Internet sports computer cellular device aka mega machine

Information

  • Patent Application
  • 20080188310
  • Publication Number
    20080188310
  • Date Filed
    September 18, 2007
    16 years ago
  • Date Published
    August 07, 2008
    15 years ago
Abstract
A flying saucer shaped device, with a top and bottom pieces, which can close together like a clam. There are six flat iconic images on the button like smooth appendages at top surface, which represent six major sports such as Golf, Chess, Tennis, Basketball, Baseball, and Boxing/Martial Arts. The device is made of lightweight materials. When a specific original or cloned sports apparatus is operating the iconic image on the top of device, lights up, indicating the type of sports apparatus in use. An internet sports computer with cellular transmission capabilities and wireless processor receiver and wireless digital device interfacing capability allow communications and iconic graphical information exchange between a plurality of intelligent original and cloned sports apparatus, and other internet sports computer cellular systems using embedded multiplayer software. Captured data is displayed in a variety of ways.
Description
BACKGROUND OF INVENTION

This invention relates to using a human motion analysis processor, a physiological analysis processor, and a sound analysis processor in a wireless game machine aka Mega Machine that can communicate with smart sports apparatus. The Smart Sports apparatus uses a proprietary communications system that allows gamers and athletes to play, use messging and compete with each other off and on the Internet 24 hours a day seven days a week. The smart sports a has built-in computer intelligence and uses a plurality of wireless protocols and communicates wirelessly with other Mega Machines.


Most game machines rely on the same principles which are usually using the fastest central processing unit, the best graphics chip, and a host of technical innovations that give the garners more control over their game action.


Recently Nintendo developed what they call the next generation game machine based called Wii based on one of my earlier documented research and technology designs, that called for the need to develop a motion processor which allows gamers and athletes to become an integral part of the action. My first generation design implemented by Nintendo still lacked complete interactivity which my new invention now brings to reality.


The Mega Machine allows gamers and athletes now for the first time to not only control the action completely, but learn how to master the action, by knowing how to move their bodies in the right plane of space, know how to move their smart sports apparatus in the right plane of space, but also learn how their physiology measure up to normal parameters of elite athletes in a given sports and how it should measure up to the most optimized levels of performance based on their age, body type, playing style, and years of experience, as displayed on the internet sports computer cellular system. All of this information can be tarred to a server by the client, allowing minimum storage on the unit itself. The athlete or game player is now completely in the action.


An iconic graphics map, gives garners and athletics a visual tool, combined with an auditory tool, designed into a custom sound processor.


Instead of a coach correcting the action of a gamer or athlete using sound biofeedback, the internet sports computer will prompt the gamer or athlete to change his or her motion in real-time by voice.


It should be noted that this game machine, the internet sports computer cellular system or mega machine, unlike every game machine in the world, is built around the smart sports apparatus and its core strengths, particularly its proprietary communications and connectivity ability to the internet using cellular technologies and communications and connectivity ability to various wireless protocols such as Zigbee, Bluetooth, Wi-Fi, Wi-Max, and UWB for inter office and home network game play and competition for one or more garners and athletes.


By using the proprietary software and hardware technologies from two pending applications, and unlimited number of internet sports computer cellular device users can be connected to each other off and on the internet and exchange messages, chat, gamer or players data including many types of visual information that includes stick figure animation, GPS animation, physiological animation, and also know which wireless protocol is being used for internet and non-internet connectivity.


The internet sports cellular device is designed specifically to connect and communicate with smart sports apparatus and other internet sports cellular devices users since they both speak the exact same connectivity language at all times.





BRIEF DESCRIPTION OF THE FIGURES


FIG. 1 is flowchart of the electronics of the Mega Machine



FIG. 2 is an image of the Mega Machine



FIG. 3 show the various part of the mega machine sitting on a table or desktop



FIG. 4 is the mega machine with sports icons shown



FIG. 5 is the mega machine communicating with a plurality of sports apparatus with radio frequency capabilities



FIG. 6 is Infrared Marker and Stick Figures of Lower Extremity



FIG. 7 is Mega Machine Communicating with Original and Cloned Tennis Sports Apparatus



FIG. 8 is Real Time Tennis Stick Figure



FIG. 9 is a Tennis Player Posed to hit a Tennis Bali



FIG. 10 is Multiple Streams of Data Being Feed into Mega Machine in Real Time



FIG. 11 Differences in Game Machines (Simple Block Diagram)



FIG. 12 is Mega Machine (Talking to Phones and Cell Phones. Mega Machine Talking to Cellular/Wi-Fi PDA's



FIG. 13 is Mega Machine using VOIP to communicate with Telephones and Cellular PDA's



FIG. 14 is Mega Machine Can Call Cell Phones and Telephones



FIG. 15 is Icons That Appear on Mega Machine Screen



FIG. 16 is Internet Sports Cellular Device (Mega Machine) Screen 1 Exchanges Data with Screen 2





DETAILED DESCRIPTION OF THE FIGURES

Referring to FIG. 1 a simple flowchart of the internet sports computer cellular device. The wireless processor 2. The wireless processor is a custom device which detects and distinguish a plurality of wireless protocols from one another.


Essentially the wireless processor is a custom device which detects and distinguish Zigbee 22, Bluetooth 23, Rf 24, Wi-Fi 25, Wi-Max 26, UWB 27, from each other. It wireless processor allows the internet sports computer cellular device using embedded single and multiplayer software 21 to communicate and exchange information with original and cloned sports cars or another internet sports computer cellular device.


The wireless processor has the ability to memorize whatever wireless protocol it last read and display its information. The display shows 2 and 3 d animations of Zigbee represented by a bee flying in the air accompanied by busing sound. Other wireless protocols will have their own specific animations and sound. It is powered by a battery 17 that can be solar or nickel or cadium.


The human motion processor 3, physiological processor 4 and the sound processor 5 work in similar fashion, except the human motion processor captures and displays real-time motion data from a video camera source built-into the internet sports computer cellular device and real-time location information by GPS sports apparatus used to play interactive sports on the Internet The embedded single and multiplayer software 21, allows the human motion processor to communicate with a plurality of original and clones sports apparatus within a multimedia network and also with the Internet.


The physiological processor cures and process wirelessly heart rate, respiration rate and brain waves, using a variety of well known and established technologies. Among them are the EEG for measuring brain waves to tell the differences between the alpha and beta states whereby sensors are attached to the head area see FIG. 9. Heart rates are measured by a technology known as EKG, whereby electrodes or sensors makes contact with skin. Often times pulse reading are measured to determine heart rate by attaching an electrode to a finger tip or ear lobe. Respiration rates are sometimes measured by a technology known as Piezoelectric respiration sensor, which is worn around the chess area. All three measurements of heart rate, brain waves and respiration rates are sent to the physiological processor wirelessly for analysis and processing. The embedded single and multiplayer software allows the physiological processor 4 to exchange messages and data with other original and cloned sports apparatus and other internet sports computer cellular devices off and on the Internet using client server and peer to peer network.


The sound processor 5 captures, analyzes, stores 30 plays back and synchronizes poor movement with poor sound 6 or voice 11 quality and good sports movement with clear sound 6 quality, which allows a clear path to learn by for movement.


Infrared markers or light emitting diodes 100 structure is in FIG. 6. The marker is a five face facet 101. The side facets as 102 and 103 slope from the main facet at an angle between 10 to 15 degrees in reference to the front side of the fat. The LED device as configured in FIG. 6 will emit infix light upon activation of the same by a typical power supply 104 which may be a battery or other device. The power supply is also secured to the body of the user by conventional techniques. One can analyze the motion of an arm, a back and so on and develop the X and Y coordinate information for various body parts. To measure the angle between the hip joint, one would know the X and Y coordinates at the knee joint with relation to the hip.


A sensor based Tennis Sports Apparatus 107, in FIG. 7 that can utilize Multiple Wireless Protocols 108, communicating with a Mega Machine 105.


Motion Processor as represented by FIG. 8 shows a Real-Time Stick FIG. 109 generated by the Mega Machine from a Tennis Player swinging a Tennis Sports Apparatus.


Real-Time Stick FIG. 110 as shown in FIG. 9 swinging a Tennis Apparatus 112 super imposed over a video image of Tennis Player 111.


Multiple streams of data being sent into Mega Machine FIG. 10 in Real-Time from Sensor based head band 114 and a Sensor based Respiration Belt 113 and RF Device 120, and Sensors on Original Sports Apparatus 119 and GPS Sensor Information 116, and Sensor based Heart Monitor on wrist area 115 and Real-Time Motion Data 118.


Differences in Game Machines Structure in FIG. 11, shows a simple block diagrams of virtual device game controller that communications with a Processor 162 creates basic graphics 163. Wii Remote 122 another virtual device, communicates with a Processor 164 creates graphics which is generated via non-video basic motion analysis using accelerometers and gyroscopes. Mega Machine inputs Athletes Real Game play 123 hitting Real balls coupled to Motion Processor 124 for processing Real-Time Motion of Athletes and Swing Dynamics, GPS Information in Real-Time, Analysis and Processing of Physiological Measurements through a Interactive Physiological Processor 124 and Sound and Voice for Real-Time Sound Feedback through a Interactive Sound Processor 124 allowing game play on and off the Internet through a plurality of Servers, emphasizing single and multiplayer unlimited game play embedded in the system.


The Mega Machine 131 and 134 in FIG. 12 has the capability to communicate globally 133 and 136 with cell phones 132 and Cellular/Wi-Fi PDA's 135.


The Mega Machine 137 in FIG. 13 using the Internet (VOIP) can call Telephones, Cell Phones and Cellular/Wi-Fi PDA's.


The Mega Machine 150 in FIG. 14 can communicate with Cell Phones 151 and Telephones 152 worldwide.


The Mega Machine in FIG. 15 generates several different types of iconic images on its screen, as shown by the Real-Time Stick figure from backhand swing 153 to addressing the Tennis ball 154 to making contact with Tennis ball 155. Measurements of Heart Rate is shown by an icon 156 and Measurements of Brain Activity is shown by an icon 157, and Measurements of Respiration Activity is shown by an icon 158.


One Mega Make as shown in FIG. 16 Screen 1, can exchange and display a Screen Shot 1, 160 firm another Mega Machine Screen Shot 2, 161. So the game player/athlete using the Mega Machine has the option to display the screen shot 161 on Mega Machine one, and Mega Machine two will display 160 simultaneously. The Mega Machine has the option of using a split screen for both players to compare their various points of Real-Time robust data.

Claims
  • 1. A clam shell like handheld device, which opens into said two halves exposing iconic symbols, laid on said top of a plurality of completely flat buttons that appears on the top surface Whereby a claim shell handheld device that opens from the middle, exposing six iconic images on the top surface of bottom part and the top part having a built-in digital camera and a built-in digital camcorder. The outer body of clam like device can be made of plastic or light weight aluminum. Its total weight is less very light.
  • 2. Internet Enabled Sports Computer Cellular device according to claim 1 Client-Server and Peer to Peer System with Cellular Capabilities for Sports/Game training, and Sports/Game Competition with a plurality of processors built-in for measuring wirelessly physiological feedback, real-time human and smart sports apparatus motion analysis feedback, sound feedback and wireless connectivity simultaneously. Whereby several processors are built-into an internet sports computer and its cellular ftmctionahity allows it to connect to the Internet for sports game play or sports competition. All three processors allow multiple feedback systems to communicate directly with the Internet Sports Computer Cellular Device providing iconic graphics to learn and improve your game by.
  • 3. Internet Enabled Sports Computer Cellular device according to claim 2 Client-Server and Peer to Peer System that features and adapts automatically to RFID, Zigbee, Bluetooth, Wi-Fi Wi-Max, UWB, and Cellular transmissions for wireless connectivity to intelligent sports apparatus originals and clones with built-in GPS receivers to enable information exchange and database storage on the Internet or Server. Whereby multiple wireless protocols are be received by the Internet Sports Computer Cellular Device, allowing communication between this device and intelligent sports apparatus originals and clones that have built-in GPS capability. Multiple types of information can be stored in a database.
  • 4. Internet Enabled Sports Computer Cellular device according to claim 2 Client-Server and Peer to Peer System that displays iconic data from a plurality of wireless sensor based physiological measurements, reflective markers sensor based real-time motion and smart sports apparatus data, and wireless sound feedback for performance monitoring, analysis and sports movement optimization and synchronization for better mind control. Whereby iconic information is created from multiple data points including a players physiological information, human and sports apparatus motion and how sound is used via biofeedback to indicate improper motion versus proper motion for sports optimization.
  • 5. A method of coordinating in accordance with claim 2 a plurality of wireless transmissions mediums within a wireless processor originating from a plurality of wireless spectrums detected by the Internet Enabled Sports Computer Cellular Communications device automatically locking in the acknowledged frequency. These frequencies are comprised of: zigbee protocolbluetooth protocolrf protocolwi-fi protocolwi-max protocoluwb protocolcellular protocol
  • 6. Wireless processor in accordance with claim 5 comprises: cpumeans for storing a plurality of wireless protocols in processormeans for analyzing a plurality of wireless protocols in processormeans for receiving a plurality of wireless protocols in processormeans for client server connectivitymeans for transferring physiological data for daily, weekly, and monthly comparisons to servermeans to determine which wireless protocol should be chosen, according to the operational need for the internet sports computer cellular device for its operating needsmeans for connecting wirelessly a plurality of internet sports computer cellular devices together in the same wireless networkmeans for connecting wirelessly a plurality of internet sports computer cellular devices to the clientmeans for broadcasting wirelessly a plurality of internet sports computer cellular device data using a peer to peer networkmeans for transferring wirelessly a player's iconic information to another player remotely, for a side by side statistical comparison to determine who is in better shape, who has the best technique, and who has the highest score in single and multiplayer mode and who can be determined the winner in a competitionmeans for granting permission to original and cloned sports apparatus to operate exclusively on the internet sports computer cellular device networkmeans for granting permission to original and cloned sports apparatus to operate exclusively on the internet sports computer cellular connectivity to the internetmeans for granting permission to original and cloned sports apparatus to work exclusively on the internet sports computer cellular device network and other wireless protocols using zigbee, bluetooth, wi-fi, wi-max, and uwb and cellular.means for using original and cloned sports apparatus single player and multiplayer software for messaging, chat between a plurality of internet sports computer cellular device network players
  • 7. A method of coordinating accordance with claim 2 a plurality of wireless physiological transmissions mediums within a physiological processor originating from a plurality of sensors attached to a plurality of areas on the human body determined by the Internet Enabled Sports Computer Cellular Device automatically analyzing various vital signs during original and cloned sports apparatus swig motion. These vital signs are comprised of: heart rate measurementsrespiration rate measurementsbrain wave activity measurements
  • 8. Physiological processor in accordance with claim 7 comprises: cpumeans for wireless input/output interfaceswireless intelligent receiversmeans for logic circuit to determine which physiological data should be sent first to processormeans for logic circuit to determine which physiological data should be sent second to processormeans for logic circuit to determine which physiological data should be send third to processormeans for a to d conversion for heart rate datameans for a to d conversion for respiration datameans for a to d conversion for brain wave datameans to filter heart rate datameans to filter respiration datameans to filter brain wave dataprocessing means to interpret a plurality of wireless physiological dataprocessing means to analyze a plurality of wireless physiological dataprocessing means to display iconic information that's player requested storage means to store iconic information on the internet sports computer cellular devicetransfer means to transfer iconic information from internet sports computer cellular device to clienttransfer means to transfer iconic information from internet sports computer cellular device to servertransfer means to transfer iconic information by broadcast from internet sports computer cellular device to peer to peer network to other internet sports computer cellular devicesexchange means to exchange iconic information from one internet sports computer cellular device to another internet sports computer cellular network via zigbee, bluetooth, rf, wi-fi, wi-max, and uwbexchange means to exchange iconic information from one internet sports computer cellular device to another internet sports computer cellular network via the internet
  • 8. A method of coordinating in accordance with claim 2, a plurality of sound generations and transmissions mediums within a sound processor originating from a plurality of sensors attached wirelessly to a plurality of areas on original and cloned sports apparatus and athletic body swing mechanics detection by the Internet Sports Computer Cellular device automatically determines which sound is apparatus for the actions being performed. These sounds are comprised of: voice feedbackpre-programed sound feedbackaudio downloads sound feedbackxm satellite sound feedbackdolby sound feedbackYamaha sound feedback
  • 9. Sound processor in accordance to claim 7 comprises: cpumeans for a wireless input/output interfaces with sound systemsmeans to analyze sound feedback during sports apparatus swing motionmeans to analyze voice feedback during sports apparatus swing motionmeans to process sound feedback during sports apparatus swing motionmeans to process voice feedback during sports apparatus swing motionmeans to store sound feedback after sports apparatus swing motionmeans to store voice feedback after sports apparatus swing motionmeans to play sound feedback during sports apparatus swing motionmeans to play voice feedback during sports apparatus swing motionmeans to convert sound feedback from analog to digital to be read by clientmeans to convert voice feedback from analog to digital to be read by clientmeans to convert sound feedback from analog to digital to be read by servermeans to convert voice feedback from analog to digital to be read by server
  • 10. A method of coordinating in accordance with claim 2 a plurality sensor transmissions mediums transmitted to a human motion processor originating from a plurality of reflective marker/sensors attached wirelessly to a plurality of areas on the human body while performing a swinging motion and GPS signal emanating from sports apparatus simultaneously detected by the internet sports computer cellular device creating iconic maps of human 2 and 3 dimensions data and sports apparatus location and data. These motion transmissions are comprised of: Real-time motion dataReal-time GPS motion dataReal-time GPS location data
  • 11. The human motion processor in accordance to claim 10 comprises: cpumeans for having an internal clock in said internet sports computer cellular device to sample said real-time motion datameans for detecting light in infrared region from emitting markers on said athlete proximate to given body joints to be analyzed inside of internet sports computer cellular devicemeans for receiving a video signal from a television camera of said athlete while performing said movement inside of sports computer cellular devicemeans for providing at a first output a vertical sync signal and at a second output a horizontal sync signal from a synch separator coupled to said camera inside of sports computer cellular devicemeans to provide at an output a count indicative of the line in a television frame, manifesting a Y coordinate, to said first sync separator and operative coupled to line counter inside of internet sports computer cellular devicemeans for providing signals indicative of a given number of regions during one television line from a pixel generator inside sports computer cellular devicemeans for providing at an output a count indicative of an X coordinate, using a pixel counter having one input coupled to said pixel generator and one input couple to the second output of said sync separator inside of sports computer cellular devicecomparison means responsive to said video signal to generate an output control signal when said signal exceeds a given threshold level due to the light emitted by one of said markers inside of sports computer cellular devicestorage means coupled to said line counter and said pixel counter and responsive to said control signal to store said X and Y coordinate information indicative of the presence of said marker inside of internet sports computer cellular devicecomputing means responsive to said stored coordinate information for processing the same to determine angular relationships between said athlete body joints as monitored in real-time inside of internet sports computer cellular devicemeans to use computer algorithms to generate real-time stick figure generation display for the internet sports computer cellular devicemeans to display real-time athletic motion from internet sports computer cellular device to clientmeans to display real-time athletic motion from internet sports computer cellular device to servermeans to store real-time athletic motion from internet sports computer cellular device to servermeans to use iconic images to represent motion dynamics displayed on screen on the internet sports computer cellular devicemeans to compare two or more iconic images representing motion dynamics of athletes comparing their movement side by side with each othermeans to detect GPS signals from original and cloned sports apparatus in motion within the internet sports computer cellular devicemeans to analyze GPS signal from original and cloned sports apparatus in motion within the internet sports computer cellular devicemeans to store GPS signal from original and cloned sports apparatus in motion within the internet sports computer cellular devicemeans to display iconic image of the location in real-time of the sports apparatus and its relationship to the real-time iconic image of athletic motion
  • 12. The internet sports computer cellular device according to claim 2, can be used to call other internet sports computer cellular device users by voice simply by speaking into a microphone saying the 7188826652 or any other number. It can also be used to call other cell phone users anywhere. Whereby the Mega Machine can be used to call other Mega Machines by speaking into a built-in microphone that processors your voice and uses it as a input mechanism and translates voice using an a to d converter and translates it into an internal dialing command The Mega Machine can call landlines (POTS), VOID, and Cellular Devices. The user can simply say a person name, and the Mega Machine would dial it, or say a specific telephone number, and the Mega Machine automatically dials it.
  • 13. The GPS device in accordance to claim 3, is also used as an image stabilizer, for the Mega Machine screen internals. Whereby the Mega Machine small footprint makes it a portable device. As such it is important that images taken by the built-in digital camera and built-in digital camcorder is stable as the user is engaged analyzing another person's sports movement or motion.
Continuation in Parts (1)
Number Date Country
Parent 09570233 May 2000 US
Child 11901552 US