The present invention relates to pickleball and, more particularly, to a wearable device, method and system for keeping track of the score in pickleball.
Pickleball has become widely popular. There are numerous resources available to learn the rules of the game.
In singles games, the server calls out two numbers before each serve: the server's score followed by the receiver's score.
With respect to scoring, in doubles, you call out 3 numbers before each serve: your team's score, the other team's score, the server number.
Remembering the score in pickleball can be challenging, however, particularly after a long rally. While there are devices for keeping score in pickleball, including “apps” and manual counters, existing solutions tend to be limited in functionality.
This invention improves upon pickleball scorekeeping by providing a wearable, battery-operated device that uses speech recognition to receive and display the score called out by the server in the game. In the preferred embodiment, four devices are used is doubles pickleball. However, the invention accommodates singles play as well as individual use.
Each device includes an electronic controller in operative communication with a microphone, a display, and wireless communications circuitry. The controller is operative to recognize a sequence of at least two numbers spoken into the microphone and display the two numbers on the display in an order corresponding to the score of a pickleball server and the score of a pickleball receiver, respectively. Each device is pairable with other devices, such that the called-out score is distributed using the wireless communications circuitry for display on the display of the other device or devices.
To avoid confusion, the scores on each device are displayed in order as the score of the serving team and the score of the receiving team. In other words, the scores called out by the server are juxtaposed or reversed when displayed on the device of an opponent so that each player sees the score from “their perspective.” Also in preferred embodiments, each device is further capable of recognizing a third number, either a “1” or a “2” corresponding to the number of serves taken by a team in doubles pickleball. The third number is also indicated on paired devices. Each device may optionally indicate which side served the ball.
Each device may include a pushbutton or other user control, with the controller being operative to recognize the sequence of numbers spoken into the microphone through a voice command or activation of the user control. A system according to the invention may include a sideline unit operative to wirelessly receive and display at least the score to spectators. The sideline unit may also serve as a base station for device charging, WiFi communications, Internet distribution of scores and other functions.
Apparatus for keeping score in doubles pickleball, comprises four wearable, battery-operated devices, with two of the devices being worn by respective players on a first team, and two of the devices being worn by respective players on a second team. Each device includes a controller in operative communication with a microphone, a display, and wireless communications circuitry to perform the following functions:
Each device includes a pushbutton or other user control, and the controller in each device is operative to recognize the sequence of three numbers as a voice command or activation of the user control. The devices are provided in a paired condition or user pairable, such that the devices only communicate with each other without interference from other devices.
Thus, in doubles pickleball, when one side receives the ball from the other side to serve (i.e., after a “sideout”), the server looks at the display, presses the pushbutton, and calls out the scores as displayed, but calls out a serve number as a “1” instead of the displayed “2,” since it will now be that team's first serve. If that server scores a point or keeps scoring, they refer to the display, press the button, and call out the score with an increased first number, followed by the score for the receiving side and server number (“1”) as currently displayed. When that server's partner receives the ball to serve after a fault, he/she presses the button and calls out the score numbers as displayed, but calls out a “2” instead of the displayed “1,” as this would be the second serve for that side.
The above process continues until the final score is reached. Note that the invention operates correctly with any type of fault, and if they score is called incorrectly or misunderstood, it may simply be called again, and the previous call-out will be “overwritten.” The invention also accommodates the starting score in double pickleball (0 0 2) by simply calling out “zero zero two.” A device may be reset in other ways such as holding down the button 106, or using a command such as “START,” in which case all devices will display 0 0 2.
A system may include a sideline unit operative to wirelessly receive and display the scores of two teams. The sideline unit may also serve as a base station for device charging, WiFi communications, Internet distribution of scores and other functions.
Pickleball score (in doubles) is called by the server as three numbers: (1) the score of the serving side; (2) the score of the receiving side; and (3) which serve it is (1 or 2). See, for example, https://www.youtube.com/watch?v=RoheCHp6IDw. The score usually goes up to 11, though some play to 15 and tournaments can go to 21. Since the winner must win by 2 points, in some cases the score can even go higher.
A preferred embodiment of a device according to the invention is illustrated in
The display 108 includes a first two-digit field 112 indicating the score of the serving side; a second two-digit field 114 indicating the score of the serving side; and a single digit 116 indicating the number of the serve. The device may also include a battery indicator 118 and an ON-OFF switch 120.
Each device further includes a speech/voice recognition electronics in communication with the microphone, and wireless communications circuitry enabling each device to send and receive the called score from other devices.
The description herein will focus on use of the device in doubles pickleball, though any number of players may use the device in singles or doubles pickleball. Even one player may use the device for personal scorekeeping, with other perhaps relying on that person to let them know game status.
In doubles pickleball, the device may be worn by all for players. As is typical, before each serve the server calls the score as three numbers: the score of the serving side, the score of the receiving side, and the serve number (a 1 or a 2). Using the invention, the called score is received by the device and transmitted to other players for display on their devices.
Thus, in accordance with the invention, in doubles pickleball, when one side receives the ball from the other side to serve (i.e., after a “sideout”), the server looks at the display and calls out the scores as displayed, but calls out a serve number “1” instead of the displayed “2,” since it will now be that servers first serve. If that server scores a point or keeps scoring, they refer to the display, press the button and call out the score with an increased first number, followed by the score for the receiving side and server number (“1”) as displayed. When that server's partner receives the ball to serve after a fault, he/she calls out the score numbers as displayed, but calls out a “2” instead of the displayed “1,” as this would be the second serve for that side.
The above process continues until the final score is reached. Note that the invention operates correctly with any type of fault, and if they score is called incorrectly or misunderstood, it may simply be called again, and the previous call-out will be “overwritten.” The invention also accommodates the starting score in double pickleball (0 0 2) by simply calling out “zero zero two.” A device may be reset in other ways such as holding down the button 106, or using a command such as “START,” in which case all devices will display 0 0 2.
A possible sequence is illustrated in
Assuming the server wearing device 302 in
Now assuming the server in
Microphone 110 feeds an analog-to-digital (A/D) converter 408, and speech/voice recognition may be performed by a dedicated chip or microcontroller 406. The user control is preferably implemented as a momentary contact pushbutton. Memory 416 may be a random-access memory (RAM) to store temporary information and/or a non-volatile memory to store program instructions and/or storing information without being lost during battery power interruptions.
The device should be capable of performing speaker-independent speech, but this is made easier by a limited vocabulary. In particular, the device only needs to recognize numbers up to 29, and perhaps a few words as described here. Such recognition is well within the capability of inexpensive circuits of the type now used in hand-held remote controls, for example. In causal games, the score only goes up to 11 or 15, win by 2.
Display 410 can be of any technology, preferably one that can be seen in bright sunlight such as LCD, LED or OLED. Separate devices may be used for the numerical displays, or a single panel may be used for all the numbers. The display(s) may be in black and white, and 7-segment or dot-matrix technologies may be used. Indicator lights are preferably implemented with LEDs.
The display(s) may remain ON during play, or the display may turn OFF automatically after a predetermined period of time to conserve battery power. Another option is that the user control 414 (i.e., pushbutton) may be pushed (at any time) without speaking to see the display. The user control may be eliminated altogether through the use of voice commands such as “SCORE” or “PICKLE” preceding numerical inputs. Other functions may also use voice commands such as “RESET,” “PAIR,” “SINGLES,” “DOUBLES,” and so forth.
The wireless communications circuitry 412 may use any appropriate two-way technology, including one-to-one (i.e., “paired” Bluetooth), WiFi, or many-to-many protocols, including mesh Bluetooth, ZigBee or other mesh network protocols. In preferred embodiments, all devices communicate with one another using a many-many protocol, such that when a score is called, the displays on all device reflect the current score.
A system may be provided with two or four pre-paired devices, or the devices may be user-paired through voice commands, activation of user control(s), or automatically through proximity or touching of devices, with or without activation of user control(s). A portion of each device may have an area on the back, for example, to imprint or otherwise receive identifying indicia to indicate pairing. For example, four devices may be factory or user-labeled as X-A, X-A, X-B, X-B, indicating that all devices belong to set “X,” with the “A” devices belonging to one side, and the “B” devices belonging to the other side.
In singles pickleball the third serve number (1 or 2) is not required. Devices according to the invention may be used in singles play by only reciting two numbers, with or without activation of a user control, with the device “assuming” that it is a singles game. Alternatively, a SINGLES/DOUBLE switch 418 may be provided wherein, in the SINGLES setting, the third server number is not “expected.”
As an alternative to many-many networking, the devices may communicate with a base station that may receive the score from one player and transmit it to the others. The base station may also be used to dock the devices for recharging. As a further option, as shown in
The unit would be controlled by a processor powered by a battery or power supply 504 connected to line voltage. The power supply may also feed docks to recharge the user-worn devices. The wireless communications interface 506 may use any appropriate technology to communicate with the wearable devices. The base station/sideline unit may also include WiFi, cellular communications or a wired Internet connection to act as a router, to accessing cloud-based processing, or to share game scores, statistics, etc., to other teams or remote sites. Memory 512 may be used to store multiple game outcomes, statistics, etc. The base unit may also include a clock 510 for score time-stamping and/or actual time-of-day display.
This application claims priority to and the benefit of U.S. Provisional Patent Application Ser. No. 63/440,071, filed Jan. 19, 2023, the entire content of which is incorporated herein by reference.
Number | Date | Country | |
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63440071 | Jan 2023 | US |