(1) Field of Invention
The present invention relates to an interactive ball and, more particularly to a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball.
(2) Description of Related Art
Balls have long been known in the art and are used to play any number of games. When playing a game, users often brag to one another about their skills or otherwise try to compete with one another. While it may be possible to visually and manually count a user's particular performance to a challenge, such a manual verification can be difficult to accomplish and is easily contestable.
Thus, a continuing need exists for a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball.
The present invention relates to an interactive ball and, more particularly to a ball (e.g., soccer ball) having one or more sensors and an integrated circuit and a memory that are configured to record at least one performance metric from a user that can be implemented through a variety of games and challenges.
In one aspect, the at least one performance metric includes a power mode and a challenge mode. When in the power mode, the integrated circuit in conjunction with the one or more sensors is operable for measuring the speed at which the ball is kicked and G-forces exerted upon the ball when the ball is kicked. When in the challenge mode, the integrated circuit in conjunction with the one or more sensors is operable for initiating and recording performance measures from a user during a plurality of challenges.
In one aspect, the plurality of challenges includes a juggling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a juggle count.
In another aspect, the plurality of challenges includes a dribbling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a dribble count.
In yet another aspect, the time between consistent impacts in the dribbling challenge is greater than the time between consistent impacts in the juggling challenge.
In another aspect, the plurality of challenges includes a flight time challenge, in which time is recorded between an initial impact and a landing impact as a flight time.
In yet another aspect, the ball includes a connector port and is adapted to connect with and sync with a software application stored on a user's mobile device.
Finally, as can be appreciated by one in the art, the present invention also comprises a method for forming and using the invention described herein.
The objects, features and advantages of the present invention will be apparent from the following detailed descriptions of the various aspects of the invention in conjunction with reference to the following drawings, where:
The present invention relates to an interactive ball and, more particularly to a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball. The following description is presented to enable one of ordinary skill in the art to make and use the invention and to incorporate it in the context of particular applications. Various modifications, as well as a variety of uses in different applications will be readily apparent to those skilled in the art, and the general principles defined herein may be applied to a wide range of embodiments. Thus, the present invention is not intended to be limited to the embodiments presented, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
In the following detailed description, numerous specific details are set forth in order to provide a more thorough understanding of the present invention. However, it will be apparent to one skilled in the art that the present invention may be practiced without necessarily being limited to these specific details. In other instances, well-known structures and devices are shown in block diagram form, rather than in detail, in order to avoid obscuring the present invention.
The reader's attention is directed to all papers and documents which are filed concurrently with this specification and which are open to public inspection with this specification, and the contents of all such papers and documents are incorporated herein by reference. All the features disclosed in this specification, (including any accompanying claims, abstract, and drawings) may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise. Thus, unless expressly stated otherwise, each feature disclosed is only one example of a generic series of equivalent or similar features.
Furthermore, any element in a claim that does not explicitly state “means for” performing a specified function, or “step for” performing a specific function, is not to be interpreted as a “means” or “step” clause as specified in 35 U.S.C. Section 112, Paragraph 6. In particular, the use of “step of” or “act of” in the claims herein is not intended to invoke the provisions of 35 U.S.C. 112, Paragraph 6.
Please note, if used, the labels left, right, front, back, top, bottom, forward, reverse, clockwise and counter clockwise have been used for convenience purposes only and are not intended to imply any particular fixed direction. Instead, they are used to reflect relative locations and/or directions between various portions of an object.
(1) Description
The present invention relates to an interactive ball and, more particularly to a ball having sensors and an integrated circuit and memory that are configured to record at least one performance metric from a user. The performance metric is implemented through a variety of games or challenges based on motion or forces exerted upon the ball. It should be understood that although the ball is described in terms of a soccer ball, the invention is not intended to be limited thereto as the features and operations described herein can be applied to any ball or toy, non-limiting examples of which include baseballs, footballs, golf balls, etc.
As shown in
As shown in
For example, the chart below provides a non-limiting example of a few features of the ball 100 according to the principles of the present invention.
The sensor 214 is connected with the IC 210 to provide the relevant sensed data or measurements to the IC 210 for processing. A display 216 (e.g., backlit LCD screen or any other suitable display) is connected with the IC 210 for displaying the mode, performance measures, status, or any other relevant data as may be desirably displayed. A window 218 (e.g., a clear polycarbonate, etc.) can be affixed with the casing 206 such that the display 216 is viewable through the casing 206. Further and in another aspect, the outer skin 202 can be formed to include an opening 220 above the window 218. Thus, in this aspect, a user can view the display 216 and the various modes, features, etc. of the ball 100.
An air valve 224 (e.g., butyl valve or any other suitable valve) is also included to allow a user to selectively inflate deflate the ball 100. Note that the air valve 224 is included in aspects in which the ball 100 is inflatable. Other aspects that are not inflatable, such as a baseball, would not require such an air valve 224.
The ball 100 can be formed via any suitable technique or method. As a non-limiting example and as illustrated in
Each of the modes is configured to perform a unique function and, in some aspects, can require additional inputs from the user. For example, a user may depress the mode button 404 to call up the various mode selections. Each time the user depresses the mode button 404, the system toggles through each mode option, showing sequentially on the display 216 each of the modes. To select any given mode, the user then depresses the select/enter button 402. For example if the user selects the POWER MODE 406, a “Select Distance” 412 prompt is displayed to allow a user to preselect the distance the ball is to be kicked. The user can then use the mode button 404 to sequentially display (“toggle”) on the display 216 each of the selectable distances 414. When the desired distance is displayed, the user can then depress the select/enter button 402. Thereafter, the system is set to allow a user to kick 416 the ball 100. The sensors within the ball sense the force (via, for example, an accelerometer) received by the kick 416 and the time from the kick 416 to hitting the ground again (via, for example, the accelerometer). Based on that, the system calculates the speed (e.g., mph, etc.) at which the ball was displayed and the G-Forces exerted on the ball (i.e., how hard the ball was kicked). The speed is determined, for example, based on the user's pre-selection of the distance to which they are going to kick the ball and the time between the initial kick and the ground impact (i.e., the flight time or time that the ball was aloft). For example, if the user selects 100 yards and it takes 10 seconds from the initial kick to ground impact, it will assume that it went 100 yards in 10 seconds, or about 20 mph. Thus, in this non-limiting example, the system would display 20 MPH on the display 216. The G-Force or power of the ball kicked is determined based off of the speed traveled (MPH/KPH) based on the preset distance.
As another example, the user could select CHALLENGE mode 408. Once the CHALLENGE mode 408 is selected 402, the user is prompted to “Select Challenge” 416. The user can toggle through the challenges 418 (e.g., Juggling, Dribbling, and Flight time) using the mode button 404 until the desired challenge 418 is displayed. Using the select/enter button 402, the selected challenge is initiated. The user is then prompted to perform (via, for example, the display 216) the selected challenge (i.e., Juggling 420, Dribbling 422, and Flight 424), with their performance during the challenge being sensed and recorded by the system.
As a non-limiting example, the ball can record the amount of “Juggling” 420 performed by a user. In this non-limiting example, the ball 100 includes an accelerometer and a piezo-electric sensor (buzzer). The accelerometer can measure the change in velocity and the piezo-electric sensor is used as a trigger for recording time played. The juggles are tracked by impact/shock that the soccer ball receives. For example, 1 impact=1 count, 2 impacts=2 counts—and so on. Once the ball is set to Juggling 420, the user is prompted to “Juggle” the ball, at which point the ball (after first impact) will count the amount of consistent impacts (e.g., within ¼ second of each other (give or take ¼ of a second), etc.) until the ball 100 is at rest for a short period of time (e.g., two seconds, etc.), with the number of consistent impacts being displayed as the juggle count.
A similar “Dribbling” 422 game can be played, in which the user dribbles the ball 100, with the number of dribbles being measured using the same process as described above. For example, the accelerometer can measure the change in velocity and the piezo-electric sensor is used as a trigger for recording time played. The dribbles are tracked by impact/shock that the soccer ball receives. For example, 1 impact=1 dribble, 2 impacts=2 dribbles—and so on. Once the ball is set to Dribbling 422, it will count the amount of consistent impacts (e.g., within ½ second of each other (give or take ½ of a second), etc.) until the ball 100 is at rest for a short period of time (e.g., two seconds, etc.), with the number of consistent impacts being displayed as the dribble count. A distinction between Dribbling challenge 422 and Juggling 420 challenge is that the time between impacts for each dribble is slightly longer (e.g., ½ second or more, or any other predetermined amount of time) than each juggle impact.
Another non-limiting example of a challenge is “Flight Time” 424. It should be understood that the Flight Time 424 challenge is referred to herein and in the figures interchangeable as “Blast It.” After selecting 402 the Flight Time 424 challenge, the user is prompted to “Kick” the ball 100. The flight time is determined as the time between the initial kick and the ground impact (i.e., the time that the ball was aloft). In other words, the system tracks the time of the ball's travel from first activation (i.e., kick) to a second activation (i.e., stop). The flight time is then displayed to the user. The Flight Time 242 challenge displays the “time to beat.” If the time is beat, the ball 100 will acknowledge and provide a new “time to beat.” The times will become longer/more challenging as it progresses.
The STATUS mode 410 can be used to display Total Points and Total Time Played (active). Points are based off of total Time Played and the specific activity/challenge being played. Points are, for example, the combined total numerical value based off of the Total Activity Time and specific activity played. The better the user performs, the more points are awarded. Further, the longer active, the more points awarded. Thus, the longer the ball 100 is active and the better the user performs within the challenges, the more points are earned, with the Total Points being viewable any time by selecting the STATUS mode 410. Time Played is calculated from Power On until Sleep over time from start of play to sync. Time Played is specific to the ball being ON. The ball turns ON when a user presses any of the buttons on the control. Once the ball is at rest (e.g., not moving for two minutes), the ball goes to sleep and powers down, and points stop being accumulated.
There are Permanent Stats and Temporary Stats available to view on the ball 100. The Permanent Stats are those which are kept on the ball 100 and are able to be viewed at anytime until the ball 100 is reset via a syncing procedure or other reset procedure. Temporary stats are those which are able to be viewed only once, while on the screen specific to the challenge/activity of the ball 100 that was just completed or is active. For example, Total Points and Total Time Active are Permanent Stats, whereas Temporary Stats include Speed, Power, Juggles, Dribbles, and Flight Time. Thus, the STATUS mode 410 can be selected 402 to display, for example, Total Points and/or Time Played (i.e., Total Time Active).
It should be understood that the specific modes described and illustrated are provided as non-limiting examples as the titles, modes, and collection of features within any given mode can be swapped, separated, etc., according to the principles of the present invention. For example,
For further understanding, provided in
In another aspect, all of the performance stats as measured by the sensors in the ball can be transferred to a user's computer device, such as a home computer or mobile device (e.g., phone, tablet computer, etc.) and/or synced with an application loaded on the user's device. For example, a mobile application can be loaded onto a user's mobile phone. The mobile application includes a variety of features, such as the ability to sync/load performance data from the ball and display the various metrics on the user's mobile phone or device.
In summary, described is an interactive ball that includes all of the necessary components, software, memory, etc., as may be needed to provide the functions and operations as described and illustrated. All features disclosed in this specification, including any accompanying claims, abstract, and drawings, may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise. Thus, unless expressly stated otherwise, each feature disclosed is one example only of a generic series of equivalent or similar features.
Although desired aspects of the present invention have been shown and described, various modifications and substitutions may be made thereto without departing from the spirit and scope of the invention. Accordingly, it is to be understood that the present invention has been described by way of illustration and not limitation.
This is a non-provisional application of U.S. Provisional Application No. 61/905,033, filed on Nov. 15, 2013, and entitled, “Interactive Soccer Ball.”
Number | Date | Country | |
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61905033 | Nov 2013 | US |