Learning to fish can be daunting because of issues including the infinite varieties of water, tackle, climate, venues, weather and types of fish.
Continuous testing of the efficacy of and satisfaction with specific types of fishing tackle and equipment—whether currently available commercially or as experimental prototypes—under multiple and varying conditions is not as a practical matter possible for most enthusiasts.
Simulators are known that can determine and provide accurate and realistic sensory and physical representation for essentially any human function.
The present inventors have determined that it is desirable to provide expert coached, virtual, realistic experiences to teach fishing to beginners and enhance the expertise of current fishers as well as to test and instantaneously receive information on experimental new products for value and efficacy of use prior to production.
Further, these data can be instantly compiled, stored, displayed, or analyzed on a continuous basis for uses including market research, tournament results and new product development.
The present invention provides methods and systems for bringing together the ability of experts under relevant experiential conditions in a realistic virtual setting to provide an all inclusive, non-threatening learning experience.
Further, the invention provides an opportunity to cost effectively test experimental and currently available fishing equipment for efficacy under a wide variety of varying conditions. The invention further enables the instantaneous and continuous compilation, storage, display and analysis of data from this testing for a wide variety of uses.
Objects, features and advantages of the invention will be apparent from a consideration of the detailed description of the invention when read in conjunction with the drawing
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Once identified, the experiential data are collected in a format relevant to and able to be incorporated into visually, audibly and tactilely optimal fishing experiences (step 104) in the described embodiment within a simulator.
Once experiential data is collected, as a basis for a learning experience, experts are selected relevant to different types of fishing experiences (step 106), for example: the fish species desired to be virtually represented, the type and location of water to be fished, the type of equipment to be used, and others as will now be apparent to the reader.
Information on the fishing techniques, recommendations, practices, skills and other communicable expertise of the experts are obtained and recorded using methods relevant to virtual simulation and coaching (step 108). Different methods including the use of artificial intelligence program processes are known for collecting expert information and placing it within a simulator.
All data, including the experiential inputs and the expert information, are incorporated into a realistic simulator capable of delivering a total virtual experience to the user and to test both new and experimental fishing equipment for efficacy in real time (step 110).
To begin the simulation, the user selects the experiential conditions they wish to simulate (step 112). Conditions can include but are not limited to those as described above.
Following selection by the user of experiential conditions, desired fish species to be caught, and other information relevant to the desired experience of the user, the simulator recommends to the user a range of potential experts to coach the user through the simulation and learning experience (step 114).
The technique of the user can be compared in real time with those of the expert using the techniques of the virtual simulation (step 116). If desired, the simulator may also suggest, based upon the expert programming, tackle and equipment appropriate for the experiential conditions chosen by the user.
The user is coached in a realistic virtual environment for a duration of time, for example as chosen by the user or until a given outcome, also selectable by the user, is achieved. (step 118).
Concurrent with the learning experience of the user (step 116) data and information on the experience, including efficacy of the equipment and success of catching the fish of the specifications initially selected is recorded (step 120). These data can be used instantly, analyzed or stored and compiled for later use. Instant use of the data can include for posting to virtual tournament results.
There is thus provided methods and systems for enabling fisherman of all levels of expertise to learn and develop their skills in a safe, comfortable and secure environment. The invention provides the user with access to unique, valuable and specifically tailored expertise not typically otherwise available to a fisherman. The invention further provides for the collection of data directly pertinent to the success of a fisherman using different types of equipment in different conditions and in accordance with professional suggestions. Such data is of particular value to fishing equipment developers as well as professionals, guides and instructors.
Number | Date | Country | |
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60607094 | Sep 2004 | US |