U.S. patent application number 15/657160 was filed with the patent office on 2017-11-16 for method, system and apparatus for managing a football match.
The applicant listed for this patent is FB-MM LTD.. Invention is credited to Zvi MINKOVITCH.
Application Number | 20170326431 15/657160 |
Document ID | / |
Family ID | 47629740 |
Filed Date | 2017-11-16 |
United States Patent
Application |
20170326431 |
Kind Code |
A1 |
MINKOVITCH; Zvi |
November 16, 2017 |
METHOD, SYSTEM AND APPARATUS FOR MANAGING A FOOTBALL MATCH
Abstract
A system, method and apparatus for managing a football match on
a hand held computerized device is presented. The hand held
computerized devices includes a first display screen disposed
substantially opposite a second display screen. Pre-match
information for a first team and a second team are entered into the
hand held computer device. Match related events, such as goals,
penalties and substitutions are entered on the hand held computer
device. The device compiles match events and said pre-match
information into a match log, and wirelessly transmits the match
log to a receiver, such as a match following device.
Inventors: |
MINKOVITCH; Zvi; (Modi'in,
IL) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
FB-MM LTD. |
MODIIN |
|
IL |
|
|
Family ID: |
47629740 |
Appl. No.: |
15/657160 |
Filed: |
July 23, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14235854 |
Jan 29, 2014 |
9713764 |
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PCT/IB12/02000 |
Aug 6, 2012 |
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15657160 |
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61514907 |
Aug 4, 2011 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63B 2243/0025 20130101;
A63F 13/50 20140902; G06Q 10/00 20130101; A63B 71/0686 20130101;
A63B 2225/50 20130101; A63B 71/0622 20130101; A63F 13/812 20140902;
A63F 13/08 20130101; A63B 71/0616 20130101; A63B 71/0669
20130101 |
International
Class: |
A63B 71/06 20060101
A63B071/06; A63B 71/06 20060101 A63B071/06; A63B 71/06 20060101
A63B071/06; A63B 71/06 20060101 A63B071/06 |
Claims
1. A device for use with an occurrence in a place during a time
interval, the device comprising: a software and a processor for
executing the software, said software including an operating
system; a memory storing said software coupled to said processor;
an input component coupled to said processor for capturing input
from a person; a first display coupled to said processor for
presenting visual information to the person; a second display
coupled to said processor; a wireless transmitter coupled to said
processor for wirelessly transmitting information via a wireless
network to a unit over the Internet; and a hand held enclosure for
housing said processor, said memory, said input component, said
wireless transmitter, and said first display, wherein said
enclosure comprises two opposed first and second exterior surfaces,
and wherein said first display is attached to said first exterior
surface and said second display is attached to said second exterior
surface, and wherein the device is operative to receive an
information from the person using said input component, to store
the information in said memory, to display the information on said
first display, and to transmit the information via said wireless
transmitter to the unit.
2. The device according to claim 1, wherein the occurrence is a
sport event, the place is a sport field, and the time interval is
the sport event duration.
3. The device according to claim 2, wherein the sport event
duration is a game duration, the sport event is a match between
first and second teams, each of the teams is associated with a team
name, team players, and a team coach, and the match is managed by a
referee team headed by a primary referee.
4. The device according to claim 3, wherein the sport event is a
soccer game, the place is a soccer field, and the time interval is
a soccer game duration.
5. The device according to claim 3, wherein the information include
pre-sport event information known before the sport event
initiation, and sport event occurrences occurring during the sport
event duration.
6. The device according to claim 5, wherein the pre-sport event
information comprising at least two items out of a group of items
consisting of the sport field identification, the sport field
location, the match date, the scheduled game duration, the first
team name, the second team name, the first team players names, the
second team players names, the first team coach name, the second
team coach name, the primary referee name, and the referee team
members names.
7. The device according to claim 5, wherein sport event occurrences
comprising the occurrences, or the time of the occurrences during
the match, of least two items out of a group of items consisting
of: a flip coin result, a flip coin win team name, an actual start
time of the match, an actual game duration, a time addition to the
planned game duration, a goal score, a number of yellow card
warnings of the first team, a number of yellow card warnings of the
second team, a number of yellow card warnings of each player of the
teams, a goal score, a number of red cards of the first team, a
number of red cards of the second team, a red card of each player
of the teams, a penalty, a player substitution, a penalty kick, and
a distance measurement.
8. The device according to claim 1, wherein said processor is a
single-core or multi-core processor, a Central Processing Unit
(CPU), a microprocessor, or a macroprocessor, wherein said memory
is a volatile memory or a non-volatile memory, and wherein the
input component is a button, touchscreen, keyboard, mouse, scanner,
or a microphone.
9. The device according to claim 1, wherein said wireless
transmitter is part of a modem (modulator/demodulator) using RF
(Radio-Frequency) based Wireless Local Area Network (WLAN),
Wireless Personal Area Network (WPAN), or Wireless Wide Area
Network (WWAN).
10. The device according to claim 1, wherein the WLAN is according
to, or based on, WiFi standard, wherein the WPAN is according to,
or based on, Bluetooth or ZigBee standard, or wherein the WWAN is
based on cellular or satellite communication, and wherein the
device is addressable in the wireless network.
11. The device according to claim 1, further comprising in the
enclosure a distance measuring meter coupled to said processor for
measuring a distance and displaying the measured distance on said
first display, wherein said distance measuring meter is based on
light, laser, sound, ultrasonic sound, or optics.
12. The device according to claim 1, further comprising a cellular
telephone or a Smartphone.
13. The device according to claim 1, further operative to display
yellow or red background color on said first and second displays in
response to the person input via said input component.
14. The device according to claim 13, wherein the occurrence is a
sport event, the sport event is a match between first and second
teams, and each of the teams is associated with a team name, team
players, wherein the device is further operative to display a
player number in a foreground on said background on said first and
second displays in response to the person input via said input
component.
15. The device according to claim 1, further comprising a timer
coupled to said processor for measuring a lapsed or remaining time
of the interval, wherein the lapsed or remaining time is displayed
in minutes and seconds on said first display.
16. The device according to claim 15, wherein said timer is
activated and stopped in response to the person input via said
input component, and wherein the person is notified after the
lapsing of a predetermined time interval.
17. The device according to claim 1, further comprising a random
number generator coupled to, or part of, said processor, for
generating a random number.
18. The device according to claim 17, wherein the occurrence is a
sport event, the sport event is a match between first and second
teams, wherein the device is further operative to select one out of
the first or second teams based on the random number, and wherein
the selection is displayed on said first display.
19. A system comprising: a first device according to claim 1 for
use with a first occurrence, said first device operative to
wirelessly transmit via the respective wireless transceiver a first
information first occurrence over the Internet; a second device
according to claim 1 for use with a second occurrence distinct from
the first occurrence, said first device operative to wirelessly
transmit via the respective wireless transceiver a second
information second occurrence over the Internet; and a third device
comprising a display, wherein said third device is operative to
receive from the Internet and display in real-time the first and
second information on said third device display.
20. A system comprising the device according to claim 1 and
multiple units connected over the Internet to the device, wherein
each of the multiple units is operative to receive and display the
information received from the device over the Internet.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to sporting events, and more
particularly, is related to on-field management of football
matches.
BACKGROUND OF THE INVENTION
[0002] Traditionally, a football referee may use several tools to
manage a football match. For example, a coin to toss deciding the
team initially in possession of the ball, red and yellow cards to
indicate penalties and warnings, and watches to keep track of the
game time and the accumulation of stoppage time. During the match
the referee may also use a writing instrument and paper to record
information such as the time of a goal and the scoring team, player
substitutions, writing yellow and/or red penalty cards, and other
information. After a match, the referee has generally manually
compiled information about the match so it may be recorded, for
example, by team officials, league officials, and reported in the
press. Such a compilation process may be time consuming, and may
include inaccuracies as the referee attempts to reconstruct the
events of the match after the fact.
[0003] In addition, many observers of football matches often
independently record their own observations during a football
match, and then may afterward reconcile their observations with the
official record. Football fans unable to attend a match may be
eager to keep abreast of a match while it is in progress, without
having to wait for a reporter to post his observations.
[0004] Therefore, there is a need in the industry to address the
abovementioned shortcomings.
SUMMARY OF THE INVENTION
[0005] Embodiments of the present invention provide a method,
system and apparatus for managing a football match. Briefly
described, the present invention is directed to a method for
managing a football match on a hand held computer device comprising
a first display screen disposed substantially opposite a second
display screen, comprising the steps of: entering pre-match
information for a first team and a second team into the hand held
computer device; recording a plurality of match events on the hand
held computer device; compiling the plurality of match events and
the pre-match information into a match log; and wirelessly
transmitting, by the computer device, the match log to a
receiver.
[0006] For the purposes of this application, the term "football" is
used as per the international usage indicating a sport with a round
football and two netted goals, as distinguished from American
football (where football is known as "soccer") or Australian rules
football. The terms "match" and "game" are used interchangeably to
refer to a complete football match. The term "selecting" refers to
activating an object on a display screen, for example, touching the
screen over an icon or button on a touch screen, or moving a
mouse/touchpad icon over a screen object and clicking the mouse or
touch pad button. The term "entering" refers to the process of
inputting data into a device, for example, by typing text on a real
or virtual keyboard or keypad, or downloading data files from an
external device.
[0007] Other systems, methods and features of the present invention
will be or become apparent to one having ordinary skill in the art
upon examining the following drawings and detailed description. It
is intended that all such additional systems, methods, and features
be included in this description, be within the scope of the present
invention and protected by the accompanying claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] The accompanying drawings are included to provide a further
understanding of the invention, and are incorporated in and
constitute a part of this specification. The drawings illustrate
embodiments of the invention and, together with the description,
serve to explain the principals of the invention.
[0009] FIG. 1A is a schematic diagram showing a front view of an
exemplary housing for a match management system.
[0010] FIG. 1B is a schematic diagram showing a rear view of an
exemplary housing for an apparatus executing a match management
system.
[0011] FIG. 2 is a schematic diagram of a basic match data
screen.
[0012] FIGS. 3A and 3B are schematic diagrams of a data downloading
screen.
[0013] FIG. 4 is a schematic diagram of a game settings screen.
[0014] FIG. 5 is a schematic diagram of a 90 minute screen.
[0015] FIG. 6 is a schematic diagram of a choose time screen.
[0016] FIG. 7 is a schematic diagram of a 120 minute screen.
[0017] FIG. 8 is a schematic diagram of a home team identification
screen.
[0018] FIG. 9 is a schematic diagram of a guest team identification
screen.
[0019] FIG. 10 is a schematic diagram of a flip coin screen.
[0020] FIG. 11 is a schematic diagram of a flip coin result
screen.
[0021] FIG. 12 is a schematic diagram of a game conducting
screen.
[0022] FIG. 13A is a schematic diagram of an activity chooser
screen.
[0023] FIG. 13B is a schematic diagram of an expanded activity
chooser screen.
[0024] FIG. 14 is a schematic diagram of a yellow card screen.
[0025] FIG. 15 is a schematic diagram of a red card screen.
[0026] FIG. 16 is a schematic diagram of a card chooser screen.
[0027] FIG. 17 is a schematic diagram of a blank yellow card
screen.
[0028] FIG. 18 is a schematic diagram of a blank red card
screen.
[0029] FIG. 19 is a schematic diagram of a substitution screen.
[0030] FIG. 20 is a schematic diagram of a menu 2 screen.
[0031] FIG. 21 is a schematic diagram of a distance calculator
screen.
[0032] FIG. 22 is a schematic diagram of a penalty kick screen.
[0033] FIG. 23 is a schematic diagram of a score/miss screen.
[0034] FIG. 24 is a schematic diagram of a game log screen.
[0035] FIG. 25 is a schematic diagram of a match report screen.
[0036] FIG. 26 is a schematic diagram of an inter communication
goal alert screen.
[0037] FIG. 27 is a schematic diagram of an exemplary third party
application screen.
[0038] FIG. 28 is a schematic diagram illustrating an example of a
system for executing functionality of the present invention.
[0039] FIG. 29 is a flowchart of a first embodiment of a method for
managing a football match.
DETAILED DESCRIPTION
[0040] Reference will now be made in detail to embodiments of the
present invention, examples of which are illustrated in the
accompanying drawings. Wherever possible, the same reference
numbers are used in the drawings and the description to refer to
the same or like parts.
[0041] Exemplary embodiments of a system, method and apparatus for
managing a football match are presented. Under a first exemplary
embodiment, a football match management (FB-MM) system is generally
accessed via a wireless hand held computing device, such as a
tablet computer or smart phone. A user, for example, a football
match referee, inputs information pertaining to the specific
football match to be played, for example, the team names, player
names and/or numbers, and the scheduled length of time for the
match. The information may be manually input by the user, or
downloaded to the system from external sources, for example, a data
file or a web site. The management system may simulate a coin flip
to determine which team has initial possession of the ball. The
user may then signify the start of the match to start a match
clock. The user may then interact with the system during the match
to manage all aspects of the match, for example, scores, penalties,
player and substitutions. The system may record times when match
officials blow a whistle to track the sequence of events during the
match. At the conclusion of the match, a match report is generated
summarizing the events of the match.
[0042] The system publishes information pertaining to the match as
the match is in progress, so that third parties may access the
information, for example, through a web site or a smart phone
application. Similarly, the system may publish the match report
after the match.
[0043] The system may be executed on a portable computing device,
for example but not limited to, a computer tablet and/or a smart
phone. The portable computing device is generally in communication
with a network via wireless communications methods familiar to
persons having ordinary skill in the art, for example, WIFI,
satellite communications, Bluetooth, ZigBee, or other wireless
methods. However, there is no objection to implementations where
the portable computing device is used to manage the match, and
thereafter is physically connected to a communications network
device to share the match information over the network.
[0044] FIG. 1A shows a front view of a first embodiment of an
exemplary housing for a football management apparatus under the
first embodiment. The housing 1 of the FB-MM may be made of various
materials familiar to persons having ordinary skill in the art, for
example, solid or flexible materials, and opaque or transparent
materials. The housing may be, for example, a smartphone, tablet or
any computerized platform capable of executing a FB-MM program and
carry out all the features of the program that conforms to
requirements of a football organizing body, for example the
International Football Association Board (IFAB) and Federation
Internationale de Football Association (FIFA).
[0045] The housing may include a main power (on/off) switch 2,
usable to start and stops operation of the FB-MM program. A standby
switch 3 may be, for example, a touch indicator to put the device
in a low power sleep mode for saving energy and to bring it out of
sleep mode to full active mode. A main touch color screen 4a may
conform to standards, demands and regulations defined by the IFAB
and/or by FIFA, such as: shape, size, screen brightness, screen
illumination, screen resolution, visibility of figures and digits,
icons and all data screened on, in any light conditions, in any
weather condition, day and night, under daylight or under
artificial light used in stadiums, and water resistance so it can
be used and read in rainy conditions. Physical strength, durability
against physical condition such as heat, cold, rain, water, shocks,
pressure, hits, that can occur when used to fully perform and
functions in physical conditions which may be present during a
football match.
[0046] The apparatus under the first embodiment may execute the
FB-MM system under very active physical usage conditions.
Therefore, the FB-MM system is programmed to protect and prevent
the screen 4a from accidently or unintended operating, before,
during and after the match by shutting down the screen touch sensor
automatically at a decided period of time or manually upon decision
of the operator.
[0047] FIG. 1B shows a rear view of an exemplary housing for a
football management system under the first embodiment. A rear color
screen 4b meets the same characteristics and standards as the main
front screen 4a. The screens 4a, 4b may be a double sided screen
made from two screens, or one screen that displays from both the
front and the rear, or a translucent screen, as long as it presents
data on both sides. The two sided screen 4a, 4b allows viewing of
almost 360 degree of data. This feature is mainly used to
facilitate displaying a yellow/red card warning by illuminating the
chosen yellow/red card color with so a player or players may be
warned and the rest of the participants in the game and the
spectators are similarly notified of the warning act. The rear
color screen 4b may also be used as secondary back up screen in
case of malfunction of the main screen and for any purposes the
operator may choose.
[0048] Returning to FIG. 1A, an operation phase status indicator 5
indicates whether the system is functioning normally or not. The
phase status indicator 5 is green colored if the system is acting
normally, or red if there is a malfunction.
[0049] A transmitting/receiving status indicator 6 indicates the
intensity of the signal of live transmitting/receiving distance and
quality of signal detected by the FB-MM. The FB-MM can transmit and
receive any data and any kind of signals in and out the stadium on
demand and by decision of the referee or any authorized
participant. The FB-MM may continuously or intermittently transmit
complete or partial information pertaining to the match by any
known transmission system, for example, a wired transmission system
or a wireless transmission system.
[0050] A FB-MM may transmit to other FB-MM devices, to any
Smartphones, Tablets, or any instrument or device that can receive
a signal, using the FB-MM application, and/or to a web site the
information may be seen heard and activated on the internet, or
posted to boards or screens located in or out the match venue, and
for radio and/or television broadcast.
[0051] The FB-MM can transmit all or any chosen data information
within the system that is used by the referee or by other
authorized personal at any chosen time to show data, for example,
team players, match time status, scoring result, yellow/red card
warnings, stoppage time, additive time, substitutions, penalty
kick, match report, and any data chosen, to authorized or
unauthorized recipients, on request, in and out the stadium. Such
recipients may include other referees and officials, team stuff,
press and broadcasters, spectators and anyone interested any place
on the world and in space.
[0052] By transmitting to spectators online and the ability of
spectators to receive the data by common devices such as
smartphones and tablets for instance, the FB-MM system creates, by
using an appropriate applications for the Smartphones or Tablets or
any receiving device, the ability to receive and trace, all the
match data online, from all the matches played single or
simultaneously, played at any place on earth.
[0053] The transmitting/receiving status indicator 6 may indicate
the intensity of the signal of live receiving distance and quality,
of any data information transmitted to the FB-MM system by
authorized people, for example, others referees, for the purpose of
updating the team players, players substitution, or to draw
attention of the referee to any event accrued that was from the
referee, before, during, and after the game, as well as to remind
the user to activate some functions in the FB-MM.
[0054] The FB-MM can receive signals and data from any compatible
electronic, optical, or/and computerized device and/or system and
used as part of authorized aids for the referee or the referees in
the future, for example, a disputed goal ruling, or reviewing
whether foul occurred within the 16 meter zone. All signal
transport to and from the FB-MM may be encrypted and secured from
unauthorized penetration by appropriate protection method familiar
to persons having ordinary skill in the art.
[0055] A real time indicator 7 shows the real time as a clock to
indicate the actual time for reference and is programmed to
participate as time indicator in the final report information as
seen and explained below in the description of the report 71 (FIG.
20).
[0056] A power indicator 8 indicates the level of power supplied by
a power supply, for example, a battery another power supply. The
user may refer to the power indicator 8 to ensure there is adequate
power available to use the FB-MM for conducting a full match with
safe time margins for any activities before during and after the
match. If low power or insufficient safe margins power level are
detected, the FB-MM will generate an alarm, for example using
sound, vibration, displayed text or colored screen, or combination.
In case of certain insufficient power level the FB-MM may shut
itself down prevent accidental unnecessary use.
[0057] A distance measuring sensor 9 is used to measure a fixed
distance, for example but not limited to, in the range of 10 yards
to 9.15 meters, according to the current allowed distance between
the ball and the defending players in a free kick situation. The
measuring system may use a laser or ultrasonic or optical system,
chosen and decided by the governing organization, for example, the
IFAB/FIFA. The FB-MM may be programmed to measure other distances
on demand, as described below (see FIG. 20 and the discussion below
of the Menu 2 screen, distance calc.).
[0058] A data transmitting/receiving socket 10 is a connector
providing wired communications access to the FB-MM system for
transmitting and receiving, downloading and uploading data to and
from the FB-MM to/from any outer device, for example, disk on key,
camera card, tablet, cell phone, computers, and another FB-MM. The
socket 10 may be used for transmitting to any receivers in and out
the stadium, for example, loading the team players to the FB-MM for
a specific match, or uploading/downloading the match report by the
referee.
[0059] Configuring the FB-MM System Before a Match
[0060] FIG. 2 shows the basic match data screen. The FB-MM system
basic data screen is the hierarchically the highest level screen.
When the system basic data screen is displayed data may be loaded
by the referee or any authorized personal before the game starts.
This data is generally related by the FB-MM program using the Game
Log 71 and Referee Log 75 (FIG. 20). A guest textbox 11a, and a
home textbox 11b indicate the name of each team competing in the
match. A competition textbox 12 refers to the type of competition
for the match, for example, a league round number or cup number,
such as quarterfinal, semifinal, final, etc. A date textbox 13
indicates the date of the match. A stadium textbox 14 is used to
enter/indicate the stadium name and place. In addition, a country
name may be added for international matches, for example, Camp Nou
Barcelona, Spain, or Wembley London, England. Eight referee
textboxes 15 are used to refer to the names of the referees
conducting the match. The first row of referee textboxes 15a, 15b,
15c, and 15d, refer to the referees according to the common today
four referees system, for example a chief referee, two lineman
referees and a fourth referee. The second row of referee textboxes
15e, 15f, 15g, and 15b may optionally be used to refer to
additional referees and/or match officials. For example, the
European Football Association UEFA is considering "16 meter zone",
two extra referees with the four standard referees. A back
indicator button 16 may be used to change screen to former screen.
Similarly, a proceed indicator button 17 may be used to proceed to
the next screen. The indicator buttons 16/17 may be actuated by
touching the region of the touch screen 4a (FIG. 1) immediately
above the indicator buttons 16/17.
[0061] FIG. 3A shows a teams data downloading screen. The teams
data downloading screen is used to download relevant personal data
of players for the match. The data can be downloaded by means of
physical contact via socket 10 (FIG. 1) from any computerized
device or transmitted by wireless methods. The data includes the
Home team players by numbers and by names; the team captains the
coach or coaches, the substitution players by numbers and by names.
That data will be supplied by an authorized personal of the teams
or by any officials appointed to. This data will be used and
programmed by the FB-MM system and placed in the right parts of the
program. Depressing Start Downloading Data Indicator 18 on the
screen starts to download the relevant data. The progress of the
downloading is seen on progress bar 19. When downloading is
completed successfully it will announce it by Download Data
Completed Successfully, as shown by FIG. 3B, and will automatically
progress the system to the next screen or select Back 16 if needed.
In case of failure it will announce Download Data Failed, and new
attempt is made.
[0062] FIG. 4 shows a game settings screen. The text, "This game
is" is a title indicator 20. The game indicator 20 indicates for
the duration of the game. The type of the game chosen indicates
whether it is a standard 90 minutes game, for example, a league
game with no prolonging, or 120 minute game, for example, a cup
game with prolonging option, an 80 minutes game for a youth game,
or any other game time duration.
[0063] Since the most common game duration is 90 minutes, a 90 min,
icon 21, is provided for convenience. When the 90 min. icon 21 is
selected the match is scheduled for two 45 minute halves (excluding
intermission and additive time), and the FB-MM system programs all
the parameters for 2 halves of 45 minutes each. A clock counter
(described below) will use the 45 minutes parameters and the
referee will be notified accordingly. The additive stoppage time
counter will have the ability to start counting automatically after
each 45 minutes half. When 90 min. is chosen and selected the
choose time Icon 22 is extinguished and only 90 min. shows, to
indicate the game time duration, as shown by FIG. 5.
[0064] Returning to FIG. 4, for matches having a duration of other
than 90 minutes, a choose time indicator 22 may be used to choose
any other time duration of a game rather than 90 minutes game.
Selecting the choose time indicator 22 opens a secondary time
duration game screen, shown by FIG. 6. The secondary time duration
game screen displays the text "Choose Game Time" above several
selector boxes 28 to allow choosing different times such as 120
minutes game like a cup game 28a. By selecting the 120 minutes
selector box 28a, a 120 minute game is chosen, thereby configuring
a match having two halves of 45 minutes (excluding intermission and
additive time), with an option of 2 halves of 15 minutes without
additive time and break between the two halves if the score result
is even after 90 minutes of playing game. In this case after 90
minutes, the FB-MM automatically activates the program to conduct
the game with 2 halves of 15 minute with all the characteristics of
2 halves of 15 minutes as described in 90 minutes game.
[0065] The remaining selector boxes 28b, 28c, 28d, 28e, and 28f
allow the user to choose different type of games having a
predetermined length and format, for example, kids, youth, senior
or any agreed game duration time. The other time selector box 28g
allows the user to define any game time manually for special
occasions. All the chosen times, 28b, 28c, 28d, 28e, 28f, will
automatically activate the FB-MM program to treat it as 2 halves of
the times with all the characteristics as of 90 minutes game. When
Choose Game Time selector 28g is selected, the 90 min. selector 21
is hidden and only the chosen time from secondary time duration
game screen is displayed, indicating the game time duration chosen.
For example, as shown by FIG. 7, a 120 minutes game is chosen.
[0066] After the game duration is selected, a screen appears to
allow the user to identify the home and guest teams. The home/guest
teams may be designated in several ways. Under the first
embodiment, the teams are designated by selecting a color for each
team, for example, corresponding to the color uniform of each team.
It should be noted that the FB-MM program may also/instead use a
symbol or name or any chosen sign to identify and to relate all the
events and data accrued, before, during, and after the game, in the
programmed system. By choosing the team color uniform from a color
palette 25, FIG. 4, the Home team may be identified by the same
color Home of title or letters or symbol, 23 (FIG. 8). The selected
color for each team may be used to signify information pertaining
to the corresponding team in other screens throughout the FB-MM
application. For example, the Home title 36 (FIG. 12) and the
related digit of score result 35b (FIG. 12) and Home title of GOAL
scoring symbol 46b (FIG. 12) may have the same chosen color to ease
the referee and other users to follow the team on the FB-MM system
and operate the FB-MM system quickly and accurately.
[0067] Turning to FIG. 9, the guest team color identification title
24 indicates a guest team uniform color palette 26, as shown in
FIG. 4. As with the home team (above) the guest team may be
identified by the same color of guest title letters of symbol 24.
The guest title 37 (FIG. 12) and the related digit of score result
35a (FIG. 12) and guest title of GOAL scoring symbol 46a (FIG. 12)
may have the same chosen with the guest team uniform color palette
26 FIG. 4. After configuring relevant time duration and teams
identifications information for the game, selecting the proceed
indicator 17, will advance the system and the screen to the flip
coin phase.
[0068] Using the FB-MM During a Match
[0069] FIG. 10 shows the flip coin screen. The flip coin title 29
shows the identifications of the teams participating in the match,
as configured above. A flip coin icon 30 may be selected to
initiate a routine to randomly select one of the two teams,
simulating a coin flip. An exemplary routine to randomly select one
of the two teams follows. However, there is no objection to using
other random selection methods familiar to persons having ordinary
skill in the art. The FB-MM system generates a random number
between 8 (inclusive) to 20 (exclusive). If result of number
divided by 2=0 then guest team is selected, otherwise the home is
selected. This is to replace the traditional flip coin using a real
coin by the referee, to draw the winning team, which has the
priority to choose the side of the stadium or the ball to be the
one that starts the game. The home team icon 31 represents the home
team in the flip coin procedure. The guest team icon 32 represents
guest team in the flip coin procedure. The back button 16 may be
optionally selected to go back to the previous screen.
[0070] FIG. 11 shows the flip coin result screen. This screen
displays the result of the FB-MM flip coin procedure. As a result
of the procedure, the icon for the selected screen is displayed,
and the icon for the team that was not selected is removed from the
display. In the exemplary scenario shown by FIG. 11, the home team
has won the coin flip. In a different scenario where the guest team
is selected, the icon for the guest team would be displayed and the
icon for the home team removed. A start game button 34 may be
selected to proceed to the main screen FIG. 12 and starts
conducting the game. As before, a back button 16 may be used to
return to perform the flip coin procedure again if desired.
[0071] FIG. 12 shows the game conducting screen. A goal scoring
counter 35 presents the current match score for the home/guest
teams. The home title 36 and home digits 35b may be presented in
the selected color of the home team. Similarly, the guest title 37
and guest digits 35a may be presented in the selected color of the
guest team. Selection of the home/guest team colors is described
above.
[0072] A match clock counter 38 counts two halves of the total game
time according to the type of game chosen. The match clock counter
38 indicates the match time played in minutes and seconds, counting
forwards as according to the IFAB/FIFA regulations and is
programmed as a default to notify the referee, for his convenience,
the elapsed time of the game at 10 minutes intervals of time, for
the first 40 minutes (in case of 90 minute game for instance) of
each half and by intervals of every 1 minutes for the last five
minutes. It may notify the user by sound, vibration, light, color.
Alternatively, the time interval notification feature can be
programmed to choose any preferred time interval, or may be
disabled.
[0073] The HOME team players are represented by home team buttons
39 in a home column where the home team buttons 39 display a player
number or the word "coach." The captain of the home team is
demarked by the letter C displayed after the number in a home
captain button 41. The GUEST team players are represented by guest
team buttons 40 in a guest column where the guest team buttons 40
display a player number or the word "coach." The captain of the
guest team is demarked by the letter C displayed after the number
in a home captain button 41a. A status indicator 42 indicates the
game status, for example, 1 Half Time, 2 Half Time, start 1 Half,
start 2 Half, End 1 Half, and End game.
[0074] A stoppage time counter 43 indicates accumulated stoppage
time activated by a stoppage time indicator 44. The stoppage time
indicator 44 activates the stoppage counter 43. This procedure may
be performed repeatedly as needed, for example, for each stoppage
of match play for a player injury. By selecting the stoppage time
indicator 44 to start the stoppage counter, the title "Start
Stoppage time" changes to "Stop Stoppage time". Selecting the
stoppage time indicator 44 again stops the counter 43, and the
title "Start Stoppage time" reappears, indicating the counter is
ready for a new stoppage time procedure. All accumulated stoppage
time can be seen all the time during the game on the stoppage time
counter 43.
[0075] At the end of each half of a match, an additive counter 45
starts automatically or by referee decision to count down all the
accumulated stoppage time, in addition to the time spent during the
half time game. The additive counter 45 may notify the referee by
sound, vibration, light, of pre-programmed time before starting to
activate the counter to give the referee the alert.
[0076] A home/guest goal recording indicator 46 may be used to
record goals scored by either team. Selecting the home team goal
recording 46a during the game indicates the home team has scored a
goal. Selecting the guest goal recording indicator 46b during the
game indicates the guest team has scored a goal. The team titles of
the home/guest goal recording indicator 46 may be represented in
the appropriate team colors chosen previously. Selecting the home
team goal recording indicator 46b or guest team goal recording
indicator 46a records a goal for the scoring team and are resulting
score is presented at the goal scoring counter 35 with appropriate
team chosen color digit. A menu 2 icon 47 may he selected to
proceed to a Menu 2 screen.
[0077] FIG. 13A shows an activity chooser screen, and FIG. 13B
shows an expanded activity chooser screen. Selecting a player
number icon on team players columns 39, 40 (FIG. 12) opens the
activity chooser screen. When the activity chooser screen is
displayed, the user may indicate that the corresponding player is
to be given a yellow card or red card warning, or to record a goal
scored by the player or indicate the player is to be substituted.
By selecting a player number icon on team players columns 39, 40
(FIG. 12) with a "double click" or similar operation, an expanded
activity chooser screen is displayed instead of the activity
chooser screen, as shown by FIG. 13B. The expanded activity chooser
screen includes substantially the same characteristics as screen
the activity chooser screen (FIG. 13A), additionally displaying a
player photo 83 corresponding to the selected player. Selecting the
photo 53 may open a file associated with the player containing
relevant details and statistics of his sportive activity. Either
the activity chooser screen (FIG. 13A) or the expanded activity
chooser screen (FIG. 13B), may be configured by the user as the
default screen displayed when a player button 39, 40 (FIG. 12) is
selected.
[0078] A yellow card icon 48 may be selected for a yellow card
warning procedure (described below) for a player or players or
coach or any official personal related to the teams. Similarly, a
red card icon 49 is used in a red card warning procedure (described
below) for player or players or coach or any official personal
related to the teams. A goal icon 50 is used to record goals scored
by selected player. A substitution icon 51 is used for substitution
procedure. A close icon 52 allows the user to close the activity
user screen manually and return to the game conducting screen (FIG.
12).
[0079] FIG. 14 shows a yellow card screen. The yellow card warning
screen 60 displays the number of the player receiving a yellow card
warning. The entirety of the front and rear screens 4a, 4b is
displayed in the color yellow with number of the player colored in
black in middle of screen to identify the player being warned to
visually alert players and match spectators of the warning.
[0080] FIG. 15 shows a red card screen. The red card warning screen
61 displays the number of the player receiving a red card warning.
The entirety of the front and rear screens 4a, 4b is displayed in
the color red with number of the player colored in black in middle
of screens 4a, 4b to identify the player being warned to visually
alert players and match spectators of the warning.
[0081] FIG. 16 shows a secondary yellow/red card warning screen. A
yellow card icon 48 and a red card icon 49 choose auxiliary warning
screens pertaining to others individuals who may be warned beside
players, for example, a coach. The auxiliary warning screens may be
used for warning guest or home team coaches. Selecting the coach
icons 39, 40 (FIG. 12) opens the secondary yellow/red card warning
screen FIG. 16 allowing the user to choose a yellow card or red
card warning to the home or guest coach, or other personal to be
warned with a blank yellow screen or a blank red color screens.
[0082] FIG. 17 shows the blank yellow card screen. The blank yellow
card screen 62 may be used to warn non players. The front and rear
screens 4a, 4b turn yellow with no number to warn a non numbered
personal participating in the game, allowing allow all viewers to
be informed to this action.
[0083] FIG. 18 shows the blank red card screen. The blank red card
screen 63 may be used to warn non players. The front and rear
screens 4a, 4b turn red with no number to warn a non numbered
personal participating in the game, allowing allow all viewers to
be informed to this action.
[0084] FIG. 19 shows a substitution screen. The substitution screen
may be reached by selecting the number of a player to be
substituted out of the game. This activates the substitution
procedure. The substitution screen may similarly be reached by
selecting the substitution icon 73 on menu 2 (FIG. 20) to read and
to observe a substitution situation. A home team players column 64
displays player buttons representing the players on the home team
that may be substituted to replace any chosen active home team
player. This list represents all the players that are available to
be substituted for active players. A number of home subs. title 66
indicates the number of players already substituted by the home
team. The number of substitution during a game for each team is
limited. A guest team players column 65 displays player buttons
representing the players on the guest team that may be substituted
to replace any chosen active guest team player. This list
represents all the guest team players that are available to be
substituted for active players. A number of guest subs. title 67
indicates the number of players already substituted by the home
team.
[0085] FIG. 20 shows the menu 2 screen. The menu 2 screen provides
access to screens performing functions that are used before during
or after the game or may be regularly or routinely used for
conducting a match in progress. A whistle icon 68 selects a
recording whistles function used for data and analysis of the
amount and frequency of whistles blown by the referee during a
game. It may use any Bluetooth transmitting receiving device that
can create a whistle sound and to sends signals via Bluetooth to a
FB-MM whistle program, every time it is used to create a whistle
sound. The whistle program may record all the whistles made during
the game indicating with the minute of the game when each whistle
was blown.
[0086] An inter communication icon 69 selects a function that
allows duplex communication between devices and systems used as
part of authorized aids for the referee or the referees and the
FB-MM to conduct the match without stopping the game to conduct and
resolve a dispute. Examples of such systems include an electro
optic goal "reader" to help the referee to make a decision
regarding a disputed goal to determine whether the ball completely
crossed the goal line. The inter communication receives the
information from the device or system and alerts the referee
instantly on the FB-MM screen as seen in FIG. 26 announcing a goal
scored by the guest team that came from a goal line "reader" device
used to automatically determine the position of the ball relative
to the goal line.
[0087] Selecting a distance calc. icon 70, launches a measuring
system and displays a measuring screen (FIG. 21), for measuring a
fixed distance of 10 yards -9.15 meters, corresponding to the
allowed distance between the ball and the defending players in a
free kick situation. The correct distance is marked on a distance
scale 76 in green color when the rest of the scale is marked in red
fading in to lighter red towards yellow closer to correct distance,
turning green indicating the correct distance was measured. The
measuring procedure may be accompanied by a sound, for example, a
beeping sound, during the measurement procedure, until a continuous
tone is heard to notify the referee a measured distance has been
determined. The measurement may be performed by various measuring
techniques known to persons having ordinary skill in the art, for
example, by a sensor sending a low laser beam directed and pointed
to the ball from the place the referee stands, it can be done by an
ultrasonic beam done by the same way or by a fixed focus system as
used in simple cameras.
[0088] Selecting the menu 2 screen substitution icon 71 opens a
substitution screen indicating the team players substitutions, as
shown by FIG. 19. When the substitution screen is opened from the
menu 2 screen, the substitution screen may not be edited (is read
only) and shows the status of the substitutions for information
only.
[0089] Returning to FIG. 12, the penalty kicks button 72, is
selected when penalty kicks are needed to declare a winning team
when a game of 120 minutes was ended with equal result. Depressing
Icon 72 opens screen the penalty kick screen (see FIG. 22,
described below). The flip coin button 73 may be selected to
navigate to the flip coin screen in the event of a 120 minute game
ending with draw (tie) result. The flip coin procedure, described
above (FIG. 10), is used to decide whether the home team or the
guest team will be the first team to kick the penalty kicks.
[0090] The game log button 74 may be used to navigate to a game log
screen and launch a game log feature. The FB-MM game log feature
records all data input or downloaded regarding a game and every
game related event that occurred during the game, at the end of the
game, and after the game. The game log feature records all the data
and events, for example, names of teams, date and time of game,
type of game, place of game, team identification, flip coin result,
game start at each half (90 minute, 120 minute, 80 minute, etc.),
goals scored, indicating the scoring team, player and scoring time
by minute, by minute, yellow card warning by player and minute,
second yellow card by player and minute, red card as result of
second yellow card warning by player and minute, red card by player
and minute, coach or any other personal yellow/red card warning,
substitutions by team, minute, players substituted out and in,
stoppage time activated and stopped, additive time added, time by
game minute and by real clock time, and time by game minute and
real clock for end each half or game of any type. The game log
feature records all the penalty procedure including flip coin
penalty kickers by minutes and name, whether each penalty shot
resulted in a score or miss, and a final result by the real time
and the game time. The game log feature records inter communication
decisions described above, for example, the type of decision and
whether it was accepted or ignored, including the minute and time
game report sent, and consignees.
[0091] Selecting the referee log button 75 launches the referee log
feature which collects the entire physical data and statistics of
the game for reference or for analysis. The referee log feature
records physical data, for example, heart condition distance passed
during a game and any data wanted. The referee log may be
confidential and is generally not transmitted or revealed to any
other FB-MM users or the users of the FB-MM application.
[0092] FIG. 22 shows the penalty kick screen. The penalty kick
screen displays two columns 77, 78 of five player buttons. The home
column 77 buttons represents the first five players of the home
team to kick in a first round of penalty kicks. The guest column
buttons 78 represents the first 5 players of the guest team to kick
the first round of penalty kicks. The sets of 5 players to kick the
penalty are according to current IFAB/FIFA regulations. The FB-MM
may be programmed so that any set number of players or a single a
player may participate in the penalty kick. The icon associated
with a player currently making a penalty kick is colored white.
Icons of kickers who have not yet kicked yet appear in gray. Icons
of kickers who have already conducted the penalty kick may be
colored in green if scored or colored in red if missed. Of course,
other colors may be substituted for white, gray and green icons in
alternative embodiments. The icon color coding may clarify the
current state of the penalty kick for the referee or other FB-MM
users.
[0093] When a user selects a player icon in columns 77, 78, the
score/miss screen is displayed, as shown by FIG. 23. This screen is
used to enter the result of the penalty kick for the player
corresponding to the selected player icon (FIG. 22). For example,
during a penalty kick, the referee may select the current kicker
icon from columns 77, 78 (FIG. 22) of the penalty kick screen,
opening the score/miss screen, wherein the referee may select a
score icon 79 colored in green to declare a goal score by that
player or a miss icon 80 colored in red to declare a missed goal.
The screen then will change back to the penalty kick screen (FIG.
22) so the user may proceed with the next kicker.
[0094] FIG. 24 shows a game log screen. The game log report screen
displays a game report roll 81 containing events recorded by the
FB-MM system. For example, any goals, penalties, or substitutions,
the associated player and game time may be included in the game log
report. By scrolling up the game report roll the whole report may
be viewed. The game log report may be copied and pasted into the
final report the referee may at the end of each game, sent and
delivered as requested.
[0095] FIG. 25 shows the match report screen. The FB-MM provides a
utility for writing a game report directly into the system,
including the ability to paste the game log report directly into
the game report for speed and convenience. A match report title box
82 provides a location to indicate the title of the match report.
The FB-MM system automatically transfers game title 11 (FIG. 2) to
the match report title box. A board field 83 allows the user to
arrange and to add remarks and paste the game log and to edit the
final report. A touch screen keyboard 84 may be presented as a tool
for writing the match report. For example the touch screen keyboard
may be a standard tool provided by the host operating system of the
device hosting the FB-MM, for example, a smart phone operating
system or tablet computer operating system. However, there is no
objection to providing a specialized keyboard specific to the FB-MM
application.
[0096] FIG. 26 shows an inter-communication goal alert screen. As
described above, inter communication alerts allow the FB-MM to
accept alerts from external devices or persons tasked with
determining if a goal is scored by monitoring whether the ball has
crossed the goal line. These persons or devices generate an
inter-communication goal alert that is received by the FB-MM,
whereupon the FB-MM displays the inter-communication goal alert
screen. A team identifier title 85 indicates whether the alert is
reporting a goal detected for the home team or guest team. The
alert type title 86 indicates the type of event being reported by
the event, for example, a goal. The user may accept the alert by
selecting the accept button 87. Otherwise, the user may ignore the
alert by selecting the ignore button 88. An accepted goal is
recorded by the FB-MM and included in the current match score.
While an ignored goal is not reflected in the match score, the
ignored alert may nevertheless be included in the match log.
[0097] Game Follower Application
[0098] A second embodiment of the current invention is a FB-MM
Personal Games Follower Application, as shown by FIG. 27. This
application may be used by any Smartphones, Tablets, computers or
any other device compatible with the FB-MM application. The
application allows a user to receive complete or partial data
transmitted from any referee FB-MM system live or recorded so the
user can follow any game played live or previously played in by
selecting the FB-MM of a referee any place in the world. The
application allows team officials, press, broadcasters, spectators
and others to follow a chosen game or games played simultaneously
with updated games scores. The application screen displays a four
game FB-MM application follower. A my game textbox 89 allows the
application user to select games to follow from the FB-MM of a
referee. The chosen games 90 are presented on the screen in forms
according to the amount of games that were selected. When an event
is recorded in a chosen game, the FB-MM application generates a
notification, for example, a sound, vibration flashing light, or a
combination chosen by the user. A selected game may be presented
for a chosen period of time as a single game on full screen.
[0099] Operation of the FB-MM
[0100] After an opening flip coin operation (see above), the user
selects the start game icon 42 (FIG. 11) on the flip coin result
screen. The game conducting screen opens, as shown by FIG. 12. The
Status Icon 42 shows "Start 1 Half" Selecting the status icon 42
starts the main game clock 38 running, and the status icon shows "1
Half Time". At the end of the first half of the game, selecting the
status icon 42 stops the main clock from running and the status
icon 42 shows "End of 1 Half." Selecting the status icon 42 again
changes the status icon 42 to read "Start 2 Half Time." At the end
of the second have (generally indicating the end of a game),
selecting the status icon 42 stops the main clock 38 and the status
changes to "Game End." When a prolonging of 2 halves is needed the
procedure is the same as for two regular halves, but the status
icon 38 displays "Prol." instead of "Time."
[0101] In the event that a first yellow card warning is to be
issued to a player, the user selects the number icon from the team
player columns 39, 40 corresponding to the number worn on the
uniform by the player. As a result, the activity chooser screen
(FIG. 13A), or the enhanced activity chooser screen (FIG. 13B)
opens, as described above. The referee selects the yellow card icon
48 (FIG. 13A or FIG. 13B), causing the front screen 4a (FIG. 1) and
rear screen 4b (FIG. 1A) to be displayed in yellow color with the
player identification number presented in black in the center of
the screens 4a, 4b, as shown by FIG. 14. Pressing any place on the
screen FIG. 14 will change the screen to display the game
conducting screen (FIG. 12) and the warned player icon in on
columns 39, 40 is presented in yellow.
[0102] In the event a second yellow card warning is to be issued to
a player, selecting the player icon corresponding to a player who
already has a yellow card warning repeats substantially the same
procedure as the first yellow card warning. Touching any place on
screen FIG. 14 will change the screens 4a, 4b, to be colored in red
with the player identification number presented in black in the
center of the screens, FIG. 15. Depressing any place on screen FIG.
15 will change the screen to screen FIG. 12 and the worn player
icon on columns 39, 40 will be presented in red.
[0103] In the event that a red card warning is to be issued to a
player, the user selects the number icon from the team player
columns 39, 40 corresponding to the number worn on the uniform by
the player. As a result, the activity chooser screen (FIG. 13A), or
the enhanced activity chooser screen (FIG. 13B) opens, as described
above. The referee selects the red card icon 49 (FIG. 13A or FIG.
13B), causing the front screen 4a (FIG. 1) and rear screen 4b (FIG.
1A) to be displayed in red color with the player identification
number presented in black in the center of the screens 4a, 4b, as
shown by FIG. 15. Pressing any place on the screen FIG. 15 changes
the screen to display the game conducting screen (FIG. 12) and the
warned player icon in on columns 39, 40 is presented in red.
[0104] In the event a blank yellow card is to be presented,
selecting the Coach Icon in the coach and players columns 39, 40
changes to the card chooser screen (FIG. 16). Selecting the yellow
card icon 48 changes the card chooser screen (FIG. 16) to the blank
yellow card screen FIG. 17 and the whole screens 4a, 4b are colored
in yellow. Selecting any place on the blank yellow card screen
(FIG. 17) changes the screen to the game conducting screen (FIG.
12) and the warned coach icon in columns 39, 40 is presented in
yellow.
[0105] In the event a blank red card is to be presented, selecting
the Coach Icon in the coach and players columns 39, 40 changes to
the card chooser screen (FIG. 16). Selecting the red card icon 49
changes the card chooser screen (FIG. 16) to the blank red card
screen FIG. 18 and the whole screens 4a, 4b are colored in red.
Selecting any place on the blank red card screen (FIG. 18) changes
the screen to the game conducting screen (FIG. 12) and the warned
coach icon in columns 39, 40 is presented in red.
[0106] The FB-MM can manage goal scoring in two ways. First, when
the guest team scores a goal, the referee selects the guest goal
recording indicator 46a and the goal is recorded for the Guest
team. The guest team goal is instantly indicated on the Goal
Scoring Counter 35a. When a Home team scores a goal, the referee
selects the home guest goal recording indicator 46b and the goal is
recorded for the home team. The home team goal will instantly be
indicated on the Goal Scoring Counter 35b. In this procedure only
the amount of goals are recorded for each team, but the player
scoring the goal is not recorded.
[0107] The second way of recording a goal is recording a goal with
the goal scorer name. Selecting a player that scored a goal on the
team players columns 39, 40 in the game conducting screen (FIG.
12), opens screen FIG. 13A. Depressing the goal icon 50 changes the
screen to screen FIG. 12 and the goal will be recorded instantly on
the goal recording counter 35a, or 35b related to the home/guest
team scorer.
[0108] The substitution procedure may take place during the game or
during the intermission. Selecting the number of a player that is
to be substituted out, on team players columns 39, 40, in the game
conducting screen (FIG. 12), the screen change to screen FIG. 13A.
Selecting the substitution icon 51 changes the screen to the
substitution screen (FIG. 19). Selecting the icon corresponding to
the number of player that is to be substituted in on columns 64, 65
changes the screen to the game conducting screen (FIG. 12) and the
number of the substituted out player is replaced by the number of
the substituted in player on columns 39, 40. The Substitution
screen FIG. 19 shows the substitution that was made by grey colored
the substituted in the icon of the player in columns 64, 65 and the
accumulated number of substitution made by the team will be shown
on Number of Subs 66, 67.
[0109] A penalty kicks procedure may occur in case of draw in game
result after 120 minutes of game played and the game has to conduct
penalty kicks. The FB-MM may manage the whole procedure. First a
Flip Coin 73 procedure will be done as explained on 30 FIG. 10. At
the end of the Flip Coin procedure, selecting the hack icon 21 will
return to the Menu 2 screen (FIG. 20). By selecting the penalty
kicks icon 72 on the Menu 2 screen (FIG. 20), the screen changes to
the penalty kick screen (FIG. 22). Two columns, 77, 78, represent
the players of Penalty kickers, 77 represent Home team kickers and
78, represent Guest team kickers. The kickers Icons will be white
before the kick was executed. The first team to kick as decided by
the flip coin will start with kicker #1, the referee will select
the kicker Icon and the screen will change to screen FIG. 23, after
the penalty kick was done the referee will select Score 79, colored
in green, if the player scored a goal and the screen changes back
to the penalty kick screen (FIG. 22), the score will be recorded on
Goal Scoring Counter 35a, 35b, and the Icon of kicker #1 on
columns, 77, 78, will change to green. If kicker #1 misses the
penalty kick the referee select the Miss Icon FIG. 23, colored in
red, the screen changes back to the penalty kick screen (FIG. 22),
no score will be recorded on the goal scoring counter 35a, 35b, in
the penalty kick screen (FIG. 22), and the kicker # 1 Icon on
columns 77, 78, changes to red. This procedure is repeated by the
referee with the rest of the kickers according to the game
rules.
[0110] System
[0111] As previously mentioned, the present system for executing
the functionality described in detail above may be a portable
computing device, an example of which is shown in the schematic
diagram of FIG. 28. The system 500 contains a processor 502, a
storage device 504, a memory 506 having software 508 stored therein
that defines the abovementioned functionality, input and output
(I/O) devices 510 (or peripherals), and a local bus, or local
interface 512 allowing for communication within the system 500. The
local interface 512 can be, for example but not limited to, one or
more buses or other wired or wireless connections, as is known in
the art. The local interface 512 may have additional elements,
which are omitted for simplicity, such as controllers, buffers
(caches), drivers, repeaters, and receivers, to enable
communications. Further, the local interface 512 may include
address, control, and/or data connections to enable appropriate
communications among the aforementioned components.
[0112] The processor 502 is a hardware device for executing
software, particularly that stored in the memory 506. The processor
502 can be any custom made or commercially available single core or
multi-core processor, a central processing unit (CPU), an auxiliary
processor among several processors associated with the present
system 500, a semiconductor based microprocessor (in the form of a
microchip or chip set), a macroprocessor, or generally any device
for executing software instructions.
[0113] The memory 506 can include any one or combination of
volatile memory elements (e.g., random access memory (RAM, such as
DRAM, SRAM, SDRAM, etc.)) and nonvolatile memory elements (e.g.,
ROM, hard drive, tape, CDROM, etc.). Moreover, the memory 506 may
incorporate electronic, magnetic, optical, and/or other types of
storage media. Note that the memory 506 can have a distributed
architecture, where various components are situated remotely from
one another, but can be accessed by the processor 502.
[0114] The software 508 defines functionality performed by the
system 500, in accordance with the present invention. The software
508 in the memory 506 may include one or more separate programs,
each of which contains an ordered listing of executable
instructions for implementing logical functions of the system 500,
as described below. The memory 506 may contain an operating system
(O/S) 520. The operating system essentially controls the execution
of programs within the system 500 and provides scheduling,
input-output control, file and data management, memory management,
and communication control and related services.
[0115] The I/O devices 510 may include input devices, for example
but not limited to, a touchscreen, keyboard, mouse, scanner,
microphone, etc. Furthermore, the I/O devices 510 may also include
output devices, for example but not limited to, a printer, display,
etc. Finally, the I/O devices 510 may further include devices that
communicate via both inputs and outputs, for instance but not
limited to, a modulator/demodulator (modem; for accessing another
device, system, or network), a radio frequency (RF), wireless
(WWI), BlueTooth, ZigBee or other transceiver, a telephonic
interface, a bridge, a router, or other device.
[0116] When the system 500 is in operation, the processor 502 is
configured to execute the software 508 stored within the memory
506, to communicate data to and from the memory 506, and to
generally control operations of the system 500 pursuant to the
software 508, as explained above.
[0117] Method
[0118] FIG. 29 shows a flowchart of a first exemplary method for
managing a football match. It should be noted that any process
descriptions or blocks in flow charts should be understood as
representing modules, segments, portions of code, or steps that
include one or more instructions for implementing specific logical
functions in the process, and alternative implementations are
included within the scope of the present invention in which
functions may be executed out of order from that shown or
discussed, including substantially concurrently or in reverse
order, depending on the functionality involved, as would be
understood by those reasonably skilled in the art of the present
invention.
[0119] A step includes entering pre-match information for a first
team and a second team into a hand held computer device, as shown
by block 610. A step includes recording a plurality of match events
on the hand held computer device, as shown by block 620. A step
includes compiling the plurality of match events and the pre-match
information into a match log, as shown by block 630. A step
includes wirelessly transmitting, by the computer device, the match
log to a receiver, as shown by block 640.
[0120] In summary, it will be apparent to those skilled in the art
that various modifications and variations can be made to the
structure of the present invention without departing from the scope
or spirit of the invention. In view of the foregoing, it is
intended that the present invention cover modifications and
variations of this invention provided they fall within the scope of
the following claims and their equivalents.
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