Realtime coaching system
First Claim
1. A method for increasing the effectiveness of an athletic coach'"'"'s ability to monitor the activity taking place on a playing field in real-time during games comprising American foot ball, basketball, soccer, lacrosse or ice hockey involving multiple players and game equipment, the method comprisinga) using distance information measured from a fixed location on the field to continuously locate the players and the game equipment,b) communicating the location information to a computer employing software comprising Team Location, Least Distance and Box Method algorithms toi. detect pertinent game plays,ii. monitor the movement of the players and game equipment andiii. thereby determine the effectiveness of the plays and game plan designed by the coach,c) generating key statistics of interest to a coach for each player, andd) displaying live movement of the players and game equipment and the detailed statistics for each player involved in the game on a screen.
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Accused Products
Abstract
A method and system for improving the effectiveness of coaches and video game designers for games like soccer, American football, basketball, lacrosse or ice hockey by using RF technology and software. A base station is equipped with a computer programmed with algorithms to track the players and game equipment and thereby produce data of interest to a coach or game designer.
91 Citations
5 Claims
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1. A method for increasing the effectiveness of an athletic coach'"'"'s ability to monitor the activity taking place on a playing field in real-time during games comprising American foot ball, basketball, soccer, lacrosse or ice hockey involving multiple players and game equipment, the method comprising
a) using distance information measured from a fixed location on the field to continuously locate the players and the game equipment, b) communicating the location information to a computer employing software comprising Team Location, Least Distance and Box Method algorithms to i. detect pertinent game plays, ii. monitor the movement of the players and game equipment and iii. thereby determine the effectiveness of the plays and game plan designed by the coach, c) generating key statistics of interest to a coach for each player, and d) displaying live movement of the players and game equipment and the detailed statistics for each player involved in the game on a screen.
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2. A real-time coaching system to monitor players playing a game on a rectangular field to generate vital statistics for each player and to analyze the effectiveness of plays and game plans designed by a coach comprising
a. RFID tags placed on key locations on the field to record field dimensions in software, b. RFID tags attached to each player and each piece of game equipment pertinent to the plays a coach wishes to monitor in playing the game, said RFID tags adapted to send out uniquely identifiable radio signals, c. an RFID reader to act as a Base Station off the field near a point of origin in a corner of the field to receive and monitor signals from the RFID tags of the players and game equipment, d. a computer programmed with Team Location, Least Distance, Box Method, and pertinent game play algorithms in the Base Station adapted to a) constantly acquire and analyze the positional information of the players and game equipment and thereby monitor players and game equipment movements continuously by detecting pertinent game plays during the game and b) record vital statistics comprising out of bounds, offside, passes attempted and completed, team ball possessions, players involved in each pertinent game play, disposition of each play, area covered by each player, pace of each player, saves by goalkeeper, and goals attempted and scored.
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3. The method of using radio frequency technology and software to determine effectiveness of a coach'"'"'s designed plays, strategy and overall game plan by monitoring movement of players and game equipment and determining when pertinent game plays occur in a game on a rectangular field of play having a center line, four corners, two longer parallel sides (one of which corresponds to an X-axis from a point of origin in a corner of the field), two shorter parallel sides (one of which corresponds to a Y-axis from the point of origin), blue and red lines (where pertinent) and two goal lines, which method comprises
a) placing RFID tags on key locations on the field to create field dimensions in the software, b) equipping the players and game equipment employed in playing the game with RFID tags, said RFID tags adapted to send out uniquely identifiable radio signals, c) placing RFID reader equipment in a base station outside one of the side or end lines, said base station adapted to receive the unique signals from each player and piece of game equipment located on the field and measure X and Y coordinates of each such player and piece of equipment from the point e of origin, d) equipping the base station with a main controller or computer with system software comprising Team Location, Least Distance, Box Method, and pertinent game play detection algorithms to determine whether a pertinent game play has occurred using the distance information, e) processing player and game equipment movement while key events occur on the field to generate vital statistics comprising out of bounds, offside, passes completed, team ball or puck possessions, players involved and their disposition in each play, area covered by each player, pace of each player, icing where pertinent, saves by goalkeeper and goals attempted and scored, and f) using the foregoing information to determine the effectiveness of the players to carry out the plays and game plan designed by the coach.
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5. The method of designing and developing new sport video games and plug-in accessories for existing sport video games by collecting data on actions taking place during the actual play of a game on a playing field, the method comprising
a) placing RFID tags on key locations on the field to record field dimensions in software, b) attaching RFID tags to each player and each piece of game equipment pertinent to the plays a game designer wishes to monitor in playing the game wherein the RFID tags are adapted to send out uniquely identifiable radio signals, c) employing an RFID reader to act as a base station off the field near a point of origin in a corner of the field to receive and monitor signals from the RFID tags of the players and game equipment, d) programming a computer in the Base Station with Team Location, Least Distance, Box Method and pertinent game play algorithms to constantly acquire and analyze the positional information of the players and game equipment and thereby monitor players and game equipment movements continuously by detecting pertinent game plays during the actual play of the game, and thereby create a suitable data file format and e) using the data file format installed in a computer to design and develop either new sport video games or plug-in accessories for existing sport video games and thereby improve fidelity, authenticity and realism by adjusting for player statistics and capabilities on a nearly real-time basis.
Specification