US20150196811A1 - Interactive ball - Google Patents
Interactive ball Download PDFInfo
- Publication number
- US20150196811A1 US20150196811A1 US14/543,227 US201414543227A US2015196811A1 US 20150196811 A1 US20150196811 A1 US 20150196811A1 US 201414543227 A US201414543227 A US 201414543227A US 2015196811 A1 US2015196811 A1 US 2015196811A1
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- United States
- Prior art keywords
- ball
- challenge
- time
- interactive
- set forth
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B43/00—Balls with special arrangements
- A63B43/06—Balls with special arrangements with illuminating devices ; with reflective surfaces
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B43/00—Balls with special arrangements
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0669—Score-keepers or score display devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B41/00—Hollow inflatable balls
- A63B2041/005—Hollow inflatable balls with counterweight for adjusting the centre of gravity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2102/00—Application of clubs, bats, rackets or the like to the sporting activity ; particular sports involving the use of balls and clubs, bats, rackets, or the like
- A63B2102/18—Baseball, rounders or similar games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2102/00—Application of clubs, bats, rackets or the like to the sporting activity ; particular sports involving the use of balls and clubs, bats, rackets, or the like
- A63B2102/32—Golf
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/30—Speed
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/40—Acceleration
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/50—Force related parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2243/00—Specific ball sports not provided for in A63B2102/00 - A63B2102/38
- A63B2243/0025—Football
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B67/00—Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
- A63B67/08—Juggling or spinning ball games played as games of skill
Definitions
- the present invention relates to an interactive ball and, more particularly to a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball.
- Balls have long been known in the art and are used to play any number of games. When playing a game, users often brag to one another about their skills or otherwise try to compete with one another. While it may be possible to visually and manually count a user's particular performance to a challenge, such a manual verification can be difficult to accomplish and is easily contestable.
- the present invention relates to an interactive ball and, more particularly to a ball (e.g., soccer ball) having one or more sensors and an integrated circuit and a memory that are configured to record at least one performance metric from a user that can be implemented through a variety of games and challenges.
- a ball e.g., soccer ball
- a memory that are configured to record at least one performance metric from a user that can be implemented through a variety of games and challenges.
- the at least one performance metric includes a power mode and a challenge mode.
- the integrated circuit in conjunction with the one or more sensors is operable for measuring the speed at which the ball is kicked and G-forces exerted upon the ball when the ball is kicked.
- the integrated circuit in conjunction with the one or more sensors is operable for initiating and recording performance measures from a user during a plurality of challenges.
- the plurality of challenges includes a juggling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a juggle count.
- the plurality of challenges includes a dribbling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a dribble count.
- the time between consistent impacts in the dribbling challenge is greater than the time between consistent impacts in the juggling challenge.
- the plurality of challenges includes a flight time challenge, in which time is recorded between an initial impact and a landing impact as a flight time.
- the ball includes a connector port and is adapted to connect with and sync with a software application stored on a user's mobile device.
- the present invention also comprises a method for forming and using the invention described herein.
- FIG. 1 is an illustration of an interactive ball according to the principles of the present invention
- FIG. 2 is an interior-view illustration depicting an example of the components of the interactive ball
- FIG. 3 an illustration depicting an example of forming the interactive ball according to the principles of the present invention
- FIG. 4 is an illustration depicting control functions according to the principles of the present invention.
- FIG. 5 is a flow chart depicting process flow of the POWER Mode and ball operation
- FIG. 6 is a flow chart depicting process flow of the POWER mode, in which a user selects the speed option
- FIG. 7 is a flow chart depicting process flow of the TIME PLAYED mode
- FIG. 8 is a flow chart depicting process flow of the CHALLENGE mode, in which a user selects the Juggling challenge or game;
- FIG. 9 is a flow chart depicting process flow of the CHALLENGE mode, in which a user selects the Dribbling challenge or game;
- FIG. 10 is a flow chart depicting process flow of the CHALLENGE mode, in which a user selects the Flight Time (i.e., Blast It) challenge or game;
- Flight Time i.e., Blast It
- FIG. 11 is a flow chart depicting a power save feature
- FIG. 12 is flow chart depicting an example operation of a settings menu
- FIG. 13 is a flow chart depicting an example process flow by which the ball can be connected with and sync with a user's mobile device and its software application.
- the present invention relates to an interactive ball and, more particularly to a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball.
- the following description is presented to enable one of ordinary skill in the art to make and use the invention and to incorporate it in the context of particular applications. Various modifications, as well as a variety of uses in different applications will be readily apparent to those skilled in the art, and the general principles defined herein may be applied to a wide range of embodiments. Thus, the present invention is not intended to be limited to the embodiments presented, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
- any element in a claim that does not explicitly state “means for” performing a specified function, or “step for” performing a specific function, is not to be interpreted as a “means” or “step” clause as specified in 35 U.S.C. Section 112, Paragraph 6.
- the use of “step of” or “act of” in the claims herein is not intended to invoke the provisions of 35 U.S.C. 112, Paragraph 6.
- the present invention relates to an interactive ball and, more particularly to a ball having sensors and an integrated circuit and memory that are configured to record at least one performance metric from a user.
- the performance metric is implemented through a variety of games or challenges based on motion or forces exerted upon the ball. It should be understood that although the ball is described in terms of a soccer ball, the invention is not intended to be limited thereto as the features and operations described herein can be applied to any ball or toy, non-limiting examples of which include baseballs, footballs, golf balls, etc.
- the ball 100 includes a display 102 and at least one control 104 that allows a user to view and control the various modes/functions of the ball 100 (as described below).
- the ball 100 can be formed using a variety of components and techniques to allow the ball 100 to provide the features described herein.
- FIG. 2 provides an illustration of an interactive ball 100 , with a call-out illustrating a non-limiting example of suitable components to provide the interactivity described below.
- the ball 100 includes a variety of components 200 .
- an outer skin 202 covers an interior rubber ball 204 .
- a casing 206 e.g., molded plastic, etc.
- a power source e.g., battery
- IC integrated circuits
- the control 104 e.g., button(s) etc. is operably connected with the IC 210 to allow a user to selectively control the modes/functions of the ball 100 .
- buttons can be exposed for manipulation by a user or, in another aspect, are positioned beneath the outer skin 202 but can be manipulated through the outer skin 202 (with symbols or images on the outer skin 202 signifying which button lays beneath the outer skin at a particular location).
- a connector port 212 e.g., 3.5 mm audio jack connector or micro-USB, etc.
- the connector port 212 can be used to charge the power source 208 .
- the connector port 212 can be used to sync with a user's mobile device (such as a phone, tablet, etc.) to provide data for an application that is stored on the user's mobile device and upload or download data from the IC 210 (which may in one aspect include a memory for storing the performance measures of the user).
- a user's mobile device such as a phone, tablet, etc.
- the IC 210 which may in one aspect include a memory for storing the performance measures of the user.
- One or more sensors 214 are included for sensing or otherwise receiving performance data about a user's performance.
- the sensor 214 is any suitable sensing device that is operable for providing data or measurements regarding the performance measures as described herein, non-limiting examples of which include a 3-axis accelerometer, a piezoelectric sensor, etc.
- the ball 100 includes at least one sensor 214 (and possibly more) and/or a memory and/or microprocessor that allows a user to play a variety of games, challenges, or measurable activities based on performing certain activities with the ball 100 .
- the sensor(s) 213 are any suitable sensors that allow for measurement of motion and/or forces of the ball 100 and/or that allow for competitive play and/or challenges as described herein and illustrated in the figures.
- Non-limiting examples of measurable challenges are “Flight Time” and “G-Force”. These challenges use sensors embedded in the ball that allow a user to determine how long the ball is aloft in the air after being kicked, or how hard the ball was kicked, respectively.
- challenges use sensors embedded in the ball that allow a user to determine how long the ball is aloft in the air after being kicked, or how hard the ball was kicked, respectively.
- the chart below provides a non-limiting example of a few features of the ball 100 according to the principles of the present invention.
- the sensor 214 is connected with the IC 210 to provide the relevant sensed data or measurements to the IC 210 for processing.
- a display 216 e.g., backlit LCD screen or any other suitable display
- a window 218 e.g., a clear polycarbonate, etc.
- the outer skin 202 can be formed to include an opening 220 above the window 218 .
- An air valve 224 (e.g., butyl valve or any other suitable valve) is also included to allow a user to selectively inflate deflate the ball 100 .
- the air valve 224 is included in aspects in which the ball 100 is inflatable. Other aspects that are not inflatable, such as a baseball, would not require such an air valve 224 .
- the ball 100 can be formed via any suitable technique or method.
- a rubber bladder pattern 300 is cut or otherwise formed out of a rubber sheet or other material.
- the pattern pieces are assembled into a ball shape 302 via stitching, adhesive, or any other suitable technique for affixing a plurality of pieces together.
- the ball shape is integrally formed as a single piece of material, similar to that of a balloon.
- the components 200 and valve 224 can be adhered to the ball shape via press fitting, using an adhesive or using any other suitable technique, etc. Thereafter, the outer skin 202 (rubber, leather, plastic, etc.) is applied to form the interactive ball 100 according to the principles of the present invention. Once assembled, the interactive ball 100 can be operated to provide a variety of play features, as described in further detail below.
- FIG. 4 illustrates the display 216 , connector port 212 and various non-limiting examples of modes that can be controlled via the control 104 .
- the control 104 includes three buttons, a home/back button 400 , a select/enter button 402 , and a mode button 404 .
- the display 216 can also be formed and configured to display the various modes or the current mode of the ball. Non-limiting examples of such modes include POWER mode 406 , CHALLENGE mode 408 (games and challenges), and STATUS mode 410 .
- Each of the modes is configured to perform a unique function and, in some aspects, can require additional inputs from the user. For example, a user may depress the mode button 404 to call up the various mode selections. Each time the user depresses the mode button 404 , the system toggles through each mode option, showing sequentially on the display 216 each of the modes. To select any given mode, the user then depresses the select/enter button 402 . For example if the user selects the POWER MODE 406 , a “Select Distance” 412 prompt is displayed to allow a user to preselect the distance the ball is to be kicked.
- the user can then use the mode button 404 to sequentially display (“toggle”) on the display 216 each of the selectable distances 414 .
- the user can then depress the select/enter button 402 .
- the system is set to allow a user to kick 416 the ball 100 .
- the sensors within the ball sense the force (via, for example, an accelerometer) received by the kick 416 and the time from the kick 416 to hitting the ground again (via, for example, the accelerometer). Based on that, the system calculates the speed (e.g., mph, etc.) at which the ball was displayed and the G-Forces exerted on the ball (i.e., how hard the ball was kicked).
- the speed is determined, for example, based on the user's pre-selection of the distance to which they are going to kick the ball and the time between the initial kick and the ground impact (i.e., the flight time or time that the ball was aloft). For example, if the user selects 100 yards and it takes 10 seconds from the initial kick to ground impact, it will assume that it went 100 yards in 10 seconds, or about 20 mph. Thus, in this non-limiting example, the system would display 20 MPH on the display 216 .
- the G-Force or power of the ball kicked is determined based off of the speed traveled (MPH/KPH) based on the preset distance.
- the user could select CHALLENGE mode 408 .
- the user is prompted to “Select Challenge” 416 .
- the user can toggle through the challenges 418 (e.g., Juggling, Dribbling, and Flight time) using the mode button 404 until the desired challenge 418 is displayed.
- the select/enter button 402 the selected challenge is initiated.
- the user is then prompted to perform (via, for example, the display 216 ) the selected challenge (i.e., Juggling 420 , Dribbling 422 , and Flight 424 ), with their performance during the challenge being sensed and recorded by the system.
- the ball can record the amount of “Juggling” 420 performed by a user.
- the ball 100 includes an accelerometer and a piezo-electric sensor (buzzer).
- the accelerometer can measure the change in velocity and the piezo-electric sensor is used as a trigger for recording time played.
- the user is prompted to “Juggle” the ball, at which point the ball (after first impact) will count the amount of consistent impacts (e.g., within 1 ⁇ 4 second of each other (give or take 1 ⁇ 4 of a second), etc.) until the ball 100 is at rest for a short period of time (e.g., two seconds, etc.), with the number of consistent impacts being displayed as the juggle count.
- the amount of consistent impacts e.g., within 1 ⁇ 4 second of each other (give or take 1 ⁇ 4 of a second), etc.
- a similar “Dribbling” 422 game can be played, in which the user dribbles the ball 100 , with the number of dribbles being measured using the same process as described above.
- the accelerometer can measure the change in velocity and the piezo-electric sensor is used as a trigger for recording time played.
- Dribbling 422 Once the ball is set to Dribbling 422 , it will count the amount of consistent impacts (e.g., within 1 ⁇ 2 second of each other (give or take 1 ⁇ 2 of a second), etc.) until the ball 100 is at rest for a short period of time (e.g., two seconds, etc.), with the number of consistent impacts being displayed as the dribble count.
- a distinction between Dribbling challenge 422 and Juggling 420 challenge is that the time between impacts for each dribble is slightly longer (e.g., 1 ⁇ 2 second or more, or any other predetermined amount of time) than each juggle impact.
- Flight Time 424 Another non-limiting example of a challenge is “Flight Time” 424 .
- the Flight Time 424 challenge is referred to herein and in the figures interchangeable as “Blast It.”
- the flight time is determined as the time between the initial kick and the ground impact (i.e., the time that the ball was aloft). In other words, the system tracks the time of the ball's travel from first activation (i.e., kick) to a second activation (i.e., stop).
- the flight time is then displayed to the user.
- the Flight Time 242 challenge displays the “time to beat.” If the time is beat, the ball 100 will acknowledge and provide a new “time to beat.” The times will become longer/more challenging as it progresses.
- the STATUS mode 410 can be used to display Total Points and Total Time Played (active). Points are based off of total Time Played and the specific activity/challenge being played. Points are, for example, the combined total numerical value based off of the Total Activity Time and specific activity played. The better the user performs, the more points are awarded. Further, the longer active, the more points awarded. Thus, the longer the ball 100 is active and the better the user performs within the challenges, the more points are earned, with the Total Points being viewable any time by selecting the STATUS mode 410 . Time Played is calculated from Power On until Sleep over time from start of play to sync. Time Played is specific to the ball being ON. The ball turns ON when a user presses any of the buttons on the control. Once the ball is at rest (e.g., not moving for two minutes), the ball goes to sleep and powers down, and points stop being accumulated.
- the Permanent Stats are those which are kept on the ball 100 and are able to be viewed at anytime until the ball 100 is reset via a syncing procedure or other reset procedure.
- Temporary stats are those which are able to be viewed only once, while on the screen specific to the challenge/activity of the ball 100 that was just completed or is active. For example, Total Points and Total Time Active are Permanent Stats, whereas Temporary Stats include Speed, Power, Juggles, Dribbles, and Flight Time.
- the STATUS mode 410 can be selected 402 to display, for example, Total Points and/or Time Played (i.e., Total Time Active).
- FIG. 4 illustrates the STATUS Mode 410 as providing both Total Points and Total Time Played.
- FIGS. 5 and 7 the features can be separated such that STATUS Mode 410 is used to display only Total Points, whereas TIME PLAYED (as shown in FIG. 5 ) is provided as its own mode.
- FIGS. 5 through 13 are several process flowcharts depicting non-limiting examples by which the features of the ball can be accessed and operated. It should be understood that the flowcharts are provided for illustrative purposes of one possible implementation of functional processes and control and that the present invention is not intended to be limited thereto.
- FIG. 5 provides a non-limiting example of a flow chart depicting process flow of the POWER Mode and ball operation.
- FIG. 6 provides a process flow chart of the POWER mode, in which a user selects the speed option.
- FIG. 7 is a process flow chart depicting the TIME PLAYED mode. As noted above, the TIME PLAYED mode, in one aspect, can be a subset of the STATUS mode or a mode on its own.
- FIG. 8 is a process flow chart depicting the CHALLENGE mode, in which a user selects the Juggling challenge or game.
- FIG. 9 is a process flow chart depicting the CHALLENGE mode, in which a user selects the Dribbling challenge or game.
- FIG. 10 is a process flow chart depicting the CHALLENGE mode, in which a user selects the Flight Time (i.e., Blast It) challenge or game.
- FIG. 11 is a process flow chart depicting a power save feature of the ball. For example, if no button (and/or sensor) is activated after a period of three minutes (or any other predetermined time period), the ball will turn off. Alternatively, if button and/or sensor is activated, then the timer will reset and check again in three minutes (or any other predetermined time period).
- FIG. 12 is process flow chart depicting an example operation of a settings menu, in which a user can access the settings menu and change a setting. For example, the user can select to display speed in either MPH or KPH.
- all of the performance stats as measured by the sensors in the ball can be transferred to a user's computer device, such as a home computer or mobile device (e.g., phone, tablet computer, etc.) and/or synced with an application loaded on the user's device.
- a mobile application can be loaded onto a user's mobile phone.
- the mobile application includes a variety of features, such as the ability to sync/load performance data from the ball and display the various metrics on the user's mobile phone or device.
- FIG. 13 provides a non-limiting example of a process flow by which the ball can be connected with and sync with a user's mobile device and its software application.
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Abstract
The present invention relates to an interactive ball and, more particularly to a ball (e.g., soccer ball) having one or more sensors and an integrated circuit and a memory that are configured to record at least one performance metric from a user that can be implemented through a variety of games and challenges. The performance metric includes a power mode and a challenge mode, with the challenge mode providing a variety of challenges for the user to perform or compete against, including dribbling, juggling, and flight time.
Description
- This is a non-provisional application of U.S. Provisional Application No. 61/905,033, filed on Nov. 15, 2013, and entitled, “Interactive Soccer Ball.”
- (1) Field of Invention
- The present invention relates to an interactive ball and, more particularly to a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball.
- (2) Description of Related Art
- Balls have long been known in the art and are used to play any number of games. When playing a game, users often brag to one another about their skills or otherwise try to compete with one another. While it may be possible to visually and manually count a user's particular performance to a challenge, such a manual verification can be difficult to accomplish and is easily contestable.
- Thus, a continuing need exists for a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball.
- The present invention relates to an interactive ball and, more particularly to a ball (e.g., soccer ball) having one or more sensors and an integrated circuit and a memory that are configured to record at least one performance metric from a user that can be implemented through a variety of games and challenges.
- In one aspect, the at least one performance metric includes a power mode and a challenge mode. When in the power mode, the integrated circuit in conjunction with the one or more sensors is operable for measuring the speed at which the ball is kicked and G-forces exerted upon the ball when the ball is kicked. When in the challenge mode, the integrated circuit in conjunction with the one or more sensors is operable for initiating and recording performance measures from a user during a plurality of challenges.
- In one aspect, the plurality of challenges includes a juggling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a juggle count.
- In another aspect, the plurality of challenges includes a dribbling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a dribble count.
- In yet another aspect, the time between consistent impacts in the dribbling challenge is greater than the time between consistent impacts in the juggling challenge.
- In another aspect, the plurality of challenges includes a flight time challenge, in which time is recorded between an initial impact and a landing impact as a flight time.
- In yet another aspect, the ball includes a connector port and is adapted to connect with and sync with a software application stored on a user's mobile device.
- Finally, as can be appreciated by one in the art, the present invention also comprises a method for forming and using the invention described herein.
- The objects, features and advantages of the present invention will be apparent from the following detailed descriptions of the various aspects of the invention in conjunction with reference to the following drawings, where:
-
FIG. 1 is an illustration of an interactive ball according to the principles of the present invention; -
FIG. 2 is an interior-view illustration depicting an example of the components of the interactive ball; -
FIG. 3 an illustration depicting an example of forming the interactive ball according to the principles of the present invention; -
FIG. 4 is an illustration depicting control functions according to the principles of the present invention; -
FIG. 5 is a flow chart depicting process flow of the POWER Mode and ball operation; -
FIG. 6 is a flow chart depicting process flow of the POWER mode, in which a user selects the speed option; -
FIG. 7 is a flow chart depicting process flow of the TIME PLAYED mode; -
FIG. 8 is a flow chart depicting process flow of the CHALLENGE mode, in which a user selects the Juggling challenge or game; -
FIG. 9 is a flow chart depicting process flow of the CHALLENGE mode, in which a user selects the Dribbling challenge or game; -
FIG. 10 is a flow chart depicting process flow of the CHALLENGE mode, in which a user selects the Flight Time (i.e., Blast It) challenge or game; -
FIG. 11 is a flow chart depicting a power save feature; -
FIG. 12 is flow chart depicting an example operation of a settings menu; and -
FIG. 13 is a flow chart depicting an example process flow by which the ball can be connected with and sync with a user's mobile device and its software application. - The present invention relates to an interactive ball and, more particularly to a ball having sensors that allow a user to measure and play a variety of games or challenges based on motion of the ball. The following description is presented to enable one of ordinary skill in the art to make and use the invention and to incorporate it in the context of particular applications. Various modifications, as well as a variety of uses in different applications will be readily apparent to those skilled in the art, and the general principles defined herein may be applied to a wide range of embodiments. Thus, the present invention is not intended to be limited to the embodiments presented, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
- In the following detailed description, numerous specific details are set forth in order to provide a more thorough understanding of the present invention. However, it will be apparent to one skilled in the art that the present invention may be practiced without necessarily being limited to these specific details. In other instances, well-known structures and devices are shown in block diagram form, rather than in detail, in order to avoid obscuring the present invention.
- The reader's attention is directed to all papers and documents which are filed concurrently with this specification and which are open to public inspection with this specification, and the contents of all such papers and documents are incorporated herein by reference. All the features disclosed in this specification, (including any accompanying claims, abstract, and drawings) may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise. Thus, unless expressly stated otherwise, each feature disclosed is only one example of a generic series of equivalent or similar features.
- Furthermore, any element in a claim that does not explicitly state “means for” performing a specified function, or “step for” performing a specific function, is not to be interpreted as a “means” or “step” clause as specified in 35 U.S.C. Section 112, Paragraph 6. In particular, the use of “step of” or “act of” in the claims herein is not intended to invoke the provisions of 35 U.S.C. 112, Paragraph 6.
- Please note, if used, the labels left, right, front, back, top, bottom, forward, reverse, clockwise and counter clockwise have been used for convenience purposes only and are not intended to imply any particular fixed direction. Instead, they are used to reflect relative locations and/or directions between various portions of an object.
- (1) Description
- The present invention relates to an interactive ball and, more particularly to a ball having sensors and an integrated circuit and memory that are configured to record at least one performance metric from a user. The performance metric is implemented through a variety of games or challenges based on motion or forces exerted upon the ball. It should be understood that although the ball is described in terms of a soccer ball, the invention is not intended to be limited thereto as the features and operations described herein can be applied to any ball or toy, non-limiting examples of which include baseballs, footballs, golf balls, etc.
- As shown in
FIG. 1 , theball 100 includes adisplay 102 and at least onecontrol 104 that allows a user to view and control the various modes/functions of the ball 100 (as described below). It should be understood that theball 100 can be formed using a variety of components and techniques to allow theball 100 to provide the features described herein. Thus, the specific example illustrated as illustrated inFIG. 2 is provided as a non-limiting example of aball 100 according to the principles of the present invention. Specifically,FIG. 2 provides an illustration of aninteractive ball 100, with a call-out illustrating a non-limiting example of suitable components to provide the interactivity described below. - As shown in
FIG. 2 , theball 100 includes a variety ofcomponents 200. For example, anouter skin 202 covers aninterior rubber ball 204. Embedded within theball 100 is a casing 206 (e.g., molded plastic, etc.) that holds the interactive components. Within thecasing 206 is a power source (e.g., battery) 208 that is electronically connected with one or more integrated circuits (IC) 210 (such as a microprocessor and/or microcontroller) and acorresponding memory 230. The control 104 (e.g., button(s) etc.) is operably connected with the IC 210 to allow a user to selectively control the modes/functions of theball 100. Thecontrol 104 or buttons can be exposed for manipulation by a user or, in another aspect, are positioned beneath theouter skin 202 but can be manipulated through the outer skin 202 (with symbols or images on theouter skin 202 signifying which button lays beneath the outer skin at a particular location). A connector port 212 (e.g., 3.5 mm audio jack connector or micro-USB, etc.) can be incorporated into theball 100 and connected with theIC 210 and/or any other components such that peripheral or external devices can be operably and/or communicatively connected to theball 100 and itscomponents 200. As a non-limiting example, theconnector port 212 can be used to charge thepower source 208. As another non-limiting example, theconnector port 212 can be used to sync with a user's mobile device (such as a phone, tablet, etc.) to provide data for an application that is stored on the user's mobile device and upload or download data from the IC 210 (which may in one aspect include a memory for storing the performance measures of the user). One ormore sensors 214 are included for sensing or otherwise receiving performance data about a user's performance. Thesensor 214 is any suitable sensing device that is operable for providing data or measurements regarding the performance measures as described herein, non-limiting examples of which include a 3-axis accelerometer, a piezoelectric sensor, etc. In other words, theball 100 includes at least one sensor 214 (and possibly more) and/or a memory and/or microprocessor that allows a user to play a variety of games, challenges, or measurable activities based on performing certain activities with theball 100. The sensor(s) 213 are any suitable sensors that allow for measurement of motion and/or forces of theball 100 and/or that allow for competitive play and/or challenges as described herein and illustrated in the figures. Non-limiting examples of measurable challenges are “Flight Time” and “G-Force”. These challenges use sensors embedded in the ball that allow a user to determine how long the ball is aloft in the air after being kicked, or how hard the ball was kicked, respectively. Thus, as can be appreciated, through incorporating sensors within theball 100, there are a variety of challenges and modes that can be played using theball 100. - For example, the chart below provides a non-limiting example of a few features of the
ball 100 according to the principles of the present invention. -
Sensors How it works What it tracks Remarks 3-Axis Reads the max. Measure the 1. Measures the force Accelerom- acceleration force with mass when hitting the ball eter when hitting of soccer ball the ball Piezoelectric Senses a Count time 2. Measures different Sensor shock signal MPH with using preset distances. - The
sensor 214 is connected with theIC 210 to provide the relevant sensed data or measurements to theIC 210 for processing. A display 216 (e.g., backlit LCD screen or any other suitable display) is connected with theIC 210 for displaying the mode, performance measures, status, or any other relevant data as may be desirably displayed. A window 218 (e.g., a clear polycarbonate, etc.) can be affixed with thecasing 206 such that thedisplay 216 is viewable through thecasing 206. Further and in another aspect, theouter skin 202 can be formed to include anopening 220 above thewindow 218. Thus, in this aspect, a user can view thedisplay 216 and the various modes, features, etc. of theball 100. - An air valve 224 (e.g., butyl valve or any other suitable valve) is also included to allow a user to selectively inflate deflate the
ball 100. Note that theair valve 224 is included in aspects in which theball 100 is inflatable. Other aspects that are not inflatable, such as a baseball, would not require such anair valve 224. - The
ball 100 can be formed via any suitable technique or method. As a non-limiting example and as illustrated inFIG. 3 , arubber bladder pattern 300 is cut or otherwise formed out of a rubber sheet or other material. The pattern pieces are assembled into aball shape 302 via stitching, adhesive, or any other suitable technique for affixing a plurality of pieces together. Note that in another aspect, the ball shape is integrally formed as a single piece of material, similar to that of a balloon. Once affixed into theball shape 302, theelectronic components 200 andvalve 224 can be inserted or otherwise affixed with theball shape 302 to form a sealedrubber ball 304, which can then be air filled and air tightened. Thecomponents 200 andvalve 224 can be adhered to the ball shape via press fitting, using an adhesive or using any other suitable technique, etc. Thereafter, the outer skin 202 (rubber, leather, plastic, etc.) is applied to form theinteractive ball 100 according to the principles of the present invention. Once assembled, theinteractive ball 100 can be operated to provide a variety of play features, as described in further detail below. -
FIG. 4 illustrates thedisplay 216,connector port 212 and various non-limiting examples of modes that can be controlled via thecontrol 104. In the non-limiting example illustrated inFIG. 4 , thecontrol 104 includes three buttons, a home/back button 400, a select/enter button 402, and amode button 404. Thedisplay 216 can also be formed and configured to display the various modes or the current mode of the ball. Non-limiting examples of such modes includePOWER mode 406, CHALLENGE mode 408 (games and challenges), andSTATUS mode 410. - Each of the modes is configured to perform a unique function and, in some aspects, can require additional inputs from the user. For example, a user may depress the
mode button 404 to call up the various mode selections. Each time the user depresses themode button 404, the system toggles through each mode option, showing sequentially on thedisplay 216 each of the modes. To select any given mode, the user then depresses the select/enter button 402. For example if the user selects thePOWER MODE 406, a “Select Distance” 412 prompt is displayed to allow a user to preselect the distance the ball is to be kicked. The user can then use themode button 404 to sequentially display (“toggle”) on thedisplay 216 each of the selectable distances 414. When the desired distance is displayed, the user can then depress the select/enter button 402. Thereafter, the system is set to allow a user to kick 416 theball 100. The sensors within the ball sense the force (via, for example, an accelerometer) received by thekick 416 and the time from thekick 416 to hitting the ground again (via, for example, the accelerometer). Based on that, the system calculates the speed (e.g., mph, etc.) at which the ball was displayed and the G-Forces exerted on the ball (i.e., how hard the ball was kicked). The speed is determined, for example, based on the user's pre-selection of the distance to which they are going to kick the ball and the time between the initial kick and the ground impact (i.e., the flight time or time that the ball was aloft). For example, if the user selects 100 yards and it takes 10 seconds from the initial kick to ground impact, it will assume that it went 100 yards in 10 seconds, or about 20 mph. Thus, in this non-limiting example, the system would display 20 MPH on thedisplay 216. The G-Force or power of the ball kicked is determined based off of the speed traveled (MPH/KPH) based on the preset distance. - As another example, the user could select
CHALLENGE mode 408. Once theCHALLENGE mode 408 is selected 402, the user is prompted to “Select Challenge” 416. The user can toggle through the challenges 418 (e.g., Juggling, Dribbling, and Flight time) using themode button 404 until the desiredchallenge 418 is displayed. Using the select/enter button 402, the selected challenge is initiated. The user is then prompted to perform (via, for example, the display 216) the selected challenge (i.e.,Juggling 420,Dribbling 422, and Flight 424), with their performance during the challenge being sensed and recorded by the system. - As a non-limiting example, the ball can record the amount of “Juggling” 420 performed by a user. In this non-limiting example, the
ball 100 includes an accelerometer and a piezo-electric sensor (buzzer). The accelerometer can measure the change in velocity and the piezo-electric sensor is used as a trigger for recording time played. The juggles are tracked by impact/shock that the soccer ball receives. For example, 1 impact=1 count, 2 impacts=2 counts—and so on. Once the ball is set to Juggling 420, the user is prompted to “Juggle” the ball, at which point the ball (after first impact) will count the amount of consistent impacts (e.g., within ¼ second of each other (give or take ¼ of a second), etc.) until theball 100 is at rest for a short period of time (e.g., two seconds, etc.), with the number of consistent impacts being displayed as the juggle count. - A similar “Dribbling” 422 game can be played, in which the user dribbles the
ball 100, with the number of dribbles being measured using the same process as described above. For example, the accelerometer can measure the change in velocity and the piezo-electric sensor is used as a trigger for recording time played. The dribbles are tracked by impact/shock that the soccer ball receives. For example, 1 impact=1 dribble, 2 impacts=2 dribbles—and so on. Once the ball is set to Dribbling 422, it will count the amount of consistent impacts (e.g., within ½ second of each other (give or take ½ of a second), etc.) until theball 100 is at rest for a short period of time (e.g., two seconds, etc.), with the number of consistent impacts being displayed as the dribble count. A distinction betweenDribbling challenge 422 andJuggling 420 challenge is that the time between impacts for each dribble is slightly longer (e.g., ½ second or more, or any other predetermined amount of time) than each juggle impact. - Another non-limiting example of a challenge is “Flight Time” 424. It should be understood that the
Flight Time 424 challenge is referred to herein and in the figures interchangeable as “Blast It.” After selecting 402 theFlight Time 424 challenge, the user is prompted to “Kick” theball 100. The flight time is determined as the time between the initial kick and the ground impact (i.e., the time that the ball was aloft). In other words, the system tracks the time of the ball's travel from first activation (i.e., kick) to a second activation (i.e., stop). The flight time is then displayed to the user. The Flight Time 242 challenge displays the “time to beat.” If the time is beat, theball 100 will acknowledge and provide a new “time to beat.” The times will become longer/more challenging as it progresses. - The
STATUS mode 410 can be used to display Total Points and Total Time Played (active). Points are based off of total Time Played and the specific activity/challenge being played. Points are, for example, the combined total numerical value based off of the Total Activity Time and specific activity played. The better the user performs, the more points are awarded. Further, the longer active, the more points awarded. Thus, the longer theball 100 is active and the better the user performs within the challenges, the more points are earned, with the Total Points being viewable any time by selecting theSTATUS mode 410. Time Played is calculated from Power On until Sleep over time from start of play to sync. Time Played is specific to the ball being ON. The ball turns ON when a user presses any of the buttons on the control. Once the ball is at rest (e.g., not moving for two minutes), the ball goes to sleep and powers down, and points stop being accumulated. - There are Permanent Stats and Temporary Stats available to view on the
ball 100. The Permanent Stats are those which are kept on theball 100 and are able to be viewed at anytime until theball 100 is reset via a syncing procedure or other reset procedure. Temporary stats are those which are able to be viewed only once, while on the screen specific to the challenge/activity of theball 100 that was just completed or is active. For example, Total Points and Total Time Active are Permanent Stats, whereas Temporary Stats include Speed, Power, Juggles, Dribbles, and Flight Time. Thus, theSTATUS mode 410 can be selected 402 to display, for example, Total Points and/or Time Played (i.e., Total Time Active). - It should be understood that the specific modes described and illustrated are provided as non-limiting examples as the titles, modes, and collection of features within any given mode can be swapped, separated, etc., according to the principles of the present invention. For example,
FIG. 4 illustrates theSTATUS Mode 410 as providing both Total Points and Total Time Played. In another aspect and as illustrated inFIGS. 5 and 7 , the features can be separated such thatSTATUS Mode 410 is used to display only Total Points, whereas TIME PLAYED (as shown inFIG. 5 ) is provided as its own mode. - For further understanding, provided in
FIGS. 5 through 13 are several process flowcharts depicting non-limiting examples by which the features of the ball can be accessed and operated. It should be understood that the flowcharts are provided for illustrative purposes of one possible implementation of functional processes and control and that the present invention is not intended to be limited thereto. -
FIG. 5 provides a non-limiting example of a flow chart depicting process flow of the POWER Mode and ball operation.FIG. 6 provides a process flow chart of the POWER mode, in which a user selects the speed option.FIG. 7 is a process flow chart depicting the TIME PLAYED mode. As noted above, the TIME PLAYED mode, in one aspect, can be a subset of the STATUS mode or a mode on its own.FIG. 8 is a process flow chart depicting the CHALLENGE mode, in which a user selects the Juggling challenge or game.FIG. 9 is a process flow chart depicting the CHALLENGE mode, in which a user selects the Dribbling challenge or game.FIG. 10 is a process flow chart depicting the CHALLENGE mode, in which a user selects the Flight Time (i.e., Blast It) challenge or game. -
FIG. 11 is a process flow chart depicting a power save feature of the ball. For example, if no button (and/or sensor) is activated after a period of three minutes (or any other predetermined time period), the ball will turn off. Alternatively, if button and/or sensor is activated, then the timer will reset and check again in three minutes (or any other predetermined time period). -
FIG. 12 is process flow chart depicting an example operation of a settings menu, in which a user can access the settings menu and change a setting. For example, the user can select to display speed in either MPH or KPH. - In another aspect, all of the performance stats as measured by the sensors in the ball can be transferred to a user's computer device, such as a home computer or mobile device (e.g., phone, tablet computer, etc.) and/or synced with an application loaded on the user's device. For example, a mobile application can be loaded onto a user's mobile phone. The mobile application includes a variety of features, such as the ability to sync/load performance data from the ball and display the various metrics on the user's mobile phone or device.
FIG. 13 provides a non-limiting example of a process flow by which the ball can be connected with and sync with a user's mobile device and its software application. - In summary, described is an interactive ball that includes all of the necessary components, software, memory, etc., as may be needed to provide the functions and operations as described and illustrated. All features disclosed in this specification, including any accompanying claims, abstract, and drawings, may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise. Thus, unless expressly stated otherwise, each feature disclosed is one example only of a generic series of equivalent or similar features.
- Although desired aspects of the present invention have been shown and described, various modifications and substitutions may be made thereto without departing from the spirit and scope of the invention. Accordingly, it is to be understood that the present invention has been described by way of illustration and not limitation.
Claims (16)
1. An interactive ball, comprising:
a ball with one or more sensors attached thereto;
an integrated circuit and a memory, wherein the integrated circuit and at least one sensor are configured to record at least one performance metric from a user.
2. The interactive ball as set forth in claim 1 , wherein the ball is a soccer ball.
3. The interactive ball as set forth in claim 2 , wherein the at least one performance metric includes a power mode and a challenge mode.
4. The interactive ball as set forth in claim 3 , wherein when in the power mode, the integrated circuit in conjunction with the one or more sensors is operable for measuring the speed at which the ball is kicked and G-forces exerted upon the ball when the ball is kicked.
5. The interactive ball as set forth in claim 4 , wherein when in the challenge mode, the integrated circuit in conjunction with the one or more sensors is operable for initiating and recording performance measures from a user during a plurality of challenges.
6. The interactive ball as set forth in claim 5 , wherein the plurality of challenges includes a juggling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a juggle count.
7. The interactive ball as set forth in claim 6 , wherein the plurality of challenges includes a dribbling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a dribble count.
8. The interactive ball as set forth in claim 7 , wherein the time between consistent impacts in the dribbling challenge is greater than the time between consistent impacts in the juggling challenge.
9. The interactive ball as set forth in claim 8 , wherein the plurality of challenges includes a flight time challenge, in which time is recorded between an initial impact and a landing impact as a flight time.
10. The interactive ball as set forth in claim 9 , wherein the ball includes a connector port and is adapted to connect with and sync with a software application stored on a user's mobile device.
11. The interactive ball as set forth in claim 3 , wherein when in the challenge mode, the integrated circuit in conjunction with the one or more sensors is operable for initiating and recording performance measures from a user during a plurality of challenges.
12. The interactive ball as set forth in claim 11 , wherein the plurality of challenges includes a juggling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a juggle count.
13. The interactive ball as set forth in claim 11 , wherein the plurality of challenges includes a dribbling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a dribble count.
14. The interactive ball as set forth in claim 13 , wherein the plurality of challenges includes a juggling challenge, in which the ball counts a number of consistent impacts until the ball is at rest for a predetermined period of time, with the number of consistent impacts being displayed as a juggle count, and wherein the time between consistent impacts in the dribbling challenge is greater than the time between consistent impacts in the juggling challenge.
15. The interactive ball as set forth in claim 11 , wherein the plurality of challenges includes a flight time challenge, in which time is recorded between an initial impact and a landing impact as a flight time.
16. The interactive ball as set forth in claim 1 , wherein the ball includes a connector port and is adapted to connect with and sync with a software application stored on a user's mobile device.
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US14/543,227 US20150196811A1 (en) | 2013-11-15 | 2014-11-17 | Interactive ball |
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US201361905033P | 2013-11-15 | 2013-11-15 | |
US14/543,227 US20150196811A1 (en) | 2013-11-15 | 2014-11-17 | Interactive ball |
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US20150196811A1 true US20150196811A1 (en) | 2015-07-16 |
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US14/543,227 Abandoned US20150196811A1 (en) | 2013-11-15 | 2014-11-17 | Interactive ball |
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Cited By (13)
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US9384676B2 (en) * | 2012-12-18 | 2016-07-05 | Shooters Revolution LLC | Sporting-object training device with skills-training mode detection |
US9211446B2 (en) * | 2013-03-15 | 2015-12-15 | Nike, Inc. | Sport ball bladder with a pocket |
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US10350461B2 (en) * | 2014-01-15 | 2019-07-16 | Commissariat A L'Energie Atomique Et Aux Energies Alternative | Device with deformable shell including an internal piezoelectric circuit |
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DE202015008658U1 (en) * | 2015-12-21 | 2017-03-22 | Socca360 GmbH | ball |
CN106039681A (en) * | 2016-06-03 | 2016-10-26 | 苏州乐聚堂电子科技有限公司 | Game ball system |
CN109843400A (en) * | 2016-10-20 | 2019-06-04 | 福特沙克公司 | Method of motion analysis for the equipment that juggles |
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BE1025873B1 (en) * | 2018-01-04 | 2019-08-06 | Raffaele RITACCIO | JONGLAGE COUNTER BALL |
US20190224557A1 (en) * | 2018-01-23 | 2019-07-25 | Company 5, Llc | Bouncing ball with bounce counter |
US20190344144A1 (en) * | 2018-05-09 | 2019-11-14 | Nicolas San Juan | Sports ball having electronics and method of use |
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