Athlete Reaction Training System
First Claim
1. An athlete reaction training apparatus and software for ball/puck sports consisting of a computer or game display, with an athlete position detection apparatus corresponding to sport-specific ball/puck intercept position, and first step position requirements, which assists athletes in improving their reaction time and intercept percentages to specific stick/glove/racquet positions, using the athlete'"'"'s own stick/glove/racquet.
0 Assignments
0 Petitions
Accused Products
Abstract
What is new in this invention is the capability to reproducibly measure athlete'"'"'s reaction times and virtual save/intercepts to actual competition intercept positions, using a computer display of simulated sports projectiles and their direction, and contact, magnetic, or light triggered position detectors in actual athlete intercept positions, using their own equipment, and incorporating the critical first step. Also new is software to calculate the reaction time and virtual save/intercept from a visual cue to the appropriate intercept position, and real time reporting of the reaction times permitting real time adjustments, in reproducible ways has not been available for sports other than track and swimming. The training system enabled by this new invention consists of sessions of prescribed, measurable reaction training for athletes—which has not been previously available—random and sequence sessions for positioning, reaction time, and virtual save/intercept, with reporting allowing standardized reaction time comparisons over time and between athletes.
25 Citations
12 Claims
- 1. An athlete reaction training apparatus and software for ball/puck sports consisting of a computer or game display, with an athlete position detection apparatus corresponding to sport-specific ball/puck intercept position, and first step position requirements, which assists athletes in improving their reaction time and intercept percentages to specific stick/glove/racquet positions, using the athlete'"'"'s own stick/glove/racquet.
-
6. Computer simulated incoming sports projectiles (e.g. ball, puck, etc) combining a trigger for movement initiation and reaction timing, and indication of direction to a specific athlete intercept position.
- 7. Virtual intercept/miss, a calculation of reaction time to a specified intercept position compared to preset ball/puck speed and distances, determining a virtual intercept or miss, and an average intercept percentage for multiple shots, for each intercept position.
- 9. Intercept position achievement status, a calculation comparing an indicated intercept position directed by a computer generated ball/puck directional indicator, to the athlete'"'"'s actual glove/stick/racquet detected position, and an average position achievement percentage for multiple shots, for each intercept position.
-
11. A reaction training sequence for an athlete reaction training apparatus, producing non-biased, reproducible, standardized, measurable, comparable data, with individual components of, and in any combination:
-
a. Athlete intercept position achievement training—
improving getting the stick/glove/racquet to the correct intercept position, and the first foot step in correct positionb. Reaction time training—
improving the reaction time to the intercept positions in response to a visual cuec. Virtual intercept training—
improving the percentage of virtual intercepts based on reaction time to specific intercept positions and preset projectile distances and speedseach consisting of sequential and repeat individual intercept position work matching athlete practice routines, and random intercept position work which simulates competition and eliminates direction anticipation and biased results, permitting reliable improvements and comparable measurements for coaches - View Dependent Claims (12)
-
Specification