1. Field of Invention
The invention relates to the system and method of reviewing plays that occurred on a sports field.
2. Background of the Invention
The present invention is a useful and novel method for recording plays in a sporting event, determining gaps in the play data, and simulating the data gaps as movement on the field. This method replaces video replay systems that dominate the broadcast and mobile application markets.
Sports replay systems are electronic video-based capabilities to highlight key events during a live broadcast.
Sports replay systems began in the 1950s during Canadian Hockey games. Within a few years, the technology had quickly advanced to be able to provide primitive slow-motion capabilities. However, the early system had dodgy performance and could weigh an un-portable hundreds of pounds. Fans saw the new playback as controversial and confusing. They often were unsure if they were seeing a second touchdown or if it was a replay of earlier touchdown.
It wasn't until 1967, when replay systems were run off analog-storage, did capabilities meet broadcasting and cultural needs. For broadcasters, the new system had 30 second capabilities which allowed them to provide unbroken chatter by continuously reviewing previous plays. For fans, the new analog systems provided true slow-motion capabilities that clearly separated live broadcast from replay broadcast. The adoption roadblocks were removed and within a few years, replay systems were both common place and an expected practice for live sport event broadcasting.
In a symbiotic relationship with the very sports broadcasted with replay, televised football saw a rapid rise in viewership because of the replay systems gave fans an entirely new way to view, analyze and understand the sport.
Replay systems, both then and now, share similar problems addressed by a graphic replay systems of the present invention. Any video-based system requires fans to be able to distinguish key actions on a field cluttered with action.
Telestrator over Video for Key Plays
Telestrator is a video marker that allows a sport broadcaster to draw a freehand sketch over the moving or still instant replay video. NFL broadcaster John Madden was famous for his use, sometimes over use, of the telestrator for analyzing key plays using a series of sketched arrows, lines, X's and O's.
The telestrator demonstrated the need for reducing the complexity of a field of player actions down to key actions that led to a foul, error, injury, or the conclusion of a play.
However, the telestrator has its problems. One, it is drawn against the very background of the complexity it is designed to simply. Two, the overlay can obstruct a view of the action. Three, as John Madden proved, the clarity of the overlay is limited to skills of the multi-tasking broadcaster.
The present invention addresses all three of the telestrator's problems.
Today, broadcasters and referees have a range of video replay solutions that provide both practical and visually-appealing effects. Some of the new capabilities include the ability to simulate a frame-by-frame replay; to zoom in and freeze frame on key action such as foot placement on a sideline; replay at a variable speed in a single replay; split screens to show replay and live video simultaneously, timers synced to game play for foul and scoring decisions; overlaying of augmented reality graphics to show key field positions such as 1st down line; removal of graphics from original footage; adding of replay sponsor's advertising; split screens to show multiple replays of the same action; and exciting 3-D capabilities that allow the broadcaster to spin around an event to show it from multiple viewpoints within a single freeze frame.
All of these modern capabilities are designed to address the benefits of the present invention: to refocus field activity so sports fans can discriminate key actions.
Sports fans also now commonly have in-home digital video recorders (DVR) with 50% of the United State's households having a DVR. DVRs provide consumers with the ability to personalize video replay to suit their individual needs. Consumers can replay live sports events or replay recorded video.
However, the systems are often difficult to control precise start and freeze times. They also lack the key capabilities of modern professional systems that allow sports commentators to highlight key actions. Coupling home DVR capabilities with the present graphical replay invention helps solve the problem of analyzing key plays using only a DVR.
Today, many applications attempt to help players, coaches and fans better understand sport play and movement. New capabilities on mobile devices allow coaches telestrator like capabilities on moving or freeze-frame video. Other apps link video commentators analysis to either graphics or video segments.
Modern mobile applications still lack the ability to provide the benefits of the present invention which provides a simplified view of the order of connected events for rapid analysis of every play within a game.
Capture on-field play routes has always been a challenge by sports statistics collection companies.
While unassisted ball movement is fairly simple to represent as beginning and end coordinates, player movement is problematic to record in a written data set. Without considering the curve and arch of ball movement, once a ball is projected away from the player, it follows a relatively straight line between the two coordinates.
However, the complications begin as we then add the movement of the players on the field. For instance, a player that is preparing for a shot to the goal may first dribble the ball forward, then around defender's charge, turn with the ball, dribble again, and finally shoot toward the goal. The single play could involve dozens of coordinates and action records. Unable to overcome the collection challenges of player's nonlinear moves, statistics companies have simply ignored the movement of the ball when it is assisted and controlled by the player.
The present invention solves the issue for sport data route suppliers by fabricating movements of players when they are carrying, dribbling, or otherwise moving with, and controlling, the ball.
Video Replay Systems. Video replay systems are problematic as consumers move to both wireless and mobile broadcasting. A ninety (90) minute match can take as much as 500 megabytes of space on the mobile device. This creates large storage and cache requirements on both the server application and the mobile device. While typically these types of storage problems could be addressed by cloud-based software solutions, the requirements of reply make the final display both difficult to locate within the video stream, but cumbersome to display.
Incomplete data streams. Statistics suppliers, such as Stats, LLC, provide data streams of game activity in the form of unparsed alpha-numeric codes. However, these data streams can only track relatively simple movements on the field. For instance, a ball travels a relatively straight path when a rugby player passes a ball. So statistics suppliers can record the location from where the ball was passed, and the point where the ball was received, to determine the flight path of the ball. However, the same rugby player running with a ball may have to backtrack, out-maneuver defenders and dodge flying tackles. This can require the nearly-impossible task of recording every running angle, the pace, and distance. Therefore, data suppliers record the movement only when the ball is projected away from one player and the ending point of that projection.
Graphic display is not sequenced. Existing systems attempt to overcome the data gaps in the statistical data in a variety of ineffectual ways. The common way is simply to not show any sequence to the data. For example, the display will show the position of the players during a foul, but not the events that led to the foul. The second method is simply to display every pass, shot, kick, deflection, carry and dribble on one screen and let the user determine the order. The result is like trying to find the rooster's tracks on the floor of a busy hen house.
Graphics only show plays leading to a key event. To bypass the chicken scratch of not sequencing the plays on a graphical field, other applications have attempted to focus on displaying only the sequence of key events. For instance, one application shows the plays and shots leading up to a goal. The application is unable to display sequences for the entire game and therefore is only a very limited replay application.
Another application shows the position of each player during a key event, such as a goal, and then uses a written narrative from the live audio broadcast to describe the sequence of plays that led to the goal. Since these narratives are word-for-word translations of the sports broadcaster's requirement to have constant chatter during game time, the capturing of a single segment of the verbal broadcast doesn't often tie accurately to the play being graphically represented.
An invention, which meets the needs stated above, is a system and method to replay key events in a sports play sequence and then manufactures player's movement with the ball to create seamless graphical representation of a set of plays on a sports field. This replaces traditional video replay systems and helps to focus the sports fan on key movement.
Accordingly, besides the objects and advantages described of the sim-line in Simulated Graphical Replay of a Sporting Event, further objects and advantages of the present invention are:
Further objects and advantages of this invention will become apparent from a consideration of the drawings and the ensuing description of the drawings.
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the present invention and together with the description, serve to explain the principles of this invention. In the figures;
FIG. 1A.—Flow chart depicting the collection and display of a single ball-line and sim-line.
FIG. 1B.—Flow chart depicting the collection and display of a single sim-line and two ball-lines for a total of three sequential plays.
FIG. 2A.—Drawing illustrating the use of the invention to display the basic elements of players and ball-lines.
FIG. 2B.—Drawing illustrating the use of the invention to display the key elements of players, ball-lines and a sim-line.
Ball-line: a graphical line representing the movement of the ball after it is projected away from a player, such as a kick, throw, shot, header, deflection or pass.
Carrier: a player that has possession of the ball. The movement of the ball carrier is projected for this invention.
Carrying the ball: a foul called on a goalkeeper when the goalkeeper has taken more than four (4) steps while bouncing or holding the ball.
Defenders: the players on the team without possession of the ball. Defenders are not considered for this invention.
Deflection: a ricochet of the ball off a player.
Dribbling: a player advancing the ball with their feet.
Football: name for soccer everywhere except in the U.S.; also, what American's call their popular team sport which evolved from soccer and rugby.
Fore-play: the first of a two-part play that begins with a dribble. The dribbling is not recorded and is missing from the data. Compare Hind-play.
Goal: a ball that crosses the goal line between the goalposts and below the crossbar.
Header: when a player strikes an air ball with the player's head.
Hind-play: the second of a two-part play that begins with a dribble. The hind-play move is used to calculate the fore-play's missing data. Compare Fore-play.
In bounds: when the ball is within the boundaries of the field.
In play: when the ball is within the boundaries of the field and play has not been stopped by the referee.
Kick: Striking the ball with any part of the foot beside the in-step.
Match: a soccer game.
Moves: footwork including dribbling, feints, and turning with a soccer ball.
Passing: when a player kicks the ball to his teammate (receiver) in order to 1) move the ball closer to the opposing goal, 2) give the ball to a player who is in a position to score, 3) keep the ball away from an opponent. Passing can also include plays without a kick, such a chest pass, but this is relatively rare.
Play: when a player kicks, traps, dribbles, heads the ball. In the present invention, all displayed lines represent some form of play.
Possession: team or player with control of the ball.
Receiver: a player who gets a pass from a teammate.
Shooting: when a player, or attacker, kicks the ball at the opponent's net in an attempt to score a goal.
Shot: an attempt to score a goal when a ball is kicked or headed by a player at the opponent's net.
Sim-line: A graphic simulating the shortest distance a player would have traveled with a ball, such as a dribble or carry. Compare ball-line.
Trap: when a player uses his body (generally chest, thighs or feet) to slow down and control a moving ball.
Referring to the drawings, in which like numerals represent like elements,
Turning first to
The event series begins with a player's 20 contact with the ball 40. If the contact results in the ball 40 being projected away from the player 20, such as in a pass or kick, the statistic provider records four pieces of information for a single play:
Since contact was made by the player 20, we can use the first location of the projected ball 40 to record the initial position 50 of the player 20.
In item number 2 above, the data has already given us the path and stopping point of the ball 40. Since the subsequent movement of the ball 40 would have been done by receiver 25, we can also project the position of this receiver 25.
At this point we have recorded, either from the two data records or by supposition, five points of information.
Note that while we know there is a receiver 25, we do not yet know:
It would seem natural the data company would then provide the information on this receiver 25. However, the next play on the field 10 may not be the next play in the data. If this data is missing, it will not be provided anywhere else in the data stream.
The next recorded ball 40 contact made by a player 25 may be in a different location than the ending location 60 of first player's 20 ball 40.
If the next record of the location of the ball's 40 kick or pass is not the same as the ending location 60 of the first player's ball 40, the present invention proposes a new method to determine the missing data.
The present invention presumes that a receiver 25 who dribbles 70, or carries 70, the ball 40 will engage in a two-part play encompassing:
However, we only need a portion of the hind-play record to determine the fore-play dribble 70. By recording only the initial position 50 of the second data record, the invention can create a simulated travel line, or sim-line 70, of the receiver's 25 fore-play.
The sim-line 70 is then calculated as the shortest distance trajectory 70 between ending location 60 of previous record and initial position 50 of the next record.
Comparing now to
By using a full data record of
In the present example
The first step is to plot the two plays as ball-lines 80 on the representative field 10 using solid dark lines. Ball-lines 80 can represent a variety of plays where the ball 40 is projected away from the player 20 either by force applied by the player 20 in possession of the ball 40, or by deflection off of the player 20. The ball-line 80 includes kicks, pass, shots, headers, carries, throws, chest passes and body deflections.
However, the two ball-lines 80 alone provide an unordered view of events. It is unclear to the observer of the graphic if Jones passed before Smith kicked the ball 40.
The two ball-lines 80 are also not connected leaving an open question of what events occurred between the kick and pass.
All of this is because the limited amount of data relayed by the statistics providers are insufficient to graphically represent sports play. Therefore it requires a new method to allow the graphics to show order and sequencing of connected events during a match.
We know that Smith passed the ball 40 to E5 where a receiver 25 had to trap and move the ball 40 to the initial position 50 of the next play 50 at F4. Since the play data only contains information of when the ball 40 is traveling without an adjacent player 25, we project the missing data is when the ball 40 was moved by a carrier 25—such as in a dribble 70.
However, we don't know the exact path of the carrier 20 from E5 to F4 because the data is silent on this play action. The player 25 could have dribbled to D2 and then dribbled back to F4 where the same player 25 kicked the ball 40. Therefore we can project a dribble 70, or sim-line 70, as a line drawn from the end of the pass of the previous play to the initial position 50 of the second player 25 in the dataset.
The present invention also then assumes the second player 25 in the event series is the same player 25 for the sim-line 70.
So the system is able to entirely project all necessary information in simulated play including start time, end time, start location, end location the ball 40, the type of play, and the player 25 involved.
By adding this simulated play line, the graphic becomes clear and we can see a contiguous play that involves an event series of a pass, a dribble 70, and a kick.
Benefits, other advantages, and solutions to problems have been described herein with regard to specific embodiments. However, the advantages, associated benefits, specific solutions to problems, and any element(s) that may cause any benefit, advantage, or solution to occur or become more pronounced are not to be construed as critical, required, or essential features or elements of any or all the claims of the invention. As used herein, the terms “comprises”, “comprising”, or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus composed of a list of elements, that may include other elements not expressly listed or inherent to such process, method, article, or apparatus.
From the description above, a number of advantages become evident for the “Simulated Graphical Replay of a Sporting Event.” The present invention provides all new benefits for participating parties including sport fans, coaches, athletes; sport franchises, broadcasters, and mobile application developers, such as: