, via the network interface
1828.
[0057] Turning now to FIG. 10c, the user database 1806 may further
comprise a user information database 1806a, a user activity
database 1806b, a user specific analytics database 1806c, and a
general database 1806d. The elements of FIG. 10c further describe
how the user data may be stored in the overall data store according
to at least one embodiment. User information database 1806a stores
the data associated with the user, e.g. username, age, email,
handedness, stick length, etc. User activity database 1806b stores
the activity data associated with the user, e.g. motion data. There
may be zero, one or more data items for each user per day depending
on the activity that is recorded by the system for that user. The
data stored in this section may also be of a complex datatype that
combines multiple user events into one data item. User specific
analytics database 1806c stores data generated by analyzing user
event data. Examples of such data include cumulative activity and
comparative data. The overall database structure 1806d can be
represented as a single database or as a set of related but
separate databases. For complex situations, a NoSQL database can be
used to hold all of the data described here but the schema is
preferably more complex.
[0058] The analytics module 1808 may further comprise a server
scripts module 1808a for processing user-derived analytics to, for
example, aggregate the data from a group or groups of users,
validate the data, and to do other server tasks involving the data
including preparing the data for further analytics; a leaderboard
module 1808b for generating one or more leaderboards to enable easy
comparison between users. Given the multitude of potential
leaderboards, the analytics module 1808 may track and generate
multiple leaderboards involving some or all of the users; and a
leaderboard analytic script module 1808c for generating actionable
notifications if changes to the leaderboards occur for individual
users. For example, if the user moves up or down on a leaderboard
relative to other users, a notification of the movement may be
generated and transmitted to the user according to the operations
and functions described herein.
[0059] Turning now to FIG. 10d, the algorithm modeling module 1812
may further comprise a user information module 1812a for
identifying the user associated with the transmitted and/or stored
data. Identification of the user may be generic based on age,
height, handedness, for example, or it can be specific to the
username and device information. The algorithm modeling module 1812
may further comprise an algorithm retrieval module 1812b for
retrieving the appropriate models from the motion model library
1404c, given the user identity and associated specificity. For
example, in the case of generic user information, the model
retrieval may be generic as well, while, if the user information is
more specific, user labeled models may be specifically retrieved.
The algorithm modeling module 1812 may still further comprise a
user specific algorithm module 1812c for on-the-fly customization
of the retrieved algorithms to make the retrieved algorithm work
better for the user. For example, a generic model may be adjusted
for the specific user's height and/or stick length.
[0060] Generally, in operation, the motion data is transmitted to
the end user device where it is displayed as analyzed motion data,
such as usable metrics (e.g. the number of times a certain
technique is executed, etc.). The motion data may be transmitted
directly to the end user device and processed by the end user
device to generate the analyzed motion data. Additionally, the
motion data (or analyzed motion data) may be transmitted from the
end user device to the server supported website to be further
processed by the server to generate further analyzed motion data
that is transmitted back to the end user device. Alternatively, the
motion data may be transmitted directly to the server supported
website to be processed by the server to generate the analyzed
motion data that is then transmitted to the end user device for
display. Optionally, the analyzed motion data may be further
processed by the end user device prior to display. In this manner,
the motion data may be processed or partially processed to generate
the displayed analyzed motion at a plurality of the modules
described herein.
[0061] Accordingly, it should be noted that while processing of the
motion data is described herein as occurring at each of the crosse,
end user device, and server platforms, the motion data may be
processed entirely at any of these levels or any combination
thereof without departing from the scope of the invention.
Furthermore, where functionalities and operations utilizing motion
data are described herein, it should be understood that the same
functionalities and operations may be applied--in some
embodiments--partially or wholly to analyzed motion data.
[0062] In some embodiments, the player may be able to share motion
data or analysis of, for example, number of repetitions of
throws/catches during a wall ball session, with coaches and friends
and teammates via a leaderboard displayed on the application,
email, social media, and/or an internet website.
[0063] The server supported website may receive the motion data and
provide an internet accessible portal through which to receive
and/or view that data. In particular, the website may operate
substantially similar to the computer application as executed on
the end user device. The server supported website may be accessible
by the end-user device running the computer application. The motion
data (and/or analysis) of one or more players may be
downloaded/uploaded between the end user device and the server
supported website. In this manner, the motion data and/or analysis
(e.g. player statistics, three-dimensional motion representation,
etc.) may be shared between players, coaches, etc. for further
training recommendations, competitions, team tryouts, etc. An
exemplary example of a website through which athletes can share
workouts and workout statistics with others is www.strava.com, the
entire contents of which is hereby incorporated by reference.
[0064] The motion data and/or the results of its analysis may be
retrievably stored by the computer application and/or server
supported website memory. In some embodiments, a detailed record of
every throw/catch repetition or shot is retrievably stored (either
locally, or remotely via a remote server communicatively coupled to
the network). In some embodiments, the computer application may
display a time-based summary of the player's motion data so that
the player can track improvement. The computer application may also
be configured to display any other set or subset of motion data
and/or analysis, e.g. repetitions, catches, passes, shots, etc. In
some embodiments the server supported website may comprise a
mobile-accessible website for access by smart phones and the
like.
[0065] As described herein, the server 1800 may be accessed via a
computer application ("app") running on the end user device 1400.
Exemplary functionalities of the app are described herein. It
should be understood that the functionalities of the app may be
executed by either the app or the server, either alone or in
tandem, unless otherwise stated. Accordingly, in some embodiments,
the app functions as an interface to the server, which performs the
functionalities described herein.
[0066] The app may generate a user profile from user information
inputted by the user, a coach, or the app itself. The user profile
is then associated with an end cap such that the motion data of the
end cap is associated with the user profile in accordance with the
embodiments described herein. The user profile may include such
information as: name, age, email address, profile picture, gender,
skill level, stick length, team associations (both real and
virtual), position played, dominant hand, geographic location, and
user avatar selection. The user profile information may be utilized
by one or more of the modules described herein to generate the
analyzed motion data for display to the user, third-parties (e.g.
teammates, other players, spectators, fans, etc.) and/or coach.
[0067] In some embodiments, the user profile may include a user
selected avatar. As the user progresses within the app and achieves
certain milestones, he/she will "unlock" other avatars, from which
they will be able to choose to represent them. Accordingly, the
avatar may be a visual way of displaying to others their progress
and level of activity within the app.
[0068] As the training techniques or games described herein are
completed by the user, the user profile may be updated to include
the metrics or analyzed motion data associated therewith. These
metrics may measure progress and/or be used in a competitive sense
to promote further training. Accordingly, in some embodiments, a
plurality of users may associate themselves with a virtual `team`
for the purposes of competition according to the analytic `games`
described herein. The virtual team may be in addition to a physical
team of the user. The user's association with real or virtual
teammates may be information stored in the user profile.
[0069] In general, the analyzed motion data for the user will be
accessible to the user and may be displayed on the end user device
via the app. In this manner, the user may track performance,
progress, etc.
[0070] In some embodiments, the analyzed motion data for a given
game in which a plurality of users participate is reflected in one
or more leaderboards accessible to those users. Leaderboards may be
displayed in activity metrics, such as number of reps, length of
time played, achievement of specific skills, shot speed, accuracy,
number of times a player touches the ball, etc. Leaderboards can be
filtered by time period (daily, weekly, monthly, all time), age of
player, number of left-handed reps and right-handed reps,
geographic region, male or female, or any other data common to the
user profiles. Custom leaderboards may be created by individual
users, third-parties and/or coaches. In some embodiments, when a
player moves up or down on the leaderboard, a notification is sent
to the player by push-notification, text and/or email. A
notification may also be sent out according to a predetermined
schedule, e.g. daily, weekly, etc.
[0071] In some embodiments, the user may earn virtual trophies or
other prizes based on the user's analyzed motion data. For example,
points and/or prizes may be earned as the user's analyzed motion
data indicates the user has mastered one or more techniques, has
prevailed in a competition or challenge, has been ranked at a
certain level in one or more leaderboards, etc. Such points and/or
other rewards preferably can be redeemed for goods via an online
shopping portal supported by the app. In some embodiments, the user
profile includes a virtual trophy room where viewers of the user
profile may view the various trophies and accomplishments of the
user with respect to the training system.
[0072] In some embodiments, the app comprises an activity feed
associated with the user for displaying information relevant to the
user. For example, analyzed motion data of the user (and/or of the
user's teammates) may be posted on the user's activity feed for
viewing by the user, third parties, and/or coach. Activity
displayed on the activity feed may include analyzed motion data for
recent games, drills, etc., trophies or other accomplishments, the
status of challenges, and leaderboard changes.
[0073] In some embodiments, the activity feed may include virtual
social activity. For example, the user may post a `poke-check` or
`high-five` or other social message on the activity board of
another user. In at least one embodiment, in order for the user to
post on an activity board of another user, the first user must be
accepted as a `teammate` of the second user. In this manner, the
activity board reflects a type of training specific social
networking application.
[0074] In some embodiments, challenges may be issued between users.
Challenges are specific events within the app in which a user can
compete against one or many other users/players. Challenges may be
initiated by one or more of: players, the system, coaches, or
third-parties (e.g. equipment sponsors, etc.). For example, some
challenges may include determining which player can execute the
most number of reps of a technique within a set time period or with
the highest accuracy percentage, who has the fastest shot, or who
can perform stick tricks or signature moves most effectively.
Challenge invitations may be sent by push notification, text or
email. They can be either accepted or rejected by players. Winners
of challenges can receive reward points, badges, and/or higher
ranking on leaderboards. Challenges may be according to various
formats, including one-to-one, group-to-group, tournament, etc.
[0075] In association with each of the functionalities described
herein, an optional push notification may be implemented such that
the requisite information, challenge and/or message is supplied to
the user via the end user device.
[0076] A coach's web portal or app may also be provided to coaches.
Preferably, the coach's portal will include functionality in
addition to that of the player app, while retaining some or all of
the player app functionalities described herein. Preferably, the
coach's app permits the coach's profile to be associated with the
player profiles of those users on the coach's team. Coaches
preferably have access to each of the profiles of their players, as
well as the analyzed motion data of their players. In some
embodiments, the coach's portal may be accessed via the server
supported website, via a user log-in sequence such as is known in
the art. In this manner, coaches utilizing the coach's portal are
able to monitor their players' practice activity and/or training
development.
[0077] In some embodiments, the coach's portal enables
communication to team members via push notification, text or email.
Accordingly, the coach's portal may enable the creation and
distribution of specific drills and/or challenges to team members.
Preferably, the coach's portal is operable to display reports based
on analyzed motion data of team members for review by the coach. In
at least one embodiment, such reports may be periodic. In at least
one embodiment, such reports are communicated via email, text
message and/or push-notification. Preferably, the coach's portal
enables monitoring of the team members of a plurality of teams
associated with the coach. In terms of user interface, each team
may have its own tab, and when coach selects the tab, the info for
players on that team appears.
[0078] Exemplary analytics will now be described with reference to
exemplary training techniques, i.e. `games.`
[0079] As previously described, the analyzed motion data (i.e.
motion data analytics) may include data indicating the number of
throws and catches made by a player in a game or wall ball practice
session, the motion/speed of the shot, the motion/speed of the
various parts of the crosse during shooting, face offs, defensive
stick checking or goaltending, the number and types of shots or
passes attempted (e.g. overhand, sidearm, etc.), the number of
shots received and/or saved by a goaltender, the player's body core
rotation, power and other metrics.
[0080] The analyzed motion data may be received by the end user
device and thereafter displayed to the end user. In at least one
embodiment, the analyzed motion data may be displayed on an online
leaderboard and shared between the end user devices of coaches and
other players and/or third parties. The online leaderboard is
hosted by the server supported website, and may be accessible via
the end user device or any other such user interface. In this
manner, players can compare repetitions (and other training
results) and otherwise compete with each other on a local,
regional, national or global scale.
[0081] In at least one embodiment, the end user device may be
caused to display a virtual reproduction of one or more of the
player's shot or pass attempts in three dimensions for viewing
and/or analysis by the player, coach, or a computer application.
The three-dimensional reproduction may be compared to other
exemplary shots of, for example, professional players, coaches,
computer simulations, and the player. The comparison may occur via
the visual representation of one shot being digitally overlaid onto
the visual representation of another shot. Alternatively, the shots
may be compared via side-by-side juxtaposition. Such exemplary
shots may be stored in a local memory of the end user device, or in
the server memory of the server supported website (accessible via
the end user device). Similar analytics may be implemented for
other techniques, including face-off maneuvers, defensive stick
checking techniques, and/or goaltending techniques.
[0082] In some embodiments, the comparison includes a comparison of
select analyzed motion data. For example, the end user device may
be caused to display the speed of the player's attempted shot
juxtaposed against an average shot speed for that player, or the
average shot speed of a selected professional. As another example,
the end user device may be caused to display a game summary report
that includes how many shots the player took during the course of a
game, the types of shots taken, the average speed of the shots, the
average trajectory of the crosse, and the range of such metrics. In
this way, the player and/or coach has a number of data points from
which to improve the player's shot mechanics and lacrosse skill
maneuvers in general.
[0083] In some embodiments, the end user device may be caused to
display suggestions on how to improve the player's shot and pass
mechanics, as well as other skill maneuvers. For example, the end
user device may be caused to display a comparison between the
player's shot or pass to that of a professional and determine that
the player may benefit from repositioning his/her hands on the
crosse. This comparison may include a visual, numerical, or other
data comparison or juxtaposition, or any combination thereof.
[0084] In this manner, the embodiments described herein permit a
player to analyze and improve his or her lacrosse motion mechanics,
as well as record other data metrics during practice and game play,
as well as socially connect, play and compete against other players
virtually.
[0085] The enablements described in detail above are considered
novel over the prior art of record and are considered critical to
the operation of at least one aspect of the invention and to the
achievement of the above-described objectives. The words used in
this specification to describe the instant embodiments are to be
understood not only in the sense of their commonly defined
meanings, but to include by special definition in this
specification: structure, material or acts beyond the scope of the
commonly defined meanings. Thus if an element can be understood in
the context of this specification as including more than one
meaning, then its use must be understood as being generic to all
possible meanings supported by the specification and by the word or
words describing the element.
[0086] The definitions of the words or drawing elements described
herein are meant to include not only the combination of elements
which are literally set forth, but all equivalent structure,
material or acts for performing substantially the same function in
substantially the same way to obtain substantially the same result.
In this sense it is therefore contemplated that an equivalent
substitution of two or more elements may be made for any one of the
elements described and its various embodiments or that a single
element may be substituted for two or more elements in a claim.
[0087] Changes from the claimed subject matter as viewed by a
person with ordinary skill in the art, now known or later devised,
are expressly contemplated as being equivalents within the scope
intended and its various embodiments. Therefore, obvious
substitutions now or later known to one with ordinary skill in the
art are defined to be within the scope of the defined elements.
This disclosure is thus meant to be understood to include what is
specifically illustrated and described above, what is conceptually
equivalent, what can be obviously substituted, and also what
incorporates the essential ideas.
[0088] Furthermore, the functionalities described herein may be
implemented via hardware, software, firmware or any combination
thereof, unless expressly indicated otherwise. If implemented in
software, the functionalities may be stored as one or more
instructions on a computer readable medium, including any available
media accessible by a computer that can be used to store desired
program code in the form of instructions, data structures or the
like. Thus, certain aspects may comprise a computer program product
for performing the operations presented herein, such computer
program product comprising a computer readable medium having
instructions stored thereon, the instructions being executable by
one or more processors to perform the operations described herein.
It will be appreciated that software or instructions may also be
transmitted over a transmission medium as is known in the art.
Further, modules and/or other appropriate means for performing the
operations described herein may be utilized in implementing the
functionalities described herein.
[0089] The scope of this description is to be interpreted only in
conjunction with the appended claims and it is made clear, here,
that the named inventors believe that the claimed subject matter is
what is intended to be patented.
* * * * *
References