EP2313165A1 - Ball for use in play and/ or training - Google Patents

Ball for use in play and/ or training

Info

Publication number
EP2313165A1
EP2313165A1 EP09803200A EP09803200A EP2313165A1 EP 2313165 A1 EP2313165 A1 EP 2313165A1 EP 09803200 A EP09803200 A EP 09803200A EP 09803200 A EP09803200 A EP 09803200A EP 2313165 A1 EP2313165 A1 EP 2313165A1
Authority
EP
European Patent Office
Prior art keywords
ball
processing unit
user
receiving
sensor
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP09803200A
Other languages
German (de)
French (fr)
Other versions
EP2313165A4 (en
Inventor
Hjalmar Ottesen
Harald Martin Solberg
Are Christopher Vestli
Louis Christian Mathisen
Patrick Ottesen
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Beat Ball AS
Original Assignee
Beat Ball AS
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Beat Ball AS filed Critical Beat Ball AS
Publication of EP2313165A1 publication Critical patent/EP2313165A1/en
Publication of EP2313165A4 publication Critical patent/EP2313165A4/en
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B43/00Balls with special arrangements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0625Emitting sound, noise or music
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0638Displaying moving images of recorded environment, e.g. virtual environment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/50Force related parameters
    • A63B2220/51Force
    • A63B2220/53Force of an impact, e.g. blow or punch
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/801Contact switches
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry
    • A63B2225/52Wireless data transmission, e.g. by radio transmitters or telemetry modulated by measured values
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2243/00Specific ball sports not provided for in A63B2102/00 - A63B2102/38
    • A63B2243/0025Football
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2243/00Specific ball sports not provided for in A63B2102/00 - A63B2102/38
    • A63B2243/0033Handball

Definitions

  • US patent application No. 20070214939 A1 describes a musical ball in which sensor readings are communicated to a remote unit.
  • the sensor in this case is adapted to measure retardation, which provides limited possibilities of monitoring ball influencing occurrences. If e.g. pressure change in the ball is measured, an indication of how hard the ball is hit or kicked may be obtained. Feedback regarding the strength of the impact may be useful for the user, whether the task is musical play or purely training of ball skills.
  • the invention may be seen as dual, namely to provide a device in relation to a ball: - for training of ball skills in a funny and inspiring way,
  • the objects of the invention is to provide a device that allows utilization of information regarding ball influencing occurrences (ball hits), either in the form of hits by body parts or by some ball influencing tool, such as a ball bat, a golf club, a tennis racket etc., to create an analysis of how the ball hits are related to a predetermined pattern and to provide the user feedback with the result of the analysis.
  • ball hits ball influencing occurrences
  • some ball influencing tool such as a ball bat, a golf club, a tennis racket etc.
  • a specific object is to utilize this to give the ball influencing occurrences character of a game, in particular related to music.
  • Another object is to use the feedback to communicate the relation between the ball influencing occurrences 1 relation to certain ball influencing standards, e.g. as a means for controlling or giving advice during ball training.
  • An impact sensor like a pressure sensor or other type of sensor, is mounted in a ball.
  • a transmitter which transmits the values read by the sensor.
  • Both the sensor and the transmitter are mounted in the ball. Since devices for generating feedback to a user is not included in the ball, the weight and volume of the ball mounted components are limited so that the properties of the ball are influenced to a smallest possible degree.
  • the ball can be a football, handball or other type of ball which is sufficiently large to accommodate a sensor with accompanying transmitter, without negatively affecting the properties of the ball to an extent that will influence the ball game.
  • the transmitted data are received by a remote receiving and processing unit which from defined criteria compares the received data with a predetermined pattern.
  • This pattern may describe the rhythm of a musical piece or a sequence of impacts to a ball in connection with ball practice.
  • the result of the comparison can be communicated to the user which may take steps to improve the accuracy or to maintain the high accuracy already achieved.
  • the feedback can relate to simple actions such as increasing the impact force or the impact velocity to the ball. In this manner the user may train his or hers skills relating to e.g. rhythm sense, ball skills, coordination or general physical shape.
  • Fig. 1 Overview figure
  • Fig. 2 Ball including sensor and transmitter
  • Fig. 3 Details of a processing unit
  • Fig. 4 Flow sheet of a control program
  • Fig. 1 provides an overview of the system; the ball 1 can bounce on the surface 3. Preferably near the centre of the ball 1 there is a sensor 16 and a transmitter 17 with antenna 2. The signals from the sensor 16 can be transmitted by the transmitter 17 by means of radio signals 4 to the combined receiving and processing unit 5, which among other things is provided with a separate antenna 6.
  • Fig. 2 is an enlarged view of the ball 1 to illustrate that centrally in the ball a sensor 16, transmitter 17, and antenna 2 are mounted.
  • Fig. 3 provides a more detailed illustration of the combined receiving and processing unit 5.
  • the signals come in via the antenna 6 and are directed to the receiver 10.
  • the receiver decodes the signals and gives them a format that the processor 11 understands.
  • the processor 11 can either read in the patterns that the received signals are to be compared with via Internet 15 or interactively via terminal 13.
  • the main function of the control program is illustrated by the flow sheet in Fig. 4.
  • the control program as such is run by the processor 11 and the user receives feedback either through load speaker 12 or through the terminal 13.
  • Figure 4 shows a flow sheet of the main functions in the control program run by the processor 11.
  • the time axis is downwards and squares arranged in parallel are used to indicate processes run in parallel.
  • the flow sheet represents both the embodiment where the device is used for a musical play and for a ball skill practice.
  • the control program is described in further detail down below.
  • ball is intended to include to any type of ball which is able to accommodate the described impact sensor and associated transmitter unit, e.g. football, handball, basket ball, tennis ball etc.
  • the ball includes an impact sensor and a transmitter but has the same quality as as a "regular" ball. This means that the sensor and the transmitter are small and lightweight to influence the ball properties to a lowest possible extent (in particular if not located in the centre of the ball)
  • the impact sensor and the transmitter may e.g. be mounted near a specially designed valve in the ball so that the transmitter within the ball may be charged by plugging a charger into the valve. Alternatively the transmitter may be removed for charging. If the battery technology allows, the sensor, transmitter and battery may be integrated in the ball once and for all with no possibility of replacement. The ball has in any case a limited lifetime. • The transmitter technology is chosen from availability, price and available frequency ranges.
  • the receiving and processing unit may be mounted stationary or designed to be carried by the user.
  • the receiver is adapted to the transmitter chosen with respect to frequency range, modulation and technology in general.
  • the processor is based on known and easily available technology.
  • the receiving and processing unit is furthermore equipped with load speaker and/ or a display so that the user may receive feedback of how his or hers handling of the ball corresponds to a predetermined pattern.
  • the receiving and processing unit may e.g. also communicate with TV/ PC/ cellular phones or other suitable media in order to establish a communication channel to the user.
  • the receiving and processing unit may also have a possibility of communicating with internet, e.g. to download new templates against which the received sensor signals are to be compared.
  • Internet communication may also be used to store the achieved results centrally allowing e.g. competitions with other persons or monitoring the development of own skills over time.
  • the assessment may be made in relation to speed, strength, or correspondence with a rhythm.
  • the templates can for instance be located on a central server with Internet connection.
  • the receiving and processing unit can then download a desired template in normal manner.
  • the templates may also be offered, bought and distributed via Internet like the case is with musical files today.
  • the templates define a pattern of desired hits to the ball in relation to time and force and the template content is naturally dependent upon its utilization. If it is a template for a rhythm play, the template will contain a soundtrack, e.g. in MP3 format as well as information about certain time windows within which the user should hit in order to score points. The degree of difficulty can be adjusted by adjusting the sizes of the time windows in which hits are accepted.
  • the template will be different but also in such a case it may be an object to hit as good as possible within time windows.
  • the time windows will in this case be arranged in accordance with the assumed best training exercise practice.
  • the criteria for high score can be highest possible force or highest possible speed (frequency).
  • the data are read in accordance with the sensor resolution and in accordance with the need of updating during the course of the play.
  • the chosen way of communication e.g. Bluetooth, to be used between the transmitter in the ball and the receiving and processing unit, should at least have a band width sufficient to transmit the relevant amount of data with a sufficient degree of certainty.
  • the template in question should also describe the kind of utilization that is relevant. If it is a rhythm play, the sound track should be played and the points in time for ball hits should be stored and compared with the defined time windows, whereafter the user's score is calculated based on how well the user hits or meets these time windows. If the utilization is ball practice, the playback of the template may e.g. start with the first hit of the ball after a beep tone. Thereafter the points in time at which the ball is hit, are stored and compared with the defined time windows and the user's score is calculated based on how well the user hits these time windows. In this case there may also be points to score according to how quickly or how hard the hits are made, i.e. a hardest possible hit or the quickest possible subsequent hit, gives the highest score.
  • the feedback may have the form of a "nasty" beep tone each time the ball is hit outside a desired time window. It is also foreseeable with a variant in which the speed of the playback of the sound track is adjusted up or down dependent upon whether the latest hit came too early or too late compared to the defined time window, so that the user quickly will understand whether the hit came to early or to late.
  • a simple visual presentation can e.g. be a bar having a height which represents the user's current points of score.
  • More advanced visual presentations can comprise figures in an animated data game, where the figure movement depends on the hits of the ball.
  • the receiving and processing unit has the possibility of communicating via Internet, it is possible with an embodiment of a play with several participants, either locally or on physically different locations, which via the net play with or compete against each other.
  • the data from the performance may be stored, either in the processor unit or they may be uploaded to a server via Internet. This allows the user to follow the development of hers/ his skills from session to session and it can serve as a basis for calculating statistics and graphs that makes the results more easily available.
  • rhythm play embodiment The user chooses a desired musical piece with a distinct rhythm. For further processing this has to be stored in a digital format, for instance MP3. By a graphical representation of the strength of the music with time, the rhythm will be visual as evenly spaced stronger sections (for example drum beats). To generate a template for the anticipated hits by the user, the strength of the musical play should exceed some limit (within the time period of a drum beat), then the "time window" is open, i.e. one counts and gives points if the user hits the ball in such time period. If the user hits the ball outside this time window, no point is scored, alternatively the score is negative.
  • the playback can start e.g.
  • the start point in time may be the first hit to the ball, alternatively after an indication by a beep tone.
  • the user tries to bounce the ball so that it hits the surface substantially simultaneously with the rhythm of the music.
  • the point score counting is activated every time a hit is within the open time windows, i.e. the strength of the music is above a certain limit. Every hit within these time windows are counted and when the playback is completed the accumulated number of hits with these time windows are reported as the user's score.
  • the degree of difficulty may be adaptable by adjustment of the size of the open time windows

Abstract

Device for ball to enable utilization of information regarding ball influencing occurrences either in the form of hits by body parts or by a ball influencing tool, such as a bat, tennis racket or the like to establish an analysis on how the ball influencing occurrences (hits) correspond to a predetermined pattern, and to give the user feedback of the result thereof. The device may be used for practicing ball skills in a funny and inspiring way, while it may also be used in applications of more entertaining character, such as rhythm plays or other types of play (for play consoles like e.g. XBOX, Nintendo, Playstation, PC, Mac, etc.

Description

Ball for use in play and/ or training
Background
For products to be attractive, in particular related to fields as play, games, and training the market is largely dependent upon acceptable pricing. Modern electronic and communication technology is becoming increasingly cheaper and has enabled an increasing degree of integration which in turn has allowed implementation of rather advanced control and monitoring systems without significantly affecting the primary function of the objects in question. It is thus a matter of creativity to find new uses of modern technology within traditional fields where such technology has not yet been implemented.
Prior art technology
In connection with ball games new technology is being used increasingly, typically in connection with surveillance of the ball and the players' movement. In connection with music, that being playback, play or synthesis, modern technology has played a continuous role. In the interface between these area, ball games and music generation there are some publications concerning use of balls to generate music. A related area is music play in which the user receives feedback depending upon how well his or hers tone or rhythm corresponds to the playback of the original music. Chinese patent application No. CN 1537658 A describes a "Musical Ball". The Ball is in this case used for generating music and is not particularly suited for training of ball skills as such. The ball furthermore includes a processing unit for signals received from the sensors, as well as sound generating element, amplifier, battery and loudspeaker. Even with the most recent technology this will imply a weight that must be assumed to affect the properties of the ball.
US patent application No. 20070214939 A1 describes a musical ball in which sensor readings are communicated to a remote unit. The sensor in this case is adapted to measure retardation, which provides limited possibilities of monitoring ball influencing occurrences. If e.g. pressure change in the ball is measured, an indication of how hard the ball is hit or kicked may be obtained. Feedback regarding the strength of the impact may be useful for the user, whether the task is musical play or purely training of ball skills.
The main focus for US 20070214939 A1 is - like for the mentioned Chinese patent application - to generate music. There are also rhythm plays, like e.g. video games, in which a user receives feedback with respect to how precise his rhythm or tone level corresponds to a played back material, like e.g. taught in US 2005252362 A. The user input in this case is not related to use of a ball and the play is thus not suited for training of ball skills. There are furthermore ball training games like e.g. described in WO 08009427 A, in which an advanced tracking system is used comprising sensors in the ball as well as along the playing field to detect the ball position at all times. This is a rather complicated system.
Objectives
The invention may be seen as dual, namely to provide a device in relation to a ball: - for training of ball skills in a funny and inspiring way,
- which may also be used in applications of more entertaining character, like rhythm plays or other types of play (to play consoles like XBOX, Nintendo, Playstation, for PCs or Mac etc.)
There is, however, no absolute dividing line between these areas; to a certain degree they must be considered to overlap one another.
More specifically the objects of the invention is to provide a device that allows utilization of information regarding ball influencing occurrences (ball hits), either in the form of hits by body parts or by some ball influencing tool, such as a ball bat, a golf club, a tennis racket etc., to create an analysis of how the ball hits are related to a predetermined pattern and to provide the user feedback with the result of the analysis.
A specific object is to utilize this to give the ball influencing occurrences character of a game, in particular related to music.
Another object is to use the feedback to communicate the relation between the ball influencing occurrences1 relation to certain ball influencing standards, e.g. as a means for controlling or giving advice during ball training.
Furthermore there is an object of the invention to make a ball that to the least possible extent has its properties changed by the inclusion of influencing/ movement sensors and accompanying transmitter.
Broad description of the invention The above mentioned objects are achieved by the device according to the present invention as defined by claim 1.
An impact sensor, like a pressure sensor or other type of sensor, is mounted in a ball. In connection with the sensor, there is a transmitter which transmits the values read by the sensor. Both the sensor and the transmitter are mounted in the ball. Since devices for generating feedback to a user is not included in the ball, the weight and volume of the ball mounted components are limited so that the properties of the ball are influenced to a smallest possible degree. The ball can be a football, handball or other type of ball which is sufficiently large to accommodate a sensor with accompanying transmitter, without negatively affecting the properties of the ball to an extent that will influence the ball game.
The transmitted data are received by a remote receiving and processing unit which from defined criteria compares the received data with a predetermined pattern. This pattern may describe the rhythm of a musical piece or a sequence of impacts to a ball in connection with ball practice. The result of the comparison can be communicated to the user which may take steps to improve the accuracy or to maintain the high accuracy already achieved. Alternatively the feedback can relate to simple actions such as increasing the impact force or the impact velocity to the ball. In this manner the user may train his or hers skills relating to e.g. rhythm sense, ball skills, coordination or general physical shape.
Figures
Fig. 1 Overview figure Fig. 2 Ball including sensor and transmitter Fig. 3 Details of a processing unit Fig. 4 Flow sheet of a control program
Figure description
In the different drawings equal reference numbers are used to represent the same elements.
Fig. 1 provides an overview of the system; the ball 1 can bounce on the surface 3. Preferably near the centre of the ball 1 there is a sensor 16 and a transmitter 17 with antenna 2. The signals from the sensor 16 can be transmitted by the transmitter 17 by means of radio signals 4 to the combined receiving and processing unit 5, which among other things is provided with a separate antenna 6.
Fig. 2 is an enlarged view of the ball 1 to illustrate that centrally in the ball a sensor 16, transmitter 17, and antenna 2 are mounted. Fig. 3 provides a more detailed illustration of the combined receiving and processing unit 5. The signals come in via the antenna 6 and are directed to the receiver 10. The receiver decodes the signals and gives them a format that the processor 11 understands. The processor 11 can either read in the patterns that the received signals are to be compared with via Internet 15 or interactively via terminal 13. The main function of the control program is illustrated by the flow sheet in Fig. 4. The control program as such is run by the processor 11 and the user receives feedback either through load speaker 12 or through the terminal 13.
Figure 4 shows a flow sheet of the main functions in the control program run by the processor 11. The time axis is downwards and squares arranged in parallel are used to indicate processes run in parallel. The flow sheet represents both the embodiment where the device is used for a musical play and for a ball skill practice. The control program is described in further detail down below.
Detailed description of the invention The present invention is comprised by the following main parts:
- Ball with included impact sensor
- Receiving and processing unit
- Software
The separate parts are described in further detail below. Ball with included impact sensor
The term "ball" is intended to include to any type of ball which is able to accommodate the described impact sensor and associated transmitter unit, e.g. football, handball, basket ball, tennis ball etc.
• The ball includes an impact sensor and a transmitter but has the same quality as as a "regular" ball. This means that the sensor and the transmitter are small and lightweight to influence the ball properties to a lowest possible extent (in particular if not located in the centre of the ball)
• The impact sensor and the transmitter may e.g. be mounted near a specially designed valve in the ball so that the transmitter within the ball may be charged by plugging a charger into the valve. Alternatively the transmitter may be removed for charging. If the battery technology allows, the sensor, transmitter and battery may be integrated in the ball once and for all with no possibility of replacement. The ball has in any case a limited lifetime. • The transmitter technology is chosen from availability, price and available frequency ranges.
Receiving and processing unit
The receiving and processing unit may be mounted stationary or designed to be carried by the user.
The receiver is adapted to the transmitter chosen with respect to frequency range, modulation and technology in general.
The processor is based on known and easily available technology.
The receiving and processing unit is furthermore equipped with load speaker and/ or a display so that the user may receive feedback of how his or hers handling of the ball corresponds to a predetermined pattern.
The receiving and processing unit may e.g. also communicate with TV/ PC/ cellular phones or other suitable media in order to establish a communication channel to the user.
The receiving and processing unit may also have a possibility of communicating with internet, e.g. to download new templates against which the received sensor signals are to be compared. Internet communication may also be used to store the achieved results centrally allowing e.g. competitions with other persons or monitoring the development of own skills over time.
Software The main function of the user software is to:
• download templates defining desired or optimal ball handling
• read the received sensor data
• interpret and compare the received sensor data with the predetermined template
• provide the user with feedback in accordance with the quality of the ball handling in relation to the predetermined template. The assessment may be made in relation to speed, strength, or correspondence with a rhythm.
This may be used in different connections, e.g. in connection with rhythm plays, or simply ball training practice. A more detailed description of the individual items is given below.
- Downloading templates The templates can for instance be located on a central server with Internet connection. The receiving and processing unit can then download a desired template in normal manner. The templates may also be offered, bought and distributed via Internet like the case is with musical files today.
The templates define a pattern of desired hits to the ball in relation to time and force and the template content is naturally dependent upon its utilization. If it is a template for a rhythm play, the template will contain a soundtrack, e.g. in MP3 format as well as information about certain time windows within which the user should hit in order to score points. The degree of difficulty can be adjusted by adjusting the sizes of the time windows in which hits are accepted.
If the utilization is purely ball skill training, the template will be different but also in such a case it may be an object to hit as good as possible within time windows. The time windows will in this case be arranged in accordance with the assumed best training exercise practice. Alternatively the criteria for high score can be highest possible force or highest possible speed (frequency).
- Reading the received sensor data The data are read in accordance with the sensor resolution and in accordance with the need of updating during the course of the play. The chosen way of communication, e.g. Bluetooth, to be used between the transmitter in the ball and the receiving and processing unit, should at least have a band width sufficient to transmit the relevant amount of data with a sufficient degree of certainty. - Interpretation and comparison
The template in question should also describe the kind of utilization that is relevant. If it is a rhythm play, the sound track should be played and the points in time for ball hits should be stored and compared with the defined time windows, whereafter the user's score is calculated based on how well the user hits or meets these time windows. If the utilization is ball practice, the playback of the template may e.g. start with the first hit of the ball after a beep tone. Thereafter the points in time at which the ball is hit, are stored and compared with the defined time windows and the user's score is calculated based on how well the user hits these time windows. In this case there may also be points to score according to how quickly or how hard the hits are made, i.e. a hardest possible hit or the quickest possible subsequent hit, gives the highest score.
- Giving feedback
In order for the user to improve his or hers performance, he/ she needs feedback and preferably continuous feedback. The feedback may have the form of a "nasty" beep tone each time the ball is hit outside a desired time window. It is also foreseeable with a variant in which the speed of the playback of the sound track is adjusted up or down dependent upon whether the latest hit came too early or too late compared to the defined time window, so that the user quickly will understand whether the hit came to early or to late.
In ball practice utilizations one can e.g. use an "angry" sound and a "happy" sound dependent on whether the hit is bad or good.
The result may furthermore be shown on a display, either in addition to use of sound or instead, dependent on what is considered most practical in the actual utilization. A simple visual presentation can e.g. be a bar having a height which represents the user's current points of score. More advanced visual presentations can comprise figures in an animated data game, where the figure movement depends on the hits of the ball.
If the receiving and processing unit has the possibility of communicating via Internet, it is possible with an embodiment of a play with several participants, either locally or on physically different locations, which via the net play with or compete against each other.
When the play or session has been terminated, the data from the performance may be stored, either in the processor unit or they may be uploaded to a server via Internet. This allows the user to follow the development of hers/ his skills from session to session and it can serve as a basis for calculating statistics and graphs that makes the results more easily available.
Examples of use The following example describes a rhythm play embodiment. The user chooses a desired musical piece with a distinct rhythm. For further processing this has to be stored in a digital format, for instance MP3. By a graphical representation of the strength of the music with time, the rhythm will be visual as evenly spaced stronger sections (for example drum beats). To generate a template for the anticipated hits by the user, the strength of the musical play should exceed some limit (within the time period of a drum beat), then the "time window" is open, i.e. one counts and gives points if the user hits the ball in such time period. If the user hits the ball outside this time window, no point is scored, alternatively the score is negative. The playback can start e.g. by an MP3 player which may be an integral part of the receiving and processing unit. The start point in time may be the first hit to the ball, alternatively after an indication by a beep tone. The user tries to bounce the ball so that it hits the surface substantially simultaneously with the rhythm of the music. The point score counting is activated every time a hit is within the open time windows, i.e. the strength of the music is above a certain limit. Every hit within these time windows are counted and when the playback is completed the accumulated number of hits with these time windows are reported as the user's score.
This is the basic function, but naturally additional functions may be included in the software that controls the system, e.g.:
- The degree of difficulty may be adaptable by adjustment of the size of the open time windows
- Use of simple or complicated musical pieces
- Feedback to the user in real during performance, optionally that the music is interrupted if the user's hits are too bad
- Graphical representation of the results and/ or audial representation that indicates the quality of the user performance
- Calculation of form forecast and development over time, based on earlier achieved results and presentation of same - Adaption to competitions between a number of participants

Claims

Claims
1. Device related to ball (1) for ball game comprising at least a ball integrated impact sensor (16) for registering impacts and/ or movement, the sensor (16) being connected to a unit (17, 2) for wireless transmission of recorded values like impact force and/or impact direction, to a receiving and processing unit (5) arranged to process the signal from the at least one sensor (16), characterized in that the receiving and processing unit (5) is arranged to compare the sensor signal or signals with a predetermined signal pattern, to give the user a feedback regarding the degree of correspondence between the two signal progressions.
2. Device as claimed in claim 1 , characterized in that the predetermined signal pattern defines windows in time related to a series of tones (musical piece), so that the signal from the receiving and processing unit (5) provides feedback on the degree of correspondence between the rhythm in the musical piece and the rhythm of the impacts on the ball (1).
3. Device as claimed in claims 1 and 2, characterized in that the ball (1) is designed for use with body parts or objects.
4. Device as claimed in any one of the preceding claims, characterized in that the receiving and processing unit (5) is arranged to interrupt the comparison (reset) if the lack of hits corresponding with the musical rhythm exceeds a predetermined limit.
5. Device as claimed in claims 1-3, characterized in that the receiving and processing unit (5) is arranged to adapt the speed of the playback of a soundtrack with the user's hits on the ball.
6. Device as claimed in claim 1 , characterized in that the predetermined signal pattern is adapted to predetermined ball influencing parameters such as impact force, impact speed, impact direction, for thereby acting as a ball training aid.
7. Device as claimed in claims 1-3 and 6, characterized in that the user receives feedback in the form of images and/ or sounds that indicates the quality of the hits.
8. Device as claimed in any one of the claims 1-7, characterized in that the receiving and processing unit (5) is designed to be carried by the ball user.
EP09803200.6A 2008-07-30 2009-07-02 Ball for use in play and/ or training Withdrawn EP2313165A4 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
NO20083343A NO328605B1 (en) 2008-07-30 2008-07-30 Ball ball device
PCT/NO2009/000245 WO2010014013A1 (en) 2008-07-30 2009-07-02 Ball for use in play and/ or training

Publications (2)

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EP2313165A1 true EP2313165A1 (en) 2011-04-27
EP2313165A4 EP2313165A4 (en) 2014-10-22

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US (1) US20110130230A1 (en)
EP (1) EP2313165A4 (en)
JP (1) JP2011529374A (en)
BR (1) BRPI0916863A2 (en)
CA (1) CA2733637A1 (en)
NO (1) NO328605B1 (en)
RU (2) RU2543404C2 (en)
WO (1) WO2010014013A1 (en)

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US10232225B1 (en) 2015-06-01 2019-03-19 Mitchell O Enterprises LLC Systems and methods for obtaining sports-related data
US11731007B2 (en) * 2020-04-27 2023-08-22 Nathan Rhoades Wireless billiard ball device
RU2746335C1 (en) * 2020-09-17 2021-04-12 Александр Петрович Гольцов Simulator for evaluating the efficiency of the training process in table tennis

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BRPI0916863A2 (en) 2016-07-26
NO328605B1 (en) 2010-03-29
RU2014148143A (en) 2016-06-20
EP2313165A4 (en) 2014-10-22
CA2733637A1 (en) 2010-02-04
RU2011107257A (en) 2012-09-10
NO20083343L (en) 2010-02-01
JP2011529374A (en) 2011-12-08
WO2010014013A1 (en) 2010-02-04
RU2543404C2 (en) 2015-02-27
US20110130230A1 (en) 2011-06-02

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