CN211050861U - Interactive sports training equipment - Google Patents

Interactive sports training equipment Download PDF

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Publication number
CN211050861U
CN211050861U CN201921713948.6U CN201921713948U CN211050861U CN 211050861 U CN211050861 U CN 211050861U CN 201921713948 U CN201921713948 U CN 201921713948U CN 211050861 U CN211050861 U CN 211050861U
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China
Prior art keywords
training device
light source
interactive
sports training
interactive sports
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Expired - Fee Related
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CN201921713948.6U
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Chinese (zh)
Inventor
黎燿豪
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Techtics Hk Ltd
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Techtics Hk Ltd
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Priority to CN201921713948.6U priority Critical patent/CN211050861U/en
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Abstract

The utility model discloses an interactive sports training device; comprising a mat divided into twelve square cells, each cell containing five light sources, one in the middle of the cell, each of the four corners of the cell and five sensor means associated with each of the five light sources, and processor means coupled to the light sources and the sensor means and provided with at least one training program and a ball capable of communicating with the sensor means; the processor means controls activation of the light source in accordance with at least one training program, and when an object is placed in proximity to the activated light source, the sensor means associated with the activated light source communicates with the processor means, enabling the activated light source and at least one training program. In use, it provides a system that simulates the unpredictable and competitive nature of multiplayer sports by allowing users to practice themselves in a real life environment.

Description

Interactive sports training equipment
Technical Field
The utility model relates to a puck training equipment, in particular to interactive motion training equipment.
Background
The background art is for illustrative purposes only, and the invention and its advantages will be explained with reference to ice hockey without limiting its applicability to other sports. However, the invention may be applied to any player participating in any other sport involving a ball or the like, with or without a racket or the like, and requires hand-eye coordination, and may be beneficial. Maneuvering, positioning, passing, pitching, etc. Thus, similar applications may be implemented in many other sports, including but not limited to lacrosse, tennis, football, baseball and basketball, ice hockey being a popular sport in many countries of the world, including canada, Cl' SA, russia, finland, sweden, czech slovak and germany. Where canada invented this sport, it is common for players three years old to begin practicing their skills. Most competitive young players practice and play an average of 5 hours or more per week. At elite level, young players practice two to three hours per day, with at least 50% of the practice time being used for the art of baseball handling, shooting and passing. Currently, outside the mixed combat and match situation, whether on ice or on ice, there are few competitive personal maneuvering exercises: (i) practice on ice-while doing so, a player may spend time moving an ice hockey puck along a predetermined path, typically along the small orange cone marker of the ice cube; (ii) practice on ice-players will spend a lot of time manipulating, passing and shooting with various objects like tennis and rubber ball at home, school, parking lot and street. Ice practice is limited by the cost of rental ice time, which is a buildup of skill and experience. As a result, many athletes practice hockey by themselves or in groups. Currently, there are only two ice practice methods to simulate a real game environment. First, players practice and invent a competitive game with each other, in which each player attempts to obtain a hockey puck from the opposing player. Second, the players play a real game with each other (with or without a score), commonly referred to as hockey or street hockey. There are many difficulties with any of these methods. For example, it is often difficult to find additional players who practice the same skill level. When a player's skills are better than those of a player playing with him, his practice will be less powerful because his skills are not challenged. Furthermore, space limitations may severely limit a player's ability to practice the game. On the other hand, a person, whether or not a person, the player is denied the elements of anticipation, unpredictability and spontaneity, which are indispensable for developing a high level of motor ability. In other words, when a player exercises alone, he always knows in advance what his next action is, since he has to decide what to do, where and how to move the ball or puck. When a person exercises alone, multiplayer games do not exist at all.
Players practice the ball moving from side to side as fast as they do in their own way. They may also practice passing the ball to an imaginary location and directing the ball towards an imaginary target, or sometimes into a goal net. As already indicated, in participating in any of these exercises, the player always knows what and where his next action will be, and he knows in advance what he will do next, that is during the stick handling, passing or shooting. Furthermore, in addition to trying to complete the exercise training in a shorter time, the player has little competitive pressure on him when exercising himself. While completion time is a factor in the overall skill of the player, this is only one aspect of his proficiency. More importantly, however, the player is able to quickly and accurately respond to unknown actions that other players have not expected-however, such skills are simply not practical or abrasive in personal exercises, and thus, the player has no accurate way to measure his performance and improvement in performing such exercises. In short, there is currently no way to practice maneuvering, passing or shooting in a truly "blind," responsive and interactive corner; the person who trains always knows what he is going to do before he does. In other words, no training program can provide a comprehensive improvement in maneuverability, foot speed, hand-eye coordination, reaction time, and overall skill required to effectively manipulate the stick, pass, and shoot. The' hockey game. The training apparatus disclosed herein was developed by the applicant based on the perceived need for training devices that simulate multiplayer games, are responsive and unpredictable, and improve player hand-eye coordination, maneuvering in an environment in close proximity to multiple people, pass and shoot ability, player hockey games. This portable compact and reasonably priced invention also allows players to practice anytime and anywhere (otherwise only with other players) under conditions that simulate real competitive environments. It has not been possible until now to achieve the same level and type of exercise as traditionally achieved only through multiplayer gaming activities.
SUMMERY OF THE UTILITY MODEL
The object of the utility model is to provide an interactive sports training equipment to the above-mentioned defect of prior art. Motion-related devices that relate to the manipulation, transmission and firing of objects.
For solving the above-mentioned defect of prior art, the utility model provides a technical scheme is: an interactive sports training apparatus comprising a mat divided into twelve square cells, each square cell containing five light sources, one of which is in the middle of the square cell, five sensor devices also being provided within each square, the four corners of each square cell and the five sensor devices associated with each of the five light sources, and processor means coupled to the light sources and the sensor devices and provided with at least one training program and a ball capable of communicating with the sensor devices; the processor device controls activation of the light source in accordance with at least one training program, and when an object is placed in proximity to the activation light source, the sensor device associated with the activation light source communicates with the processor device, enabling the activation light source and at least one training program.
As the utility model discloses an improvement of interactive sports training equipment still includes control panel, control panel is mutual with interactive sports training equipment.
As an improvement of the interactive athletic training device of the present invention, the processor means communicates with the remote display.
As an improvement of the present invention, an interactive sports training device communicates wirelessly with another such interactive sports training device.
As an improvement of the interactive athletic training device of the present invention, it further comprises a monitor for monitoring and displaying heart rate, calories burned, covered distance, and other such physical fitness indicators.
As an improvement of the present invention, an interactive sports training device is adapted to be used in a vertical position.
As an improvement of the interactive sports training device of the present invention, the interactive sports training device is adapted for use with hockey or lacrosse targets.
As an improvement of the present invention, an interactive sports training device is capable of being physically connected to one or more other such devices to form a plurality of interconnected devices.
It is another aspect of the present invention to provide an interactive athletic training device that simulates the expectations, responsiveness and unpredictability of a multiplayer athletic game, where players are competing against or by requiring players to react to signals, whose location, frequency and location of occurrence are unknown and unpredictable, and improves the hands and eyes of players against their strategy, actions and movements are neither known nor predictable, and other players coordinate, insist on maneuvering, passing and shooting in their own practice in a real game environment.
Another aspect of the present invention is to provide a compact, portable, and reasonably priced athletic training device. Which can accommodate and accommodate multiple athletes through, for example, time and accuracy challenges. Several such devices are connected in a physical or wireless manner.
Another aspect of the present invention is to provide an interactive athletic training device that can be used by coaches and coaches to challenge players in a simulated "real" game environment without renting expensive ice time in the field. Another aspect of the present invention is to provide an interactive sports training device that allows an athlete or coach to create new custom programs or random exercises.
Another aspect of the present invention is to provide an interactive sports apparatus capable of generating an unlimited training program to prevent boredom associated with repetitive exercise exercises. Another aspect of the present invention is to provide an interactive sports training device that allows an athlete to practice in "darkness". In total darkness, the player will only see the light source activated, and must attempt to deactivate the light source without seeing that he is moving the ball. There is currently no way to simulate this type of athletic training.
It is another aspect of the present invention to provide an interactive athletic training device that is adapted to improve overall physical fitness. Another aspect of the present invention is to provide an interactive sports training device that allows a potential customer to try and obtain a 'feel' in the "real life" environment of a hockey stick prior to purchase.
Another aspect of the present invention is to provide an interactive athletic training device that may be used for pay-per-view games, such as, but not limited to, the manner in which shooting cages and video games are currently available at various gaming establishments, such as, but not limited to, an interactive athletic training device that is capable of monitoring elapsed time, completion time, calories burned, heart rate, and other physical fitness indices.
Another aspect of the present invention is to provide a challenging system for accurate photography with a network of targets that move differently when there is no field goalkeeper. An interactive bandage training device according to the present invention generally includes (1) a pad; (2) a plurality of light sources; (3) a plurality of sensor devices activated when a desired object is in proximity to the light: e, (4) a processor connected to the light source acid; sWr ii: the ear, ar, d provides at least one training program; (5) an object capable of communicating with the sensor device, wherein when the object is placed in proximity to the light source, the processor device deactivates the light and activates another light source of the plurality of light sources in accordance with the at least one. And (5) training planning. According to a preferred aspect of the invention, the device (i) comprises a control panel allowing a user to interact with the device, and (ii) the processor means is a microcomputer storing a predefined training program. The control panel may be used to select a program from the microcomputer for the user to follow. Training programs are intended to improve the hand-eye coordination process, object handling, passing and shooting skills and accuracy of users. In addition to this
the mat is 6 feet × 6 feet, divided into 16 "x 16" units, each unit containing five (5) light sources of two different sizes, one larger light source located in the center of each unit and four (4) smaller light sources located in each of the four corners of the unit, each of these light sources being independently controlled × the processing means, × providing four (4) times smaller light sources, 75% of which are of a smaller size, any training drill complexity is significantly increased, in order to deactivate any of these light sources, the ball must be held in close proximity to the smaller light source in an attempt to deactivate it, which will require greater accuracy, and such a mat is adapted to be connected to another mat, thereby increasing the surface area that the user can practice, which in turn will increase the intensity level of any practice, such a mat is capable of wireless communication, and thus, multiple users can practice in confined spaces together, another aspect of the present invention is to provide a response signal for the user to practice, which will increase the intensity level of any practice, which will increase the strength of any practice, which will be detected × the present invention, the following steps (1) and others, which will be based on the signal and the characteristics of the invention, which will be interpreted × the following the steps of the invention, the detection of the accuracy of the movement of the hand, the detection of the hand, the detection of the accuracy, the detection of the location of the detection of the game, the detection of the game, the detection of the game, the detection of.
Drawings
The invention and its advantageous technical effects are described in further detail below with reference to the accompanying drawings and embodiments, in which:
FIG. 1: overview of an interactive athletic training device.
FIG. 2: an exploded view of one of the twelve square cells that make up the mat of the interactive sports training device.
FIG. 3: illustration of two interactive athletic training devices physically connected together.
FIG. 4: an illustration of three interactive athletic training devices wirelessly connected together.
FIG. 5 is a depiction of an interactive athletic training device connected to an external screen or display (e.g., a television).
FIG. 6: is a depiction of an interactive sports training device attached to a hockey goal.
FIG. 7: a prior art training aid is depicted, which comprises an impenetrable plate in front of the hockey goal to completely block through several openings whether the tennis player intends to shoot or ice hockey.
Detailed Description
The invention will be further described below with reference to the drawings and specific examples, but the embodiments of the invention are not limited thereto.
As shown in fig. 1-7, the present invention provides a system for simulating the unpredictable and competitive nature of multiplayer sports involving the manipulation of objects (e.g., balls, hockey puck, etc.), the passage of objects, and the shooting or propulsion of objects. The accuracy with which an object is directed toward a target or desired location, thereby allowing a user to practice himself in a real-life environment rather than in a predictable environment. The present invention accomplishes this by requiring the player to respond to stimuli whose frequency, occurrence and location are neither controlled by the player nor predicted by the player, thereby requiring the player to react and respond at "real" time as if he were responding to other players who he is playing. The present invention also provides a system for improving motor skills and overall physical fitness.
The preferred embodiment of the invention is described herein as it will be used with ice hockey sports, but it will be apparent from the description below that the invention may be used with other sports. To bal1 and the like with or without a stick that requires hand-eye coordination and manipulation, steering and shooting of the ball, and the like. Fig. 1 shows an interactive training apparatus 10. The apparatus 10 includes a mat 12 divided into twelve square cells 14, each cell containing: (A) five (5) light sources-one in the middle 16 of the unit, one at each of the four corners 18 of the unit and (B) five sensor devices associated with each of the five light sources, and a processor device 20 coupled to the light sources and the sensor devices and provided with at least one training program and a ball 22 capable of communicating with the sensor devices 50; and a control panel 26. Figure 2 is an exploded view of one of the twelve square cells 14 that make up the mat 12. The training program controls and instructs the frequency and sequence of activating the light sources. The training program may generate a random sequence or follow a predefined sequence or pattern of light source activation. The interactive training device functions as follows: when the training program starts, it will activate a light source. The user detects the activated light source and then the user will manipulate his hockey stick to position the ball near the activated light source. Once this is done, an object (e.g., a magnet) within the ball triggers the sensor device associated with the activated light source, thereby communicating with the processor means that the ball is now in close proximity to the light source. At this point, the processor generates signal means to deactivate (turn off) the light source and activate another light source. The user detects this second activation light source and manipulates his hockey stick to reposition the ball in the vicinity of the second activation light source, which triggers the second sensor device, signaling to the processor that the ball has been successfully repositioned; the processor means then generates a further signal which deactivates the light source and switches on a further light source and so on. Alternatively, accurate and proper placement of the ball relative to the activated light source will directly cause deactivation of the light source without any further communication with the processor means. When the deactivation of a light source is communicated to the processor means, the processor means initiates the activation of another light source. The interactive training device may operate in one of a plurality of modes. The mode may be changed at the discretion of the user. For example, once the light source is activated, it will remain on until deactivated by the user by positioning the ball in proximity thereto. Only after the first light source is deactivated is the other light source activated, and so on. In another mode, the activated light source will remain for only a predetermined amount of time. If the user does not deactivate it within the predetermined time, the processor means will deactivate it and activate another light source, recording how many light sources the user deactivated. This is done for a specified time. The less the user deactivates the light source, the less precise he will be in handling the hockey stick and positioning the ball. In another embodiment of the invention, the processor means stores data cumulatively about the user's performance and calculates the result. Each time the user accurately responds to the light source within a specified time, the user will be awarded a total number of points calculated by the processor device upon completion of the predefined training program. The processor means either has a display to be presented with the result or is adapted to transmit the result to a separate display which may be physically or wirelessly connected. In another embodiment of the invention, the device or a part thereof may be placed upright (or suspended) so that shooting and passing accuracy may be further challenged, since now the ball must not only pass flat across the ground but sometimes the player needs to lift or lift across a distance in order to trigger the sensor associated with the activated light source. The device may be attached to a hockey goal (fig. 6) so as to completely block the goal net. In this mode, the player must shoot the ball at an activated light source on the mat covering the goal. In this mode, the light sources will be activated at different positions
According to a predetermined program, or randomly positioned on the mat, results in a more challenging and competitive target exercise routine. This embodiment of the invention has significant advantages over existing training aids. Fig. 7 depicts such a prior art training aid consisting of an impenetrable panel 32 in front of the hockey goal 34 to completely block ne 4. This prior art device also includes several openings 36 through which the player shoots a ball or puck. Two of the most obvious disadvantages of such training devices are: (i) the fact that there are a limited number of stationary openings results in the player actually always practicing stationary shooting; (ii) once a player successfully shoots a ball or puck through the opening, he must physically move the board, retrieve the ball or puck, and reposition the board to receive the exercise. The interactive athletic training device may be operated by coupling the device to a power source, such as, but not limited to, a conventional Alternating Current (AC) power source, such as a conventional wall outlet, a battery, which may or may not be rechargeable, or other power source. The interactive athletic training device may then be turned on using the on/off switch. A display, whether physically or wirelessly, connected to the processor device then displays a mode selection screen. Fig. 5 shows the sports training device 10 connected to an external separate screen or display 30, such as a television, so that its user can follow the activation of the light sources on the television screen without looking at the mat 12, thereby further simulating a real life hockey game. An elite player will operate his ball, operate it, pass it, shoot it without lowering his head to see it; he merely looks up at the intermediate position and finally reaches the final target position of the ball. In addition, the interactive athletic training device may be connected to the Internet such that the external, standalone display 30 is a computer screen, in which case the processor means may communicate over the Internet to display the selected predefined training program on a remote display. Alternatively, the mode of operation may be selected by the control panel 26 by entering a code or pressing a pre-select and flag function. After the user selects the mode, the mode will operate as follows. However, the following description is merely illustrative and is neither exhaustive nor intended to represent all possible modes of operating an interactive athletic training device.
Furthermore, the following features may be incorporated into one or more modes for using the invention: (i) selecting a feature of a plurality of players; also, the following features may be incorporated into one or more modes. (ii) A timer (to record time and track multiple players); (iii) a score counter that records how many lights are turned off within a specified time and tracks players (and keeps track of the highest score for each predefined routine); (iv) a sound and/or music function for turning on and off sounds and selecting the type of music or sound to listen to; (v) a program selection function that allows players to select and save their favorite selections. Wireless mode: two or more mats may be remotely located without physical connection, but rather wirelessly, so that players may practice their pass and maneuver skills over greater distances, as shown in fig. 4. When devices are connected wirelessly, they may either operate as one device, in which case the predefined routines will apply to all wirelessly connected devices, or as separate but interactive devices, in which case, for example, the same predefined routine is selected for each device, but the completion time is calculated for all devices. Pass and shoot and goalkeeper modes: the player must deactivate the light sources which are activated according to the selected predefined training program. For example, the activated light sources will remain on until the user deactivates them (in which case the processor means tracks the time it takes for the user to deactivate each light source, and the total time to complete) a predetermined training routine, or will remain only for a predetermined time, in which case the processor means will track whether the user successfully deactivates the activated light sources within the allotted time to do so before proceeding on. To the next light source. The random timer may be adjusted so that the length of time counted before switching to another point the lights remain on may be altered according to the player's preferences. In this mode, the score counter will track the number of shots that the shooter accurately hits. The processor means tracks and challenges the user by deactivating the frequency of the light source during a preselected time. The user can increase the difficulty and accuracy by adjusting the distance between himself and the mat.
Multiple cushions: fig. 3 shows two pads 40 physically connected together. When two or more mats are connected together, all of the above-described procedures and functions are available and the processor means are adapted accordingly. Pads may be physically connected to extend the surface area over which any one of the predefined routines is executed, thereby increasing the difficulty of training and the level of physical fitness required to complete the routine. In addition, there are several other modes, including: (i) a repeat mode that allows the player setting device to repeat any predefined routine or random routine; (ii) a confrontational time mode, in which the player will attempt to activate as many light sources as possible within a preset time; (iii) skill level challenge mode-how long it takes to turn off all lights-as the skill level increases, the speed of adjusting the time and intensity of the lights emitted and the distance and location of the lights in the sequence with difficulty; (iv) interesting mode-each activated light source remains on until the user successfully deactivates by placing the ball correctly near the activated light source. After activation of an activated light source, another light source will be activated. In other words, the user is not constrained by the time frame in which the light source is deactivated. This mode also has the advantage that the user needs to handle his pole without knowing in advance where the ball must end and how the user will get it. In this mode, the game may be played with or without tracking of completion time. Alternatively, another mode may be that each active light source must be deactivated for a predetermined time; if not, it will remain on, another light source will be activated, and so on. If the user fails to deactivate any of the Gght sources, all of the light sources will eventually be activated and the entire mat will be lit. The skill level and proficiency of the pole handling, steering and passing will be reflected by the degree to which the mat lights up after the prescribed time has expired to complete the training program, ranging from a fully illuminated mat (failing to deactivate any light source at all) to a fully deactivated mat (with full success when all light sources are deactivated). It is preferred in the present invention to ensure that the sensor associated with the light source is not triggered or detected by an unintended object. In particular in hockey games
In a training environment, the sensor should not be triggered by placing or hitting a foot or hockey stick near the sensor. It is therefore desirable to provide the practice ball or puck with some specially designed features for detection by the sensor. There are many possibilities. For example, a ball or other object may be covered with a material designed to reflect certain infrared, radio frequency, or other electromagnetic signals. Alternatively, the ball or other object may be provided with a radio frequency identification (RpID) tag. An advantage of using RFID tags is that if multiple balls or other objects are used in the vicinity of the same sensor, the sensor will only detect the particular RFID tag to which it is tuned. In a simpler form, the sensor may be capable of detecting metal, and thus will detect metal embedded within a ball or other object. Because shoes, boots and possibly even hockey sticks or other rackets may contain metal, somewhat more complex sensors can only detect magnetic fields generated by external sources. Thus, the inclusion of a magnet within a ball or other object may trigger a sensor. In another embodiment of the invention, the mat becomes a semi-permanent tile that is installed as a floor of a room. This allows more complex games to be played. A player may need to manipulate the handle over a longer distance or pass to another player at a longer distance. Further, if the floor surface is large enough, teams of players may participate. In this mode, for example, the front of a hockey puck will stick to the handle and pass through the puck as directed by the light source. At the same time, a defensive player may prevent the front from sending a ball or other object to the currently lit light source. Thus, the front may not only fight the clock, but also the opponent, and a quick action may be rewarded before the defender can move to a new light source to protect the ball or other object from attack. Is perceived and is invaluable. When the mats are placed remotely and some electronic or electromagnetic communication must be made between or among them, the connections may be made by hard wires, radio frequency signals, infrared signals or other known techniques.

Claims (8)

1. An interactive sports training device comprising a mat characterized in that the mat is divided into twelve square cells, each square cell containing five light sources, one of which is in the middle of the square cell, five sensor means being further provided within each square, the four corners of each square cell and the five sensor means associated with each of the five light sources, and processor means coupled to the light sources and the sensor means provided with at least one training program and a ball capable of communicating with the sensor means; the processor device controls activation of the light source in accordance with at least one training program, and when an object is placed in proximity to the activation light source, the sensor device associated with the activation light source communicates with the processor device, enabling the activation light source and at least one training program.
2. The interactive sports training device of claim 1, further comprising a control panel that interacts with the interactive sports training device.
3. The interactive athletic training device of claim 1, wherein the processor device is in communication with a remote display.
4. The interactive sports training device of claim 1, wherein the interactive sports training device wirelessly communicates with another such interactive sports training device.
5. The interactive athletic training device of any one of claims 1-4, further comprising a monitor for monitoring and displaying heart rate, calories burned, distance covered, and other such physical fitness indicators.
6. Interactive sports training device according to any one of claims 1 to 4, wherein the interactive sports training device is adapted for use in a vertical position.
7. Interactive sports training device according to any one of claims 1 to 4, wherein the interactive sports training device is adapted for use with a hockey or lacrosse target.
8. An interactive sports training device according to any one of claims 1 to 3, characterised in that the interactive sports training device is physically connectable to one or more other such devices to form a plurality of interconnected devices.
CN201921713948.6U 2019-10-12 2019-10-12 Interactive sports training equipment Expired - Fee Related CN211050861U (en)

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Application Number Priority Date Filing Date Title
CN201921713948.6U CN211050861U (en) 2019-10-12 2019-10-12 Interactive sports training equipment

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Application Number Priority Date Filing Date Title
CN201921713948.6U CN211050861U (en) 2019-10-12 2019-10-12 Interactive sports training equipment

Publications (1)

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CN211050861U true CN211050861U (en) 2020-07-21

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