Soccer (or football in many parts of the world) is a sport wherein opposing teams move a round ball from one end of a field to the other attempting to score goals. Players typically move the ball by passing until attempting a shot on goal. Teams can continue to pass the ball by kicking the ball until the ball is ultimately forced into a goal defended by the other team. Soccer includes dribbling the ball while running, passing the ball to teammates, and attempting a shot on goal with the ball. Passing is a key component of the game and requires constant practice to perfect. Further, being able to receive a pass while keeping control of the ball is key to keeping possession of the ball. Due to the large field size, players are required to make passes covering varying distances along with having to recognize open teammates that may not be in an immediate field of view for a player. Players are constantly surveying the field to determine where next to pass. This can require turning their head to find players not in their field of vision when looking straight. As such, it is important for players to develop the skill and habit of continually checking their surroundings to determine player locations from either team.
As can be appreciated, regular training and practice is required to maintain and improve ball handling skills. A myriad of training devices and drills are known but few training solutions exist that can be practiced indoors in a relatively small space that help a player improve both his/her passing accuracy and reaction time.
Embodiments of the present invention include a sport training system. The sport training system can include, but is not limited to, a sport arena and a control module. The sport arena can include an enclosed arena having a plurality of sensors implemented as targets and a plurality of light sources for notifying a player which target is to be engaged. The control module can be operatively connected to the plurality of sensors and the plurality of light sources. For instance, the control module can be configured to (i) pair a sensor with a light source, (ii) determine when a sensor is engaged, and (iii) determine when to turn a light source on and off. Generally, each of the plurality of sensors can be implemented as a target with a light source being located proximate each sensor in the enclosed arena. The light sources can be implemented to indicate to a player which sensor should be targeted.
Embodiments of the sport arena can include an enclosed arena shaped to include one line of asymmetry and one line of symmetry. Typically, the sport arena can be intended for use by a single player at a time. In one instance, the arena can be bounded and enclosed by a plurality of walls angled relative to each other. Targets can be mounted at (or integrated into) various strategic locations along the walls of the arena to serve as targets for the player with the sensors adapted to record the strike of a ball there against. In one instance, light sources (e.g., LED lightbars) can be placed along the top edge of each target that can illuminate in various colors (e.g., green and red) to signal to the player what his/her action should be relative to the illuminated target. A net is typically attached to the tops of the walls and extends upwardly so that errantly kicked balls can be caught by the net and directed back into the arena.
In use, a player selects from a variety of games. The control module can initiate the proper application (or program) by which the control module can direct a timing, sequencing, and illumination of the target light sources. The player can stand approximate a center of the enclosed arena with his/her ball. In one variation, a light source proximate a target can illuminate signaling for the player to kick the ball at the target wherein the sensor records a hit if successful. While the first light source is illuminated green, a second light source proximate another target may be illuminated red indicating that the second target is the next target to be engaged. After the first target is hit and the ball is received by the player, the player can determine the next target to be engaged. As can be appreciated, when the first target is hit, the first light source can typically turn off and the light source associated with the second target can turn green. Finally, another light source typically associated with yet another target illuminates red. For the duration of the game, the control module can determine the sequence in which the light sources are illuminated in a random pattern or a pattern determined by the control module based on the game selected. As the game continues, typically for a predetermined period of time, the control module can record a score for the player, which typically comprises the number of targets hit in the appropriate sequence.
Of significance, a shape of the enclosed arena can intentionally include at least one line of asymmetry. Accordingly, when a ball strike is made against a target, the ball may not necessarily rebound towards a center of the enclosed arena requiring the player to move around to recover the ball after each hit and set up for striking the next target. This can provide for a desirable measure of unpredictability and uncertainty to game play. Also of significance, targets are placed on all sides of the enclosed arena requiring the player to maintain a 360-degree cognizance of his/her surroundings.
As previously mentioned, the enclosed arena can generally include at least one line of asymmetry forcing players to move the ball to a new position instead of being able to stay in the middle as you can do with a symmetrical shape. The enclosed arena can provide many benefits over a symmetrical arena. In a square, or another symmetrical shape, a player may just stay in the center of the arena and spin around to access all walls. The described enclosed arena can create multiple angles in which the ball needs to be played. As can be appreciated, in a square or rectangle shaped arena, players will always be playing at 90 degree and 180 degree angles. The enclosed arena can optimize the use of space in an indoor setting. The shape of the enclosed arena allows multiple arenas to be lined up along a wall with an angled area of the enclosed being used for seating. Shapes such as circles or any symmetrical polygons with 5 or more sides create unusable or inefficient use of space.
The sensors implemented as targets can be designed to be rugged, simple, and fool-proof permitting many hours of use without failure. Essentially, the sensor can comprise a large, normally open contact switch that closes when impacted by the hit of a ball. Once closed, current flows through the momentarily closed contacts sending a signal to the control module. Once the ball has rebounded from the target, the switch resumes its normally open configuration. The sensors can typically be attached directly to a wall of the enclosed arena. The wall's sheeting (e.g., plywood or OSB) can provide a physical support for the sensors. Further, the walls can provide a solid surface against which a ball can impact and rebound therefrom.
In one embodiment, the sensor can include, but is not limited to, a conductive metal plate, a non-conductive layer adhered to the metal plate, and a conductive top layer. The conductive metal plate can be secured to the sheeting of the wall. In one example, a frame comprised of resilient foam and/or or a rigid material (e.g., wood) can be placed around the metal plate as the non-conductive layer. The frame can be about 24″ long and 6″ tall. In some instances, resilient foam strips can also be secured to the surface of the metal plate at intermediate locations along its width. The frame and intermediate strips can typically be about ⅜″ thick and act to create a gap between the metal plate and the conductive top layer.
In one instance, the conductive top layer can comprise a conductive fabric (or screen). The conductive top layer can be placed over the frame and intermediate resilient foam strips. Accordingly, the conductive top layer can be spaced from, and electrically separated from, the underlying metal plate. In some instances, slots through the wall's sheeting to the left and right of the frame can be provided where through the ends of the conductive top layer can be passed. The ends of the conductive top layer can then be wrapped around the sheeting to tension the conductive top layer and secure the conductive top layer in place. Conductive leads can be attached to the metal sheet and the conductive top layer which may each be operatively coupled to the control module. Of note, when the conductive metal sheet and the conductive top layer touch, a signal can be sent to the control module. Generally, a signal can be generated when a ball strikes the target.
Variations of the sensors are contemplated. In one variation, the conductive fabric can be elastic in two or more directions such that the fabric can be stretched over and tensions around a frame surrounding the metal plate. Upon impact, the fabric can stretch and contact the metal plate to generate a signal. Once the ball rebounds off the sensor, the elastic fabric can rebound into a pre-strike configuration. A substantial portion of a surface area of the sensor can be engageable by a player. As can be appreciated, this can allow for the player to hit the sensor along a length and height of the sensor to record a hit.
In some embodiments, a fabric covering an be provided to cover the conductive top layer and provide a desired aesthetic. Printing and indicia on the cover can be configured to clearly identify the sensor as a target.
In one embodiment, the light source can be an LED lightbar. An LED lightbar can typically be provided proximate each sensor. The lightbar can be located above the target, but in variations the lightbar can also be positioned below, above, or to the side of the target. The lightbars can be used in gameplay to signal to the player which target to engage. In one embodiment, the lightbar can include green and red LEDs. The lightbar can be illuminated in either color or half of each. In one game, the lightbar illuminates green to signal to a player that the associated target is active and should be hit with the ball. Usually, another lightbar is illuminated red indicating that an associated target is to be hit immediately after the target associated with the lightbar illuminated in green is engaged. Once a target with a green lightbar is hit, the lightbar typically turns off and the red lightbar associated with the next target turns green. Simultaneously, another lightbar illuminates red to indicate the associated target is in the sequence to be struck. As can be appreciated, this sequencing continues until the game concludes. In one deviation of the foregoing, a lightbar can illuminate half red and half green indicating it is not only that the associated target is active but that it is to be hit twice in a row.
As mentioned above, the targets and the lightbars can be operatively coupled to the control module. The control module acts to run the training game by running a game clock, selectively illuminating the lightbars to designate a target sequence, recording sensor hits, and tabulating a game score. The control module may also control sign-in or login functions associating game play with a particular player. The control module may also be in operative communication with a central control module or server that coordinates the operation of a plurality of sport arenas, such that can be provided in a single location. Accordingly, the control module can include one or more of various communications interfaces, such as a wired connection, WI-FI, and/or Bluetooth along with the required protocols.
A central server or central control module may include a database and software for determining statistics and other information associated with an individual's game play. This information can be displayed on a leaderboard viewable on a kiosk or screen at the facility housing the sport arena or may be accessible online by way of an associated website. The data associated with the leaderboard can be filtered in any number of ways, such as by age, gender, team and/or club.
The central server can also handle various housekeeping functions associated with the game and the running of one or more facilities comprising one or more sport arenas. For instance, the central server can provide an interface online or at a kiosk for processing new members/players assigning user names and IDs. The server can process payment for use of a sport arena. A chip or card reader can be provided often in association with a kiosk that can read one or more of a gift card, a membership card, or a wristband to sign a player in for a particular arena and charge the player's account as appropriate the requisite amount.
As can be appreciated, the specifics of any games played with the system can vary, but generally game play involves hitting the targets in an order as indicated by the control module. The more targets correctly hit within a predetermined period of play (typically about 90 seconds), the higher the player's score. Normally, as mentioned above, the player kicks the ball towards the target associated with a green lightbar, which turns off when hit. Another target is associated with a red lightbar indicating that it is the next target to be hit. Its lightbar immediately turns green when the target associated with the green lightbar is hit. Additionally, a new lightbar associated with another target illuminates red. This process continues throughout the timed game and the control module tallies target hits and tallies a score.
Numerous variations of the games are possible varying the manner and timing in which the lightbars are illuminated. For instance, in an expert mode of the aforementioned game, the lightbars associated with a target remain green for a period of time after they have been hit. Because of this, multiple lightbars may be lit simultaneously. In this scenario the player cannot determine which target he/she should hit next just based on the color of the associated lightbar. Rather the player has to pay attention to the target with the red lit lightbar and remember this target location once its lightbar turns green. If the current target to be hit is also the next target to be hit (i.e. the target is hit twice in succession) then the associated lightbar will illuminate ½ red and ½ green. As can be appreciated, when this target is hit the first time, the lightbar then changes to completely green unless it is to be hit a third time in a row in which case the lightbar may remain half red and half green.
Normally, the illumination of lightbars is random. However, variations are known wherein the targeting sequence can be performed in a predetermined order generated either by the control module or by a player's coach or the player himself. In yet another variation, a third party, such as a coach may be able to direct the sequence in real time utilizing an input device as he or she watches the player.
Embodiments of the sport training system include a soccer training game involving kicking a soccer ball at targets placed around the walls of an arena wherein the arena is partially asymmetrical. The targets can be located close to a ground surface of the arena. The targets can include sensors to sense a hit from a ball where the sensors cam be coupled to a control module and comprise normally open switches. The sensors can comprise a conductive plate secured to a wall of the arena, spacers mounted to or around the front surface of the conductive plate, and a flexible and/or resilient conductive outer layer secured above the conductive plate with each of the conductive plate and conductive outer layer being electrically coupled to the control module. The conductive outer layer can comprise one of a conductive fabric and an elastic conductive material. The spacers of the sensors can comprise resilient foam strips or rigid strips. A lightbar can be located proximate each target. In one instance, the lightbar is located above each target. The lightbar can be configured to illuminate at least in two colors, and to illuminate in half one color and half another color. A control module can be included that can be operatively coupled to the target sensors and the lightbars, and configured to run a game wherein the lightbars illuminate to indicate which targets are to be hit by a player and in what order. A leaderboard can be included to display the scores achieved by players of the soccer game. A check-in kiosk/station can be included where a player can check in to play a game in the arena. The check-in kiosk/station can further include a chip reader to facilitate check-in of players with suitable chipped devices such as a card or wristband.
A method (or process) of playing the soccer game can include kicking a ball towards a target with a green lightbar while the next target to be hit thereafter is signaled with a red lightbar wherein the lightbars turn off and on depending on when they should be hit for a predetermined period of time. In another instance, a lightbar can be illuminated half green and half red to indicate the associated target should be hit successively. The control module can control the signaling of targets to be hit and their order, runs the game timer, and tabulates a score.
To initiate gameplay, a player can log into the system by using a personalized RFID card or wristband. The player may then select one of several different games to play. Following hereinafter are several example games that can be played with the sport training system. Of note, these games are meant to be illustrative and not limiting. In each of the games described hereinafter, light sources located above the sensors can be implemented to indicate which sensor should be triggered (or engaged) (e.g., hit with a ball).
In a first game, an “active” target (i.e., the target that needs to be triggered) can be indicated by the light source proximate the active target illuminating green. Simultaneously, a light source can be illuminated red that can indicate to the player a “next” target to turn green, and thus needing to be triggered. If the light source above a sensor is ½ green and ½ red, the sensor needs to be engaged 2 times in a row. Generally, a ½ green and ½ red illuminated light source will illuminate completely green after the associated sensor is triggered a first time.
In a second game, an active target light source can be illuminated green and a next target light source can be illuminated red. However, when a current active target is engaged, the light source proximate the engaged sensor can stay illuminated green and does not turn off. As can be appreciated, as the game is played, eventually 5 of the target light sources will be illuminated green and 1 target light source will be illuminated red. The only way a player knows which sensor to hit is that the next target light source was previously illuminated red. Similar to the first game, a sensor having a light source illuminated ½ green and ½ red needs to be engaged two times. This forces a player to recognize the “next” target before engaging a current active target since it will be their only way to know where to engage next. Stated alternatively, the active target will be illuminated green but there may be multiple green walls and only the one that was previously red will be the active target.
In a third game, a player may set the order of sensors to be triggered. As can be appreciated, certain patterns can assist a player in certain aspects of their development such as using their non-dominant foot or turning while receiving the ball.
In a fourth game, players need to trigger a sensor opposite of a sensor having a light source illuminated green.
Of note, games are contemplated that incorporate one or more functions of combinations of the previously described games. In some instances, head-to-head play where users can play against each other with identical light patterns can be implemented.
In other instances, a tournament mode can include players that can progress thru a tournament with other players. Player avatars with the ability to earn or purchase items for the avatar (e.g., shirts, shoes, etc.) is contemplated. In one example, players may earn “credits” by playing the game and achieving various goals. Credits may be redeemed for physical items in-store or online to personalize an avatar of a player. For instance, players can create an avatar online and the credits described above could then be redeemed for items for their avatar online such as clothing (skins), soccer moves, or juggling skills. Expanded data metrics such as graphs or charts to display progress over time is contemplated.
In one embodiment, a sport training system can include, but is not limited to, a control module and a sport arena. The sport arena can be defined by a plurality of targets, a plurality of light sources, and an enclosed arena. The plurality of targets can each include a sensor operatively connected to the control module. The plurality of light sources can each be operatively connected to the control module. The enclosed arena can have a substantially pentagonal shape and be defined by (i) a first wall having a first end and a second end, the first wall including two targets and two light sources, (ii) a second wall having a first end extending perpendicular from the first end of the first wall, the second wall including one target and one light source, (iii) a third wall having a first end extending perpendicular from the second end of the first wall, the third wall including one target and one light source, (iv) a fourth wall extending at approximately 45 degrees from parallel from a second end of the second wall, the fourth wall including one target and one light source, and (v) a fifth wall extending at approximately 45 degrees from parallel from a second end of the third wall, the fifth wall including one target and one light source. The fourth wall and the fifth wall can meet at an approximately 90 degree angle.
The present invention can be embodied as devices, systems, methods, and/or computer program products. Accordingly, the present invention can be embodied in hardware and/or in software (including firmware, resident software, micro-code, etc.). Furthermore, the present invention can take the form of a computer program product on a computer-usable or computer-readable storage medium having computer-usable or computer-readable program code embodied in the medium for use by or in connection with an instruction execution system. In one embodiment, the present invention can be embodied as non-transitory computer-readable media. In the context of this document, a computer-usable or computer-readable medium can include, but is not limited to, any medium that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
The computer-usable or computer-readable medium can be, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, device, or propagation medium.
The terms and phrases as indicated in quotation marks (“ ”) in this section are intended to have the meaning ascribed to them in this Terminology section applied to them throughout this document, including in the claims, unless clearly indicated otherwise in context. Further, as applicable, the stated definitions are to apply, regardless of the word or phrase's case, to the singular and plural variations of the defined word or phrase.
The term “or” as used in this specification and the appended claims is not meant to be exclusive; rather the term is inclusive, meaning either or both.
References in the specification to “one embodiment”, “an embodiment”, “another embodiment”, “a preferred embodiment”, “an alternative embodiment”, “one variation”, “a variation” and similar phrases mean that a particular feature, structure, or characteristic described in connection with the embodiment or variation, is included in at least an embodiment or variation of the invention. The phrase “in one embodiment”, “in one variation” or similar phrases, as used in various places in the specification, are not necessarily meant to refer to the same embodiment or the same variation.
The term “couple” or “coupled” as used in this specification and appended claims refers to an indirect or direct physical connection between the identified elements, components, or objects. Often the manner of the coupling will be related specifically to the manner in which the two coupled elements interact.
The term “directly coupled” or “coupled directly,” as used in this specification and appended claims, refers to a physical connection between identified elements, components, or objects, in which no other element, component, or object resides between those identified as being directly coupled.
The term “approximately,” as used in this specification and appended claims, refers to plus or minus 10% of the value given.
The term “about,” as used in this specification and appended claims, refers to plus or minus 20% of the value given.
The terms “generally” and “substantially,” as used in this specification and appended claims, mean mostly, or for the most part.
Directional and/or relationary terms such as, but not limited to, left, right, nadir, apex, top, bottom, vertical, horizontal, back, front and lateral are relative to each other and are dependent on the specific orientation of a applicable element or article, and are used accordingly to aid in the description of the various embodiments and are not necessarily intended to be construed as limiting.
The term “software,” as used in this specification and the appended claims, refers to programs, procedures, rules, instructions, and any associated documentation pertaining to the operation of a system.
The term “firmware,” as used in this specification and the appended claims, refers to computer programs, procedures, rules, instructions, and any associated documentation contained permanently in a hardware device and can also be flashware.
The term “hardware,” as used in this specification and the appended claims, refers to the physical, electrical, and mechanical parts of a system.
The terms “computer-usable medium” or “computer-readable medium,” as used in this specification and the appended claims, refers to any medium that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device. The computer-usable or computer-readable medium may be, for example but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, device, or propagation medium. By way of example, and not limitation, computer readable media may comprise computer storage media and communication media.
The term “signal,” as used in this specification and the appended claims, refers to a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. It is to be appreciated that wireless means of sending signals can be implemented including, but not limited to, Bluetooth, Wi-Fi, acoustic, RF, infrared and other wireless means.
Referring to
As shown, the sport training system 100 can include, but is not limited to, a display 102, a control module 104, and a sport arena 106. The control module 104 can be operatively connected to the display 102 and one or more components of the sport arena 106. Typically, the display 102 can be implemented to display an interactive leaderboard linked to gameplay adapted to train an athlete.
The display 102 can include, but is not limited to, a liquid crystal display, a plasma display panel, a light-emitting diode display, and a digital projector. In some instances, the display 102 may include a plurality of devices implemented as one display device. For instance, several large screen televisions can be combined to form a larger screen. In other instances, the display 102 may be part of the control module 104.
In one embodiment, the sport arena 106 can include, but is not limited to, an enclosed arena 110, a plurality of sensors 112, and a plurality of light sources 114. The enclosed arena 110 can define a playing field. The plurality of sensors 112 can be implemented as targets for a player to aim at. The plurality of light sources 114 can indicate to a player which target they should be aiming for.
The plurality of sensors 112 and the plurality of light sources 114 can be integrated into the enclosed arena 110. Embodiments are contemplated where the plurality of lights sources 114 may be free standing and not integrated into the enclosed arena 110. For example, the light sources 114 may be located above a top of the enclosed arena at approximately eye height. A total number and location of the sensors 112 and the light sources 114 can be determined based on an overall shape of the arena 110. In general, a light source can be placed above and proximate each sensor.
The control module 104 can be adapted to run a program (or application) which can decipher signals received by the plurality of sensors 112 and can send signals to turn the plurality of light sources 114 on and off. The control module 104 can be configured to determine if a sensor intended to be a target has been engaged. Further, the control module 104 can be configured to ignore signals from sensors that may accidentally be engaged when they are not the intended target. Generally, the plurality of sensors 112 can be adapted to send a signal to the control module 104 when engaged. The control module 104 can determine when a signal received from a sensor was the intended target. In one example, the plurality of sensors 112 can be in an “OPEN” configuration (e.g., open contact switch) that closes when impacted by the hit of ball. Once the open contact switch is closed, current can flow through the momentarily closed contacts sending a signal to the control module 104. The plurality of sensors 112 can be adapted to return to the “OPEN” configuration once the ball has rebounded from the target.
In one embodiment, the control module 104 can represent a computing device or another powerful, dedicated computer system that can support multiple user sessions. In some embodiments, the control module 104 can be any type of computing device including, but not limited to, a personal computer, a game console, a smartphone, a tablet, a netbook computer, or other computing devices. In one embodiment, the control module 104 can be a distributed system wherein control module functions are distributed over several computers connected to a network. The control module 104 can typically include a hardware platform and software components.
Referring to
The hardware platform of the control module 104 can include, but is not limited to, a processor 130, random-access memory 132, nonvolatile storage 134, a user interface 136, and a network interface 138. The processor 130 can be a single microprocessor, multi-core processor, or a group of processors. The random-access memory 132 can store executable code as well as data that can be immediately accessible to the processor 130. The nonvolatile storage 134 can store executable code and data in a persistent state. The user interface 136 can include keyboards, monitors, pointing devices, and other user interface components. In some embodiments, the user interface 136 can be the display device 102. For instance, where the control module 104 may be a personal computing device (e.g., tablet, laptop, etc.) the display device 102 can be part of the control module 104. In other instances, the display device 102 may be a smart display device streaming content from a remotely located device. The network interface 128 can include, but is not limited to, hardwired and wireless interfaces through which the control module 104 can communicate with other devices including, but not limited to, user identification devices. In some instances, the network interface 128 can include wireless protocols (e.g., Bluetooth, near field communication (NFC), or radio-frequency identification (RFID)) to help identify a player interacting with the sport training system 100.
Referring to
In one instance, the walls 116 can be comprised of sheeting (e.g., plywood or oriented strand board) providing a physical barrier, support for the plurality of sensors 112, and a solid surface against which a ball can impact and rebound. As shown, the walls 116 can form a substantially pentagonal shape. In one example, the substantially pentagonal shape can include three right angles such that the substantially pentagonal shape only has one line of symmetry. Of significant note, the shape of the enclosed arena 110 can typically include, at most, one line of symmetry. As previously mentioned, along with a location of the targets 112, the shape of the enclosed arena 110 can help ensure that an athlete does not stay in a central location and easily hit each of the targets 112.
As shown, the enclosed arena 110 can include, but is not limited to, a first wall 116a, a second wall 116b, a third wall 116c, a fourth wall 116d, and a fifth wall 116e forming the substantially pentagonal shape. Each of the walls can have a first end and a second end. The first end of the second wall 116b can extend perpendicular from the first end of the first wall 116a. The first end of the third wall 116c can extend perpendicular from the second end of the first wall 116a. The fourth wall 116d can extend at approximately 45 degrees from parallel from the second end of the second wall 116b. The fifth wall 116e can extend at approximately 45 degrees from parallel from the second end of the third wall 116c and meet with the second end of the fourth wall 116d at an approximately 90 degree angle. As previously mentioned, the enclosed arena 116 can have one line of symmetry and one line of asymmetry.
Referring to
Referring to
In one example embodiment, a base wall can be 15′ long, two side walls can each be 10′ long, and two angled walls can each be approximately 10′0 7″ long. The arena walls 116 can each be about 16″ tall. The targets can be about 6″-7″ in height beginning at about 3″-4″ above a playing surface. The base wall can include two sensors approximately 7′ from each other (measured center to center). The two side walls can each include one sensor centered on each wall. The two angled walls can be angled at an approximately 135 degree angle to the side walls and can meet at a 90 degree angle. The two angled walls can each include one sensor centered on each wall.
As can be appreciated, by having the walls 116 low and the targets 112 close to a playing surface, a player is encouraged to kick (or throw, head, knock, etc.) the ball in such a manner as to maintain contact with, or near, the ground as a ball lofted more than 11″ will not typically trigger a target 112. This can help teach ball control encouraging ground passes, which is advantageous in playing soccer.
Referring to
Referring to
Referring to
In one instance, the first conductive layer 202 can be a conductive metal plate. A frame comprised of resilient foam and/or or a rigid material (e.g., wood) can be placed around the metal plate 202. In one example, the frame can be about 24″ long and 6″ tall. The non-conductive layer 204 can include resilient foam strips secured to a surface of the metal plate 202 at intermediate locations along a width and length of the metal plate 202. In one instance, the frame and intermediate strips can typically be about ⅜″ thick and can act to create a gap between the metal plate 202 and the second conductive layer 206.
The second conductive layer 206 can typically be a conductive fabric (or screen). The conductive fabric 206 can be placed over the frame and the non-conductive layer 204 of intermediate resilient foam strips. Accordingly, the conductive fabric 206 can be spaced from, and electrically separated from, the underlying metal plate 202. In one example, slots through the wall 116 to a left and a right of the frame can be provided where through the ends of the conductive fabric 206 can be passed. The ends of the conductive fabric 206 can be wrapped around the frame to tension the conductive fabric 206 and secure the conductive fabric 206 in place. In one example, hook and loop straps against a backside of the frame can be implemented to help secure the conductive fabric 206 to the frame. Conductive leads can be attached to the metal sheet 202 and the conductive fabric 206 which can each be operatively coupled to the control module 104.
In some embodiments, a non-conductive fabric covering can be provided to cover the conductive fabric 206 and provide a desired aesthetic. Of note, printing and indicia on the cover can be configured to clearly identify the sensor 200 as a target.
Variations of the target sensors are contemplated. In one variation, the conductive fabric 206 can be elastic in two or more directions such that the fabric can be stretched over and tensions around a wooden (or other rigid frame) surrounding the metal plate 202. Upon impact, the fabric 206 can stretch and contact the metal plate 202 to initiate a signal. Once the ball rebounds, the elastic fabric 206 can rebound into a pre-strike configuration.
Referring to
In block 302, a player can select from one or more games to be played. Once the player selects a game, the control module can start the game. The display 102 can be implemented to show a player one or more games that can be selected to be played. The sport arena 106 may include a second display for showing a remaining amount of time to a player once they start the game. In some instances, the second display may be implemented to only show a timer. In other instances, the second display may be configured to alternate between a current score and remaining amount of time.
In block 304, the control module can send signal to a light source located proximate a first “ACTIVE” target to illuminate a first color. The control module may also send a signal to a light source located proximate a first “NEXT” target to be illuminated a second color. Depending on the game selected by the player, how the control module interacts with the light sources based on targets being engaged can vary. The “ACTIVE” target can be a current target that a player needs to engage to move the process 300 forward. The “NEXT” target can be a target to be engaged after the “ACTIVE” target has been engaged. The second color can indicate to the player which target should be engaged next.
In decision block 306, the control module can determine if the “ACTIVE” target has been engaged. As previously mentioned, the control module can determine the target has been engaged when a signal is sent to the control module from the sensor of the “ACTIVE” target. The signal can be generated when the sensor is engaged and the conducting plates are connected creating a closed loop which can be detected by the control module. Of significant note, the control module can be configured to pair light sources with targets to ensure that the control module determines when the “ACTIVE” target is engaged. For instance, the control module can determine that signal generated from a target that is not the “ACTIVE” target can be ignored. If the control module determines the “ACTIVE” target has been engaged, the process 300 can move to block 308. If the control module determines the “ACTIVE” target has not been engaged, the process 300 can move to block 310.
In block 308, the control module can send a signal to the engaged “ACTIVE” target light source to turn off. The control module can send a signal to the “NEXT” target light source to illuminate the first color to become the “ACTIVE” target. Finally, the control module can send a signal to another target light source to illuminate the second color to become the “NEXT” target.
In block 310, the control module can determine if a predetermined time for game play has expired. If the game time has expired, the process 300 can move to block 312. If the game time has not expired, the process 300 can move back prior to block 306.
In block 312, the control module can end the game and all light sources can be turned off. Typically, the display connected to the control module can display a score to the player.
Of note, depending on a game selected by a player, the control module may alter how “ACTIVE” targets and “NEXT” targets are illuminated. It is to be appreciated that the previously described process can be altered based on which game is selected.
Examples of different gameplays were previously described and the above described process can be altered to illuminate targets based on those games.
The various embodiments and variations thereof, illustrated in the accompanying Figures and/or described above, are merely exemplary and are not meant to limit the scope of the invention. It is to be appreciated that numerous other variations of the invention have been contemplated, as would be obvious to one of ordinary skill in the art, given the benefit of this disclosure. All variations of the invention that read upon appended claims are intended and contemplated to be within the scope of the invention.
This application claims the benefit of U.S. Provisional Application No. 63/301,800, filed Jan. 21, 2022.
Number | Date | Country | |
---|---|---|---|
63301800 | Jan 2022 | US |