U.S. patent application number 17/168065 was filed with the patent office on 2021-07-01 for sports competition server hosting games between remote opponents using physical sports implements in real-time.
The applicant listed for this patent is Wilbert Q. Murdock, Philip A. Williams. Invention is credited to Wilbert Q. Murdock, Philip A. Williams.
Application Number | 20210197059 17/168065 |
Document ID | / |
Family ID | 1000005451277 |
Filed Date | 2021-07-01 |
United States Patent
Application |
20210197059 |
Kind Code |
A1 |
Murdock; Wilbert Q. ; et
al. |
July 1, 2021 |
SPORTS COMPETITION SERVER HOSTING GAMES BETWEEN REMOTE OPPONENTS
USING PHYSICAL SPORTS IMPLEMENTS IN REAL-TIME
Abstract
Real-time sports competition is hosted by a server between
remote opponents. The interactive sports game play involves sport
specific tools simulating equipment used for in-person sports
competition with projectiles. Opponents are paired for sports
competition using the sport specific tools, including identifying
opponents from the plurality of players to compete. A competitive
sports game is hosted between the paired opponents by receiving
input from each player sourced from a sport specific tool with
sensors to determine motion of the specific sport tool caused by
players, and wireless circuitry to transmit motion data to the user
computers, wherein motion data includes at least velocity and
impact force against a projectile. A winner of the competitive
sports game can be determined.
Inventors: |
Murdock; Wilbert Q.; (Bronx,
NY) ; Williams; Philip A.; (Salt Point, NY) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Murdock; Wilbert Q.
Williams; Philip A. |
Bronx
Salt Point |
NY
NY |
US
US |
|
|
Family ID: |
1000005451277 |
Appl. No.: |
17/168065 |
Filed: |
February 4, 2021 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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17111509 |
Dec 4, 2020 |
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17168065 |
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15799217 |
Oct 31, 2017 |
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17111509 |
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11901552 |
Sep 18, 2007 |
9802129 |
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15799217 |
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15466569 |
Mar 22, 2017 |
10653964 |
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11901552 |
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12799529 |
Apr 26, 2010 |
9662558 |
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15466569 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63B 2071/063 20130101;
A63B 2071/0647 20130101; A63B 2220/30 20130101; A63B 69/3655
20130101; G01S 19/26 20130101; A63B 2024/0056 20130101; A61B 5/11
20130101; A63B 57/357 20151001; A63B 24/0075 20130101; G09B 19/0038
20130101; A63F 13/245 20140902; A61B 5/1127 20130101; A63B 53/04
20130101; A63B 2220/00 20130101; A63F 13/21 20140901; A63F 13/35
20140902; A61B 5/6895 20130101; A63B 69/3676 20130101; A63B 71/0616
20130101; A63B 24/0084 20130101; A63F 13/79 20140902; A63F 13/812
20140902; A63B 57/405 20151001; A63B 24/0006 20130101; A61B 5/744
20130101; A63B 2225/50 20130101; A63B 2220/801 20130101; A63B 67/02
20130101; A63B 2220/13 20130101; A63B 71/0669 20130101; A63B
2024/0034 20130101; A61B 5/745 20130101; G06Q 10/0639 20130101;
A61B 5/1121 20130101; A63B 2220/16 20130101; A63B 2024/0037
20130101; A63B 69/3614 20130101; A63B 63/00 20130101; A63B 69/3632
20130101; A63B 69/3658 20130101; A63B 2225/20 20130101; A63B
2220/62 20130101; A63B 69/362 20200801; A63F 9/24 20130101; A61B
2503/10 20130101; A63B 57/40 20151001; A63F 13/212 20140902; A63B
69/36 20130101; A63B 69/3688 20130101; A63B 2220/89 20130101; A63B
2071/065 20130101; A63B 71/0686 20130101; G01S 19/19 20130101; G16H
40/67 20180101; A63B 24/0062 20130101; A63B 2220/833 20130101; A63F
13/87 20140902; A61B 5/1128 20130101; A63B 2220/53 20130101; A63B
69/3685 20130101; A63B 2024/0068 20130101; A63B 24/0021 20130101;
A61B 5/0205 20130101; A63B 2220/803 20130101; A63B 71/0622
20130101; A63F 13/211 20140902 |
International
Class: |
A63B 69/36 20060101
A63B069/36; A63B 24/00 20060101 A63B024/00; A63B 67/02 20060101
A63B067/02; A63F 13/21 20060101 A63F013/21; A63F 13/79 20060101
A63F013/79; A63F 13/812 20060101 A63F013/812; A63F 13/87 20060101
A63F013/87; A63B 57/40 20060101 A63B057/40; A63F 13/211 20060101
A63F013/211; A63F 13/212 20060101 A63F013/212; A63F 13/245 20060101
A63F013/245; A63F 13/35 20060101 A63F013/35; G16H 40/67 20060101
G16H040/67; A61B 5/0205 20060101 A61B005/0205; A61B 5/11 20060101
A61B005/11; A61B 5/00 20060101 A61B005/00; G06Q 10/06 20060101
G06Q010/06; G09B 19/00 20060101 G09B019/00; G01S 19/26 20060101
G01S019/26 |
Claims
1. A computer-implemented method in a competitive game server,
communicatively coupled over a data communication network to remote
computers, for hosting interactive sports game play between remote
opponents in real-time, the method comprising: receiving a game
participation request from computers associated with a plurality of
players at a plurality of remote sites, for interactive sports game
play using the computers over the data communication network,
wherein the interactive sports game play involves sport specific
tools simulating equipment used for in-person sports competition;
pairing opponents for sports competition using the sport specific
tools, including identifying opponents from the plurality of
players to compete; conducting a competitive sports game between
the paired opponents, including starting the sports competition
responsive to start-up of competition by at least one of the
opponents, and receiving input from each player sourced from a
sport specific tool with sensors to determine motion of the
specific sport tool caused by players, and wireless circuitry to
transmit motion data to the user computers, wherein motion data
includes at least velocity and or impact force against a sport
equipment item; and determining a winner of the competitive sports
game.
2. The method of claim 1, wherein the sport specific tool comprises
at least one of a golf club, a hockey stick, a baseball bat, a
tennis racquet, and a boxing glove.
3. The method of claim 1, wherein pairing opponents comprises at
least two opponents.
4. The method of claim 1, wherein the wireless communication
interface transmits over the data communication network via
Wi-Fi.
5. The method of claim 1, further comprising: receiving a signal to
terminate the competition from at least one of the opponents; and
terminating the competition.
6. The method of claim 1, wherein the sports implement virtually
impacts a virtual projectile.
7. The method of claim 1, wherein the sports implement physically
impacts a projectile.
8. The method of claim 1, further comprising: hosting chat
conversations between the opponents.
9. The method device of claim 1, further comprising: receiving
physiological data of one of the opponents.
10. A non-transitory computer-readable medium storing source code
that, when executed by a processor, performs a method in a
competitive game server communicatively coupled over a data
communication network to remote computers, for hosting interactive
sports game play between remote opponents in real-time, the method
comprising: receiving a game participation request from computers
associated with a plurality of players at a plurality of remote
sites, for interactive sports game play using the computers over
the data communication network, wherein the interactive sports game
play involves sport specific tools simulating equipment used for
in-person sports competition; pairing opponents for sports
competition using the sport specific tools, including identifying
opponents from the plurality of players to compete; and conducting
a competitive sports game between the paired opponents, including
starting the sports competition responsive to start-up of
competition by at least one of the opponents, and receiving input
from each player sourced from a sport specific tool with sensors to
determine motion of the specific sport tool caused by players and
wireless circuitry to transmit motion data to the user computers,
wherein motion data includes at least velocity or impact force
against a projectile.
11. The method of claim 10, wherein the sport specific tool
comprises, but not limited to, at least one of a golf club, a
hockey stick, a baseball bat, a tennis racquet, and a boxing
glove.
12. The method of claim 10, wherein pairing opponents comprises
pairing at least two opponents.
13. The method of claim 10, wherein the wireless circuitry
transmits over the data communication network via Wi-Fi.
14. The method of claim 10, further comprising: receiving a signal
to terminate the competition from at least one of the opponents;
and in response, terminating the competition.
15. The method of claim 10, wherein the sports implement virtually
impacts a virtual projectile.
16. The method of claim 10, wherein the sports implement physically
impacts a projectile.
17. The method of claim 10, further comprising: hosting chat
conversations between the opponents.
18. The method of claim 10, further comprising: receiving
physiological data for one of the opponents.
19. The method of claim 10, wherein the sports implement impacts a
sports equipment item.
20. A competitive game server device for responding to a predefined
event occurring within a gaming environment implemented over a data
network, by automatically transmitting an alert or message outside
the gaming environment, the competitive game server device
comprising: a processor; a communication interface, communicatively
coupled to the processor and to the data network; and a memory,
communicatively coupled to the processor and to the processor, for
storing a plurality of machine instructions that, when executed by
the processor: detect a predefined event occurring within the
gaming environment, wherein the gaming environment provides secure
and limited access such that players only gain access to the gaming
environment through a secure gateway, wherein the gaming
environment is inaccessible by any person communicating over the
data network that is outside of the gaming environment, and wherein
the gaming environment is accessible by player devices
participating within the secure gateway, and in response the
predefined event detection, automatically transmit the alert or
message over the data communication network, wherein the alert or
message provides information pertaining to the predefined event.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. patent
application Ser. No. 17/111,509, filed Dec. 4, 2020, which is a
continuation of U.S. patent application Ser. No. 15/799,217, filed
Oct. 31, 2017, which, in turn, is a continuation-in-part of U.S.
patent application Ser. No. 11/901,552, filed Sep. 18, 2007, and
U.S. patent application Ser. No. 15/466,569, filed Mar. 22, 2017,
which, in turn, is a continuation-in-part of U.S. patent
application Ser. No. 12/799,529, filed Apr. 26, 2010; is a
continuation-in-part of U.S. patent application Ser. No.
15/842,878, filed Dec. 15, 2017, which, in turn is a
continuation-in-part of the U.S. patent application Ser. No.
12/799,520, filed Apr. 26, 2010, each of the above-referenced
applications incorporated herein by reference as if restated in
full.
BACKGROUND
[0002] Players of tournament games require a network to enable them
to play with one another remotely. But in order for players to know
the progress and physical status of other players, the physical
status and progress must be somehow captured and displayed to each
remote player.
SUMMARY
[0003] Embodiments herein describe a wristband for securing the
smart electronic wrist device to the human subject. A heart rate
sensor, coupled to the wristband of one embodiment, attaches to the
human subject, and generates electronic signals responsive to the
heart rate of the human subject. An analog to digital signal
converting circuit (ADC), electronically coupled to the heart rate
sensor, receives electrical signals generated by the heart rate
sensor. A digital signal encoding circuit, electronically coupled
to the ADC, to convert the electrical signals to data signals. A
wireless communication interface to transmit the digital signals
wirelessly to a cellular call device. The handheld cellular device
being wirelessly coupled to the smart electronic wrist device to
receive data concerning the human subject derived from the digital
heart rate signals, and is also coupled to the data communication
network, and the handheld cellular device also being coupled to the
data communication network to transmit the digital heart rate
signal.
[0004] In another embodiment, a game participation request is
received from computers associated with a plurality of players at a
plurality of remote sites, for interactive sports game play using
the computers over the data communication network. The interactive
sports game play involves sport specific tools simulating equipment
used for in-person sports competition with projectiles. Opponents
are paired for sports competition using the sport specific tools,
including identifying opponents from the plurality of players to
compete. A competitive sports game is hosted between the paired
opponents, including starting the sports competition responsive to
start-up of competition by at least one of the opponents, and
receiving input from each player sourced from a sport specific tool
with sensors to determine motion of the specific sport tool caused
by players, and wireless circuitry to transmit motion data to the
user computers, wherein motion data includes at least velocity and
impact force against a projectile. A winner of the competitive
sports game can be determined. The above and further features and
advantages will be better understood with reference to the
accompanying drawings and the following detailed description of an
exemplary embodiment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] FIG. 1 Physiological Sensors: The invention utilizes a
plurality of sensor types, including sensors for life sciences as
well as sensors for the Internet of Things (IoT).
[0006] FIG. 2 Wireless Sensors: Years ago a Radio Frequency
communications protocol was utilized for the Internet or Internet
Websites. The newer more popular protocols such as Bluetooth and
Wi-Fi are used globally to connect and communicate with various
digital platforms such as laptops and Smart phones allowing
connectivity to the Internet or Cloud. Now society has expanded and
added to that system every wireless protocol to improve digital
communications and allow for wider access and better connections to
the Internet or Cloud.
[0007] FIG. 3 Sensor Fusion: Reading one sensor at a time gives the
user one point of reference. Reading two individual sensors gives
the athlete or gamer another point of reference to learn by. Our
system is flexible enough to be combined in one or more sensor
combinations in a process called, Sensor Fusion, in which sensor
data is fused to paint a multidimensional prospective view of the
unified data structure sometimes in three dimensions.
[0008] FIG. 4 Cloud Network: Various Digital Devices such as a
Tablet, Smart Phone, Internet Sports Computer, Personal Computers,
and Digital TVs, communicate with the Internet and Cloud and can
access a Network at any time.
[0009] FIG. 5 Sports Apparatus with Sensors: Every major sports
such as Soccer, Baseball, Basketball, Football, Boxing, Swimming,
etc., are attached to sensors and those sensors can communicate
with the Internet or Cloud anytime and anyplace. By using multiple
sensors with each sports implement allows one to create a
3-dimensional image, which can be stored on the Internet or Cloud
via a Database Server for present and future comparisons using
computer algorithms to use your application specific data.
[0010] FIG. 6 Sound Processor: This specialized processor embeds
and or controls multiple sources of sound controlled by every
athlete or gamer. Movement or motion can be characterized by
specific sounds indicating good motion from poor biomechanics.
[0011] FIG. 7: Any of our Smart Sports Technologies such as Smart
Basketballs, Smart Baseball Bats, and Smart Hockey Sticks can
communicate with a variety of digital devices.
[0012] FIG. 8 Smart Golf Clubs vs Dumb Clubs, by providing
customization to Golf Clubs among other Sports Apparatus and adding
microprocessor technologies with Internet or Cloud connectivity to
the Sports Implements. Now each Sports Apparatus can also have
built-in connectivity and can communicate with any Internet Sports
Computer. Hereon and heretofore the word, "smart," such as a smart
golf club is understood to be a golf club or a game implement
fitted with electronic circuitry and components comprising, but not
limited to, a computer, a microprocessor and or microcomputer
unless otherwise stated.
[0013] FIG. 9 New Weapons System Based on Cloud Computing: using
our base technologies, we can easily create military applications
based on Internet or Cloud Computing.
[0014] FIG. 10 Body Alignment Sensors: All of the joints on the
human body can be monitored simultaneously or individually in
real-time with the data transferred to the Internet or Cloud.
[0015] FIG. 11A Internet Sports Computer: Further comprises a
digital platform with built-in Internet or Cloud capabilities. The
software is delivered to this device by the Internet or Cloud.
[0016] FIG. 11B illustrates a sensor heart monitor on wrist,
according to an embodiment.
[0017] FIG. 12 System Overview: This is a first level design which
shows the system operational capabilities.
[0018] FIG. 13 is a schematic block diagram of a sports apparatus
electronics installation for use with game implements of FIGS. 5,
8, and 10.
[0019] FIG. 14 is a schematic block diagram of projectile
receptacle game apparatus installation for communicating with a
remote computer in a computer implemented system according to FIGS.
5, 7 and 8.
[0020] FIG. 15 is a block diagram of a computer receiver
installation for use as a remote local computer and information
receiving interconnect of the system of FIGS. 7 and 8.
[0021] FIG. 16 is a flowchart illustrative of a client-server
portion of the gaming operation of the computer of FIG. 15,
operating as indicated and supplemental to the block diagram of
FIG. 12.
DETAILED DESCRIPTION
[0022] A preferred embodiment of the invention also includes
wireless sporting equipment, a wireless golf ball receptacle, a
wireless golf club motion sensing plate, a wireless receiver
connected to a computer, a display or monitor with speakers
operated under the control of the system software, and connected
via the internet to an internet game server.
[0023] Sport Specific Tool
[0024] The sport specific tool has a plurality of embedded
attachable and detachable contact sensors and internal electronic
circuitry including wireless protocols for on and off the Cloud
such a radio frequency transmitter, ZigBee, RFID, Bluetooth, Wi-Fi,
Wi-Max, UMB, Sigfox, Thread, 2G (GSM), 3G and 4G, 5G, BLE, LTE
Cato, LTE-M1, NB-IOT, Zwave, LoReWan, Ingenu, Weighless-N,
Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah
(WiFi HaLow), MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White
Space, and GPS Sensing Circuitry.
[0025] In this preferred alternative embodiment, at least one of
the sensors is located at or proximate to an optimal location on a
sports implement or a tool face for contact with any other sport
specific tool or implement, and this location is designated the
"sweet spot". The remaining two sensors are adjacent and on either
side of the sweet spot. The contact sensors may be, but are not
limited to, sensors employing piezo-active type transducers,
specifically, either piezoelectric or piezoresistive transducers
(similar, but not limited to the Cooper Instruments LPM 562).
[0026] In an alternative embodiment, three sensors are applied to
the face of an adapted sport specific tool by a Mylar tape or other
means. Again, the electronic circuitry is internal to the sport
specific tool and connects to the sensors by leads and GPS sensing
circuitry and or gyroscope.
[0027] In another alternative embodiment, to retrofit a or sports
implement or gaming tool, contact sensors are part of an adapter
attached to an ordinary sport specific tool and wire connected to
electronic circuitry and GPS sensing circuitry attached to the club
shaft or elsewhere on the sport specific tool.
[0028] In another embodiment, a ball contacting any sensor produces
a detectable variance indicating the magnitude and duration of
sensor-ball impact. The variance may be a change in resistance of a
piezoresistive transducer or a voltage change in the case of a
piezoelectric transducer. The variance is detected and amplified by
an associated amplifier and then is input to an associated
integration circuit, the output of which represents the energy and
impulse of the ball-club contact event. Connected to the
integration circuit, a microcontroller, which is a multi-input
channel signal processing circuit (similar, but not limited to, an
NXP MC9S08), having analog to digital signal converting circuits
(ADCs), one for each input channel, and a sequential digital signal
encoding circuit connected so as to convert the ADC outputs into a
time multiplexed serial digital data stream containing a
binary-coded word for each channel indicating the energy and
duration of the associated sensor-ball impact event. In the case of
a virtual game and therefore a virtual impact, the game implement
simulates the impact based on the velocity, acceleration, and
spatial orientation of the game implement itself at the point of a
virtual impact. A game projectile or object can therefore be real
or virtual. Moreover, a processor or equivalently a computer
processor is hereon and heretofore understood to be, and or
comprise, a computer, a microcontroller, and or a microprocessor,
and each of the latter is understood to be included in the
former.
[0029] A wireless radio frequency transmitting circuit receives the
serial digital data from the microcontroller and wirelessly
transmits the information via an internal antenna to the receiver
for subsequent processing by the local computer.
[0030] Ball Receptacle
[0031] In another embodiment, a ball receptacle has a top shaped to
allow entry of a ball. The receptacle has a contact sensor pad
containing at least one contact sensor, a ball return mechanism,
and internal electronic circuitry. The internal circuitry includes
a wireless radio frequency transmitter. The preferred manifestation
of this embodiment has a contact sensor pad positioned within the
receptacle such that the center activation area aligns with the
center of a ball entry. Additional sensor activation areas are
adjacent, one on either side of the center area. In the preferred
embodiment, like the sensor used at the face of the club, the
sensors may be, but are not limited to, sensors employing
piezo-active type transducers, specifically, either piezoelectric
or piezoresistive transducers.
[0032] A ball entering the receptacle and contacting the sensor pad
produces a detectable variance indicating the ball entry event. The
variance may be a change in resistance in the case of a
piezoresistive transducer (similar, but not limited to Cooper
Instruments LPM 562) or a voltage change in the case of a
piezoelectric transducer. The variance is detected and amplified by
an associated amplifier. This amplified signal then is input to a
microcontroller having an analog to digital signal converting
circuit (ADC) and a digital signal encoding circuit connected so as
to convert the ADC output representing the sensor's signals into a
serial digital data stream containing a binary-coded word
indicating the sensor-ball contact event. The microcontroller may
be the same or similar to the microcontroller of the sport specific
tool's electronics. A radio frequency transmitter or multifunction
wireless frequency transmitter circuit receives the serial digital
data from the microcontroller and wirelessly transmits the
information via an internal antenna to the receiver for subsequent
processing by the computer.
[0033] The ball return mechanism can be as simple as a back plate
located to be engaged by a golf ball entering the receptacle and
supported and biased by a spring or springs to eject the ball.
Other known ejection devices, similar to those used in pinball
machines, and either mechanically or even electrically activated,
can be used to improve the effect if desired.
[0034] The receptacle configuration is susceptible to much
variation. The receptacle illustrated and described above is well
suited to indoor use, on carpet for example. It is clear, however,
that an actual cup installed in an actual green, with real or
synthetic grass, can be similarly equipped.
[0035] Motion Sensor Plate.
[0036] The motion sensor plate having a top motion plate and a
bottom motion plate is used, wherein the top motion plate contains
a plurality of capacitor-forming electrically isolated platelets
(twelve platelets are illustrated in this exemplary preferred
embodiment). They are evenly distributed at or just below the top
plate's exterior upper surface. The bottom plate has a homogenous
electrically conductive interior surface underlying the platelets.
Each capacitive platelet contained in the top motion plate forms a
capacitive component when the top and bottom motion plates are
vertically closely spaced to form the golf club motion sensor plate
or sports implement motion sensor plate. A suitable dielectric may
be sandwiched between the two plates. The structure is adhesively
or otherwise mechanically joined and it may be covered or coated as
desired. The result is a golf club motion sensor plate or sports
implement motion sensor plate or gaming tool motion sensing plate
containing a capacitor matrix. The capacitive components are
connected to form a capacitive network.
[0037] Applying an energizing high frequency alternating electrical
signal having a frequency in the range from 100 MHz to 200 MHz from
an oscillator to the golf club motion plate capacitive network
produces an electromagnetic field above the surface of each
platelet of the capacitive components of the motion sensor plate.
Any object, including a golf club, or sports implement, gaming tool
or sports apparatus passing near the surface of the energized
motion plate will cause a perturbation of the electromagnetic field
as illustrated by the sample possible pathways across the plate. A
network of electrical comparator amplifiers are connected to the
capacitor network. The comparator amplifiers of the network are
connected one-to-one with the capacitive elements of the capacitive
network. The comparators of the network detect voltage variations
occasioned by electromagnetic field disturbance due to a golf club,
sports apparatus, sports implement or gaming tool moving over
certain of the capacitive elements of the motion plate. Each
different golf club motion or sports implement motion over the
energized motion plate will produce a uniquely identifiable signal
from the comparator amplifier network. There are a variety of known
proximity sensors that could be gathered together in an array like
that of the platelets to serve as the transducer portion of the
golf club motion detector or sports implement motion detector.
[0038] The electrical signal from the comparative amplifier network
is applied to an analog to digital signal converter (ADC) and the
ADC digitized output signal is converted into a serial digital data
stream by a multiplexer. These data identifies each platelet having
had its field disturbed. The serial digital data can be input
directly by wire from a multiplexer to the computer located at the
site of the golf player and golf club motion sensor plate or as in
the preferred embodiment, the serial data can be transmitted to a
remotely located receiver connected to the computer via a
transmitter and an antenna included in the golf club motion sensing
plate or sports implement motion sensing plate electronic
transmitter communication circuitry.
[0039] The computer, under the control of the golf system software,
will analyze the serial digital club motion signal, or digital
sports implement motion signal, or digital sports gaming tool
signal, and recognize from the transmitted signals the platelets
over which the club head or sports implement head passed, and
display the sport specific motion.
[0040] Wireless Signal Receiver and Computer.
[0041] At each player site, a wireless radio frequency signal
receiver is connected to the computer by either the serial (USB) or
parallel computer ports. The wireless signal receiver detects
digitally coded radio frequency transmissions from the
communication circuit associated with any of the sports equipment,
ball receptacle, or motion sensing plate. The received
transmissions are demodulated by the RF receiver circuitry
connected to a microcontroller, which converts the demodulated data
signal to serial binary-coded data suitable for communications to a
computer. The computer, under the control of the internally
installed game system software or sports system software program,
monitors and directs the flow of communications between remotely
located players via the internet and displays the game simulations
and performance information. In appropriate installations the
wireless electromagnetic signals that communicate with the receiver
may be infrared communications. For example, FIG. 11B shows a
sensor based heart monitor on wrist area 115 in communication using
RF data sent wirelessly 117.
[0042] At each remote player site, the computer under the control
of the software system program monitors and controls initialization
and the sequential play of the game, or alternatively, the
individual player practice session. Upon start up by a player at a
particular site, the system input parameters are set and the system
Internet and player data port interfaces are initialized as
indicated. For Internet communications, the serial port of the
computer is enabled in the preferred embodiment. A local player
event listener (serial port listener) is initialized and a remote
player event listener (socket even listener) is initialized. It
will communicate events from one or more of the sports implements,
such as the smart golf club, the golf ball receptacle, and the
motion sensor plate. The main operational software (program) thread
is run and the system awaits data input from the appropriate
computer communications port.
[0043] If the competitive play mode has been selected, the program
generates a player participation request and sends the request to
the game internet server (GGC server). Upon identification of a
player opponent by the GGC server, the program initiates the player
identification sequence and sequential play begins. This software
sequence and control routine occurs at each remote site where play
has been initiated. During the game play sequences, the program
generates the appropriate animation, display, and audio data and
commands, and communicates with the associated display and speaker
devices. Upon the occurrence of a local player event, the main
operating program displays the event and communicates the event by
causing a device transmission to be sent via the internet GGC
server which displays the event for the opposing players and alerts
an opposing player or players that it is his/her turn to play. The
local player event may be, but is not limited to, the smart sports
equipment impacting a ball, physiological data readings, athletic
human motion capture and analysis, sound feedback data, location
data, body and posture alignment, for example the swing of a golf
club or tennis racquet across the sensing plate or the ball's entry
into the receptacle. The system sensor is capable of capturing at
least one type of data selected from the group comprising data,
which are characteristic of the movement of the sports equipment,
physiological data of the user of the sports equipment, data
describing the environment, and data describing the position of the
sports equipment. The program contains time delay limits for player
action, and delays of play beyond these limits generate play quit
and disconnect signals if desired.
[0044] A completed event at the local player's site by one or more
local players also has the effect of indicating that it is no
longer the local player's turn and enables the socket event
listener to detect an event from the remote player, again via the
Internet.
[0045] If the single player practice mode is selected, the internet
communications sequences are disabled, other software sequential
operating routines continue as above described and the player's
movement data, physiological data, ball-receptacle contact data,
human motion analysis data and or sports apparatus. gaming tool,
sports implement motion sensor, GPS sensor circuit data,
accelerometer and gyroscope data information are communicated only
to the computer located at the player's site and the performance
information analyzed and displayed only at the local player's
site.
[0046] When a game is won, lost, or terminated, the software system
generates the appropriate output signals, displays the player
performance information, and resets to initial pre-game conditions.
If one player opponent quits the game or is "timed out" (due to an
excessive delay in play) and the remaining player wishes to
continue play, the software resumes an Internet search for another
opponent.
[0047] The motion sensing device contains a multifunctional
wireless processor that has built-in multiple protocols such as
Radio Frequency, Bluetooth, ZigBee, Wi-Fi, Wi-Max, UWB, which
detects and distinguishes various wireless protocols. For example,
ZigBee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread, 2G
(GSM), 3G and 4G, 5G, BLE, LTE Cato, LTE-M1, Zwave, LoReWan,
Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+,
DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan,
White Space, and GPS Sensing Circuitry from each other. The
multifunction wireless processor allows the present invention to
use embedded single and multiplayer software to communicate and
exchange information with original and cloned sports apparatus, or
gaming tool, and or sports implement devices, human motion
processors, multifunction physiological processors, multifunction
sound processors, multifunction alignment processors, multifunction
posture processors, and image, motion, and location data from
multifunction attachable and or detachable drones, embodying the
present invention.
[0048] The multifunction wireless processor (e.g., microcontroller)
has the ability to store in memory whatever wireless protocol data
it last read to display information. The display is capable of
showing animation specific to the wireless protocol and is capable
of projecting a digital image and holographic image.
[0049] A multifunction physiological processor and the
multifunction sound processor work in a similar fashion. The
multifunction physiological processor wirelessly secures,
processes, and analyzes heart rate, respiration rate, brain waves
and many other physiological functions, simultaneously on and off
the Internet or Cloud using a variety of well-known and established
technologies. Among these technologies is the electroencephalogram
for measuring brain waves to tell the differences between the alpha
and beta states, whereby sensors are attached to the head area.
Heart rates are measured by electrocardiogram and oftentimes pulse
readings are measured to determine heart rate by attaching an
electrode to a fingertip or ear lobe. Respiration rates are
sometimes measured by a piezoelectric respiration sensor, which is
worn around the chest area. All three physiological measurements
for heart rate, brain waves including an implantable sensor and
respiration rates are sent to the multifunction physiological
processor wirelessly for analysis and processing. Physiological
measurements are now expanded to biosensor, ultrasound sensor,
accelerometer sensors, Lidar sensor, sonar sensor, video camera
sensor including video streaming, piezo sensor including electric
and resistive, eye sensor, infrared sensor, capacitive hand sensor,
tilt sensor, system on a chip sensor, foot pressure sensor, nano or
mini computerized tomography sensor, magnetometer sensor, graphene
sensor, resistive sensor, fingerprint sensor, pedometer sensor,
blood glucose sensor, pulse oximeter sensor, nano and or mini MRI
sensor, GSR or skin moisture sensor, real-time location sensor,
gyroscope sensor, compass sensor, hand sensor, white space sensor,
etc. The embedded single and multiplayer software allows the human
motion processors, multifunction sound processors, multifunction
physiological processor, body alignment processor, posture
alignment processor to exchange messages and sensor motion and GPS
sensor circuit data with other original and cloned sports apparatus
data and other internet sports computer devices off and on the
Internet, using client-server and peer to peer networks.
[0050] The multifunction sound processor captures, analyzes,
stores, plays back and synchronizes the quality of sports or
athletic movements with unique particular sounds to inform a user
of said quality, good or bad performances.
[0051] Human motion processor data from the Internet sports
computer device can be posted on the client from the server, or
broadcasted on a peer to peer network
[0052] Another embodiment of the present invention makes use of
infrared markers or light emitting diodes. In said embodiment, the
marker is a five-sided facet. The side facets slope from the main
facet at an angle between 10 to 15 degrees in reference to the
front side of the facet. The LED device emits light upon activation
of the same by a typical power supply, which may be a battery or
other power source device. The power supply is also secured to the
body of the user by conventional techniques. One can analyze the
motion of an arm, back, and other body parts and develop the three
dimensional (3D) or X, Y, and Z coordinate information for various
body parts. For example, to measure the angle between the hip
joint, one would need to know the coordinates at the knee joint
with relation to the hip.
[0053] Stored coordinate information from the human motion
processor determines angular relationships between said athlete
body joints as monitored in real-time inside of the Internet sports
computer device using computer algorithms to generate real-time
stick figure generation or animation display for the Internet
sports computer device to display real-time athletic motion from
said Internet sports computer device to the client and to display
real-time athletic motion from said Internet sports computer device
to the server and store said real-time athletic motion data from
Internet sports computer device on the server.
[0054] Using programming as contained in the accompanying
microfiche appendix of the parent application, one skilled in the
art can readily accomplish the game programming described.
Alternative programming too will be apparent from the foregoing
functional description and the illustrations contained in the
appended drawings.
[0055] A sports gaming system, handheld device wherein the handheld
device opens into two halves. One half of the open handheld device
comprises a plurality of buttons wherein said buttons are flat so
that the handheld device can close completely. One half of the open
handheld device comprises at least one camera capable of recording
and encoding digital images and videos, digitally storing images
and videos, and stabilizing images and videos for storage on and
off the Internet or Cloud. The sports gaming system handheld device
further comprises a plurality of custom processors that measure and
store physiological data, device specific data, and user motion
data in real-time, with at least one multifunction processor
capable of transmitting physiological real-time data, device
real-time data, and user motion real-time data to at least one
electronic system console, and at least one processor capable of
transmitting videos and digital images in real-time to at least one
electronic system console. At least one multifunction processor is
capable of receiving said real-time data from at least one
electronic system console. At least one multifunction processor has
built-in global positioning sensing capability and motion sensor
capability. At least one multifunction processor is capable of
displaying multiple motion data and animation on a single or
multi-screen monitor display. In an alternative embodiment, the
plurality of multifunction processors are comprising sensors that
are attached wirelessly to the user, further comprising a central
processing unit, a processor capable of storing general data, a
multifunction processor capable of storing user physiological data
and motion data, a multifunction processor capable of receiving
multiple wireless transmissions simultaneously, a processor capable
of detecting, storing, and receiving user data, a processor capable
of determining the strength and type of wireless connectivity and
choosing the strongest most available protocol connection, a
processor capable of connecting to at least one device, a processor
capable of password and informational storage, a processor capable
of comparing data from different users, a processor capable of
monitoring multiple physiological data, a processor capable of
monitoring motion data, wherein said motion data relates to sports
actions performed by the user, a processor capable of monitoring
handheld device system specific data on and off the Internet or
Cloud.
[0056] In another embodiment, the plurality of processors transmit
and receive aforementioned real-time data to and from the at least
one electronic system designed to be interconnected on a single and
multiplayer software platform console and communicates on at least
one of ZigBee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread,
2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato, LTE-M1, NB-IOT, Zwave,
LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT &
ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART,
6LoWPan, White Space, GPS Sensing Circuitry, and local area network
and router protocol on and off the Internet or Cloud.
[0057] In another embodiment, the plurality of multifunction
processors comprises a processor capable of receiving transmissions
from at least one electronic system console, wherein said
transmission produces sound feedback related to at least one of the
physiological real-time data streams, device real-time data and
user motion real-time data, said sound feedback comprises at least
one of: voice feedback, pre-programed feedback, audio downloads,
satellite radio, Dolby sound, and Yamaha sound systems.
Additionally, the embodiment comprises a processor capable of
gathering physiological real-time data and stores these data, and
the motion real-time stored data is compared to stored data on at
least one electronic system console, said processor transmits
differences in real-time and stored user data and stores these data
on at least one electronic system console.
[0058] In another embodiment, the stored data on the electronic
system console is physiological and motion data from professional
athletes. The physiological data stored may comprise heart rate
measurements, respiration rate measurements, and brain waves
activity measurements, among others. The system device is also
capable of receiving and transmitting phone calls to other
telephones, portable communications devices, among other devices. A
portable communication device is defined as comprising a cellular
telephone and the communication system comprising a cellular
communication network. The Sports Computer device can be used to
call other Mega Machines by speaking into a built-in microphone
that processes your voice and translates voice using an A/D
converter into an internal dialing command. The Mega Machine can
call landlines (POTS), VoIP, and other devices. The user can simply
say the person's name and the Mega Machine dials it, or simply say
a specific telephone number and the Mega Machine automatically
dials it.
[0059] Using an original and cloned sports apparatus, gaming tool,
or sports implement, single player and multiplayer software
messaging chat capability between a plurality of internet sports
computer device network players is possible.
[0060] A method for a sports gaming system device, handheld device
providing the systems discussed herein, wherein the handheld device
automatically detects wireless networks and automatically connects
to a detected frequency. In another embodiment of the method, a set
of preferences can be used to connect to a preferred wireless
network. The processors may detect at least one but is not limited
to the following frequencies: ZigBee, Bluetooth, RF, Wi-Fi, Wi-Max,
UWB, local area network, and Router.
[0061] The method further comprising the steps of gathering of
physiological data by at least one multifunction processor,
selecting specific physiological data by at least one multifunction
processor, transmission of selected physiological data to a second
multifunction processor, further selecting specific physiological
data for transmission of selected physiological data to a third
multifunction processor, filtering of specific physiological data,
and transmission of said physiological data to at least one
electronic system console for storage of the physiological data,
and comparison of user physiological data with previously stored
physiological data on and off the Internet or Cloud.
[0062] Internet enabled Sports Computer device uses a client-server
and peer to peer system with capabilities for Sports/Game training,
and Sports/Game competition with a plurality of custom processors
built-in for reading and processing wirelessly multiple
physiological data, real-time human and smart sports apparatus
motion analysis data, as well as sound (acoustic) data
simultaneously on and off the Internet or Cloud.
[0063] In this preferred embodiment, several processors are built
into an internet sports computer with multiple wireless protocols,
that is combined in a custom processor connected functionality
allowing it to connect to the Internet or Cloud for sports game
play or sports competition. Six custom processors allow multiple
feedback systems to communicate directly with the Internet Sports
Computer device providing iconic graphics to learn and improve your
game by.
[0064] In another embodiment, the physiological data is at least
one of the following, heart-rate data, respiration data and brain
wave data, wirelessly sent to the Physiological Processor
simultaneously. Other Physiological data are available in this
system. The previously stored physiological data may be
physiological data relating to professional athletes. The motion of
the user can be compared directly to the motion of the stored
professional athletes, and a comparison to said physiological data
results in visual and sound feedback relating to the user data on
and off the Internet or Cloud.
[0065] A physiological processor whose CPU has wireless
input/output interfaces, intelligent receivers, with logic circuits
to determine which physiological data should be sent first to a
processor, second to a processor and third to a particular
processor, A/D conversion for heart rate data, for respiration
data, for brain wave data, to filter heart rate data, respiration
data, to filter brain wave data, and a processing means to analyze
and interpret a plurality of wireless physiological data.
[0066] At least one processor is capable of transmitting motion
data to a monitor display. In an alternative embodiment, the
plurality of processors comprise sensors that are attached
wirelessly to the user, a central processing unit, a processor
capable of storing general data, a processor capable of storing
user physiological data and motion data, a processor capable of
receiving wireless transmissions, a processor capable of detecting,
storing, and receiving user data, a processor capable of
determining strength of wireless connectivity and choosing the
strongest connection, a processor capable of connecting to at least
one cellular device, a processor capable of password and
informational storage, a processor capable of comparing data from
differing users, a processor capable of monitoring physiological
data, a processor capable of monitoring motion data wherein motion
data relates to sports actions performed by the user, a processor
capable of monitoring handheld device specific data.
[0067] In another embodiment, the physiological data is at least
one of heart-rate data, respiration data and brain wave data. The
previously stored physiological data may be physiological data
relating to professional athletes. The motion of the user may be
compared directly to the motion of the stored professional
athletes, and a comparison to said physiological data may result in
visual and sound feedback relating to the user data.
[0068] Transfer iconic information from the internet sports
computer device to a client, then server, or by broadcast from the
Internet sports computer device to peer to peer network to other
internet sports computer devices. Exchange iconic or 3D graphics
data from one Internet Sports Computer device to another Internet
Sports Computer network via ZigBee, Bluetooth, RF, Wi-Fi, Wi-Max,
UWB, and other wireless protocols on and off the Internet Cloud. A
physiological processor built into the Internet Sports Computer
device reads, analyzes, stores, interprets, transfers and creates
iconic maps of heart respiration and brain waves telling the
athlete whether he or she are within the normal limits of
physiology and movement dynamics of a given sport such as golf,
football, basketball boxing, tennis, soccer.
[0069] Iconic information is created from multiple data sources
including player physiological data, human motion data, sports
apparatus motion data, sound data, and how sound is used as
biofeedback to indicate improper motion versus proper motion for
sports optimization.
[0070] Wireless processor allows: the microcontroller to receive,
store, analyze, and process a plurality of wireless protocols
within the processor and transfer physiological data for daily,
weekly, and monthly comparisons to the server. By connecting
wirelessly a plurality of internet sports computer devices to the
client, broadcasting wirelessly a plurality of Internet sports
computer device data using a peer to peer network, transferring
wirelessly a player's data in graphics or iconic form to another
player remotely, for a side by side statistical comparison to
determine who is in better sports competition shape, who has the
best technique, who has the highest score in single and multiplayer
mode, and who is determined the winner of a competition on and off
the Internet or Cloud. The wireless processor searches for
available wireless protocols. When a wireless protocol is found,
permission must be granted before it allows either an intelligent
original sports or cloned apparatus to communicate, exchange
information, and for other Internet Sports Computer devices to
communicate and exchange information such as an athlete's
statistics on and off the Internet or Cloud.
[0071] The sound processor built into the Internet sports computer
device reads a process, converts, interprets, and stores voice and
sound information represented by iconic maps telling the athlete
whether he or she has good movement, bad motion, or needs
improvement within the normal limits of optimized movement dynamics
usually demonstrated by professional athletes and computer models
based on individual input parameters such as height, weight, body
type, skill level, body conditioning, mental alertness of a given
sports such as golf, football, basketball, baseball, swimming,
boxing, tennis, soccer, martial arts, bowling, race car driving,
volleyball, archery, hockey, bicycle riding including stationary
types, etc.
[0072] Real-time GPS motion data and real-time GPS location data
for the Internet Sports Computer device can receive real-time
motion and location data from the original and cloned sports
apparatus, gaming tool, or sports implement, and athletic swing
mechanics because of its built-in digital camera which can be
commanded to take a series of shots, one after the other, and be
reconstructed via iconic maps from a computer algorithm, or capture
and analyze streaming media from a digital camcorder. Similarly,
the GPS device built into the original and cloned sports apparatus
provides the Internet Sports Computer device with motion and
location data. The GPS device is also used as an image stabilizer
for the Mega Machine screen internals.
[0073] The Body Alignment Processor allows: The microcontroller to
receive, store, analyze, and process a plurality of sensor data
connected to body joints in real-time into a processor which can
transfer alignment data for daily, weekly, and monthly comparisons
to server and or Cloud. Then connecting wirelessly a plurality of
Internet Sports Computer devices to the client, broadcasting
wirelessly a plurality of Internet Sports Computer device alignment
data using a peer to peer network, and transferring wirelessly a
player's body alignment data remotely.
[0074] With sensor fusion for body alignment anatomical parts we
can look at these multiple streams of data in real-time or
dynamically simultaneously to determine which joints are going to
be hurt or injured during game play or a sports event allowing
immediate correction. It opens up the door for new insights into
the human body in real-time using 3D models and or holograms,
whereby this new data is now stored on the Cloud for present and
future comparisons of joint alignment problems and solutions.
[0075] The Posture Alignment Processor allows: the microcontroller
to receive, store, analyze, process, a plurality of sensor data
connected to body posture in real-time into a processor that can
transfer alignment data for daily, weekly, and monthly comparisons
to a server and or Cloud. Then connecting wirelessly a plurality of
internet sports computer devices to the client, broadcasting
wirelessly a plurality of Internet Sports Computer device alignment
data using a peer to peer network, and transferring wirelessly a
player's body posture data remotely.
[0076] With sensor fusion for posture alignment of anatomical
parts, we can look at these multiple streams of data in real-time,
or dynamically simultaneously to determine which joints are going
to create bad posture during game play or a sports event allowing
immediate correction. It opens up the door for new insights into
the human body in real-time using 3D models and or holograms,
whereby the new data is now stored on the Cloud for present and
future comparisons of posture alignment problems and solutions.
[0077] This invention relates to an apparatus for monitoring the
force at a joint of the human body and more particularly for
monitoring forces of a body joint associated with the human body.
As can be ascertained, a great deal of injuries is suffered by
athletes and various other individuals regarding body joints.
[0078] In this manner the individual or athlete is continuously
advised by the apparatus as to whether or not the particular
exercise may result in injury, and therefore, the individual is
able to modify the exercise according to the information received
from the apparatus. It is of course, understood that the apparatus
can also be employed by persons who have already injured their knee
joints and are in the process of recuperating in order to
strengthen the joint so that they can engage in future activities.
These and other objects of the present invention will become
apparent in regard to the following specification.
[0079] Body Alignment Sensor Monitoring Apparatus
[0080] An apparatus for monitoring the proper alignment of all body
joints of users, comprising transducers or sensors coupled to the
body joints of said user and operative to provide an output signal
indicative of the relative forces on the body joints during an
exercise and or game. A memory means having stored therein data
indicative of proper force levels for said body joints during said
exercise, a comparison means operative to compare said stored data
on the Cloud with said output signal of a user to provide an
indication when said output signal exceeds said stored data on the
Cloud, and responsive to said indication to provide a warning to
said user according to the generation of said indication.
[0081] Posture Sensor Monitoring Apparatus
[0082] An apparatus for monitoring the proper posture of all body
joints of users, comprising transducers or sensors coupled to the
body joints of said user and operative to provide an output signal
indicative of the relative forces on the body joints during an
exercise and or game. A memory means having stored therein data
indicative of the proper force levels for said body joints during
said exercise, a comparison means operative to compare said stored
data on the Cloud with said output signal of a user to provide an
indication when said output signal exceeds said stored data on the
Cloud, and responsive to said indication to provide a warning to
said user according to the generation of said indication.
[0083] While preferred embodiments have been described, it will be
appreciated that many variations and modifications in the system,
its operation, and its various components may be made without
departure from the spirit and scope of invention as set forth in
the appended claims.
* * * * *