Abstract:
Systems and methods for sensing and monitoring various athletic performance metrics, e.g., during the course of a game, a practice, a training session, training drills, and the like, are described. These systems and methods can provide useful metrics for players and coaches relating to athletic performances in various sports, including various team sports.
Abstract:
Golf training devices for practicing driving a ball while providing a visual indication of the orientation of the face of the golf club and location on the face of the club when impact with the ball occurs. The information may be recorded and which can be later analyzed by playback to effectively reproduce the swing of the player. The club uses a row of flashing light sources parallel to the face of the head of the club which creates a line visible to the user to see the orientation of the club and location of the impact of the club with a ball. Various aspects and uses of the club are disclosed.
Abstract:
The present invention provides golf ball recommendations correlating to a golfer's swing parameters determined by comparing the flight characteristics of a golf ball driven by the golfer with a database of flight characteristics of golf balls associated with particular swing parameters. The swing parameters in the database may be correlated with golf ball flight characteristics determined using empirical tests.
Abstract:
A system for promoting physical activity includes at least two cameras which capture images of an object and generate image signals indicative of the captured images. A processor in communication with the cameras receives the image signals from the cameras and determines, based at least on part upon the image signals, when and in what position the object impacts a surface. The processor generates, based at least in part upon the determination of when and in what position the object impacts the surface, feedback signals indicative of feedback to be provided to a user of the system. A projector in communication with the processor receives the feedback signals and, based at least in part upon the feedback signals, displaying visual feedback to the user on the surface.
Abstract:
A method for a predicting golfer's performance is disclosed herein. The method inputs the pre-impact swing properties of a golfer obtained from a CMOS imaging system, a plurality of mass properties of a first golf club, and a plurality of mass properties of a first golf ball into a rigid body code. Ball launch parameters are generated from the rigid body. The ball launch parameters, a plurality of atmospheric conditions and lift and drag properties of the golf ball are inputted into a trajectory code. This trajectory code is used to predict the performance of a golf ball if struck by the golfer with the golf club under the atmospheric conditions. The method can then predict the performance of the golf ball if struck by the golfer with a different golf club. The method and system of the present invention predict the performance of the golf ball without the golfer actually striking the golf ball.
Abstract:
A method for visualizing plays in a sporting event may include receiving a video stream of the sporting event and a measurement stream, asynchronous to the video stream, associated with objects in the sporting event. The method may further include displaying a synchronized presentation of the video stream and the measurement stream. The synchronization may be performed near the time of the displaying. Another method for visualizing plays in a sporting event may include receiving measurement information related to actions from one or more sporting events. The method may also include identifying plays from the actions using the measurement information and displaying a representation of the identified plays. A system for visualizing plays in a sporting event may include an integrated server and a synchronization mechanism. Another method for visualizing plays in a sporting event may include displaying a video of a play selected from a representation.
Abstract:
A method for dynamic collision avoidance of graphical and textual elements on a display is disclosed. The method comprises displaying an aerial image of a portion of the golf course on a viewport of a golf GPS device, wherein the GPS device comprises a GPS component, a memory for storing a plurality of aerial images of a golf course, and a user input. The method further comprises determining the location of the at least one element of texts on the display in positional relation to the plurality of elements on the display, determining if there is a collision of elements on the display, and adjusting the texts element to avoid collision.
Abstract:
A system and method for detecting object location and movement utilizes a first viewing area (40) observed by a first camera (42) cooperating with a light (43) and a second camera (44) cooperating with a light (45). A third camera (46) can be added to observe a second viewing area (47) encompassing the first viewing area (40). The first camera (42) acquires images at time spaced points (51) and (53) along a first trajectory line (55). The second camera (44) acquires images at time spaced points (52) and (54) along a second trajectory line (56). This information is combined to generate the 3-D trajectory line (50) of the object.
Abstract:
System for ball possession detection, which contains a device (130) comprising means for detecting a magnetic field in a playing device (100) of a ball game, wherein the magnetic field is generated by at least one permanent magnetic (110) in the playing device, wherein the device can be associated to a player of a ball game and the means for magnetic field detection comprise a magnetic field sensor (210) and a control unit (220), and a method for ball possession detection, wherein the magnetic field sensor detects a magnetic field (310), the control means measures the magnetic field strength of the detected magnetic field (320) and detects (330) whether the magnetic field was caused by the at least one permanent magnet in the playing device and outputs information about the detection (350), as well as a ball (100) that contains at least one permanent magnet.
Abstract:
A system and methods for automatically determining the states of game object possession, including those of free, under contention and in possession, for sporting contests. The system uses the minimum necessary and sufficient data 100, including the predefined tracking layout 110, the current official game time-in versus time-out data 122, the current centroid location of each player matched with their identity data 124 and the current centroid location of the game object data 126 which is then converted deterministically into at least clock states 150, game object movement states 160, and optionally into game object location states 170 and game object heading direction states 180. The system and methods also disclose the further combining of these states 150, 160, 170 and 180 into the determination of the cycle of possession flow 200, including the events of gaming control 210, exchanging control 220 and relinquishing control 230. For determining the states of possession of the game object, the system and methods disclose using either an instantaneous or average measured distance between each player and the game object R in combination with a minimum radius MmR defining each player's area of influence and a minimum time MmT necessary for the game object to be within this area before possession can be assigned. Variations include using instantaneous R or average R, using a dynamically calculated MmT based upon any combination of game object and player trajectory and velocity. Also taught is a variation for assigning possession based upon a minimum alteration in the game object's trajectory and/or acceleration once it has entered a players area of influence and is also outside all other player's area of influence.
Abstract translation:一种用于自动确定游戏对象占有状态的系统和方法,包括免费的,被争用的和占有的体育比赛的状态。 系统使用最小必需和足够的数据100,包括预定义的跟踪布局110,当前官方游戏时间对超时数据122,与他们的身份数据124匹配的每个玩家的当前重心位置和当前重心位置 游戏对象数据126,其然后被确定地转换为至少时钟状态150,游戏对象移动状态160,并且可选地转换为游戏对象位置状态170和游戏对象标题方向状态180.该系统和方法还公开了进一步组合 这些状态150,160,170和180包括游戏控制210的事件,交换控制220和放弃控制230的拥有流程200的循环的确定。为了确定游戏对象的拥有状态,系统和 方法公开了使用每个玩家和游戏对象R之间的瞬时或平均测量距离与最小弧度的组合 ius MmR定义每个玩家的影响区域,并且可以分配在拥有之前游戏对象在该区域内所需的最小时间MmT。 变化包括使用瞬时R或平均R,使用基于游戏对象和玩家轨迹和速度的任何组合的动态计算的MmT。 还教导了一种变体,用于基于游戏对象的轨迹和/或加速度的最小改变来分配占有量,一旦它进入玩家的影响区域,并且也在所有其他玩家的影响区域之外。