US20150238835A1 - System and method for objectively measuring a player's ability - Google Patents

System and method for objectively measuring a player's ability Download PDF

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US20150238835A1
US20150238835A1 US14/628,803 US201514628803A US2015238835A1 US 20150238835 A1 US20150238835 A1 US 20150238835A1 US 201514628803 A US201514628803 A US 201514628803A US 2015238835 A1 US2015238835 A1 US 2015238835A1
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player
ball
score
programmable
time period
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Calvin Edwin RIPKEN, JR.
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/0002Training appliances or apparatus for special sports for baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0669Score-keepers or score display devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • A63B2024/0037Tracking a path or terminating locations on a target surface or at impact on the ground
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/0002Training appliances or apparatus for special sports for baseball
    • A63B2069/0004Training appliances or apparatus for special sports for baseball specially adapted for particular training aspects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/801Contact switches
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry
    • A63B2225/54Transponders, e.g. RFID
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/74Miscellaneous features of sport apparatus, devices or equipment with powered illuminating means, e.g. lights

Definitions

  • the present invention relates to a system and a method for objectively Evaluating a player's ability, such as a baseball player's ability to field a baseball.
  • Existing baseball player showcases provide access to scouts from both the pros and colleges. Some events are designed so the scouts can evaluate a player in practice and some are organized to portray the player in game competition. Either presentation of the baseball player boils down to an opinion, which can vary among different scouts. If the player runs fast or throws the ball hard, hits the ball well that particular day, and/or makes a spectacular play in the field, the player may be noticed by one or more scouts. But these situations are but only a small snapshot of the player's overall performance. Moreover, these situations rely on the opinions of scouts, which may not be consistent. What is needed is an objective way to evaluate players based on a history of performance in order to more accurately evaluate a player's abilities.
  • the present invention provides a system and method of objectively measuring a player's ability, such as a baseball player's ability to field a baseball based.
  • the system and method simulates actual game situations and is based on a history of real reaction times and a mixture of plays that, for example, may be baseball fielding plays that a big leaguer must make in an actual game.
  • the system for objectively measuring a player's ability to field a ball includes:
  • a back stop sensing unit for sensing when a ball is received from a player
  • a display unit for displaying cues to a player indicating that the programmable ball machine will be throwing a ball
  • a central processing unit coupled to the programmable ball machine, to the display unit, and to the back stop sensing unit, the central processing unit operable for determining a time period between when the programmable ball machine throws a ball and when the back stop sensing unit senses when the ball is received from the player; the central processing unit using the determined time period to calculate a score representing the player's fielding ability;
  • an input unit for inputting an identifier for uniquely representing the player
  • the central processing unit operable for communicating the calculated score and the player's unique identifier.
  • FIG. 1 is a block diagram showing the elements of the system according to an exemplary embodiment
  • FIG. 2 is a flow chart detailing the Data Collection Routine performed by the Central Processing Unit of FIG. 1 ;
  • FIGS. 3A and 3B show a flow chart detailing the Raw Data Calculation Routine performed by the Central Processing Unit of FIG. 1 ;
  • FIG. 4 is a flow chart detailing the Ripken Score Calculation Routine according to an embodiment.
  • the method and apparatus may be used for objectively measuring a player's ability in various sporting activities, including, for example, such sporting activities as fielding a particular position in baseball.
  • FIG. 1 is an exemplary embodiment showing a simplified block diagram of a system. As shown in FIG. 1 , the system includes a Central Processing Unit (CPU) 10 , a Programmable Ball Throwing Machine 20 , a Back Stop Sensing Unit 30 and Alert Lights 40 .
  • CPU Central Processing Unit
  • Programmable Ball Throwing Machine 20 a Programmable Ball Throwing Machine 20
  • Back Stop Sensing Unit 30 a Back Stop Sensing Unit 30
  • Alert Lights 40 Alert Lights
  • the CPU is programmed to enable the Programmable Ball Throwing Machine 20 by sending an enable signal, and controls the starting of the Alert Lights with a start signal.
  • the signals shown on the connections between the various elements in FIG. 1 are indicated as one-directional signals, these connections may be implemented in the form as data buses that provide bi-directional communication between the various elements of FIG. 1 .
  • the CPU 10 receives a first timing signal T 1 when the Programmable Ball Throwing Machine 20 is enabled and throws a ball to the player, and the CPU 10 also receives a second timing signal T 2 when the Back Stop Sensing Unit 30 senses that a ball has been fielded and thrown from the player and has reached the intended target of the Back Stop Sensing Unit 30 . In this way, the CPU can calculate the time period T between when the baseball is thrown to a player from the Programmable Ball Throwing Machine 20 and when the Back Stop Sensing Unit 30 receives the baseball (e.g., after it has been fielded and thrown by the baseball player).
  • the CPU 10 includes several software routines, including a Data Collection Routine as detailed in FIG. 2 , a Raw Data Calculation routine as detailed in FIGS. 3A and 3B , and a Score Calculation Routine as detailed in FIG. 4 .
  • the CPU 10 also may include an input device for receiving inputted information.
  • the input device can be implemented in various forms, as well known in the art.
  • the input device may be, for example a hard-wired keyboard, a wireless input device and/or a scan device that can scan various codes such as a RFID code.
  • Programmable Ball Throwing Machines are known in the art.
  • U.S. Pat. Nos. 7,766,770; 7,691,012; 8,287,404 and 7,980,967 disclose various programmable ball throwing machines. These Programmable Ball Throwing Machines can be used to throw baseballs.
  • other Programmable Ball Throwing Machines are also known in the art for other sports, such as Tennis Ball Throwing Machines, and the system described herein may be implemented with a Tennis Ball Throwing Machine and a tennis player that hits a tennis ball to a particular target.
  • FIG. 1 shows the CPU 10 separate from the Programmable Ball Throwing Machine, those skilled in the art will understand that the CPU could instead be integrated with the Programmable Ball Throwing Machine.
  • the CPU 10 may take the form of a computer, or computer system that includes a display as well as an input device for inputting information.
  • the computer or computer system can also communicate information, such as to a remote server, in various ways, including either wirelessly and/or via a dedicated line, such as an Ethernet or other connection line.
  • Back Stop Sensing Units are also generally known in the art.
  • the commercial product, Radar Pitching Trainer, described at the website: http://www.hittingworld.com/Radar Pitching Trainer p/rpt-100.htm includes a portable ball back stop in the form of a frame with netting, and sensors included on the netting for determining the speed of the ball when it hits the netting, as well as whether the pitched ball is within a certain area of the netting, indicating whether the pitch is a strike or a ball.
  • the Back Stop Sensing Unit 30 needs only to measure the time at which the ball reaches the netting, and to issue the signal T 2 at that time.
  • the Alert Lights are controlled by the CPU, which as indicated above may be part of the Programmable Ball Throwing Machine.
  • the Alert Lights are used to signal to the player that the player should get ready as the Programmable Ball Throwing Machine 20 will be throwing a ball in the immediate future.
  • the Alert Lights therefore simulate, for example, a baseball fielder, such as a shortstop, who knows when to get ready to possibly field a baseball from the pitcher's wind-up and the batter's actions that a batter is about to swing at the pitch.
  • the CPU 10 first issues a start signal to the Alert Lights in order to flash one or more lights indicating that a pitch from the Programmable Ball Throwing Machine will occur in the near future.
  • the Alert Lights can be a single light that is illuminated in response to the start signal, a sequence of lights, or even just a display with a countdown to when the Programmable Ball Throwing Machine 20 will throw a ball.
  • the CPU 10 thereafter issues a control signal (e.g., the Enable signal) to the Programmable Ball Throwing Machine 20 , which in response thereto begins to throw the first of several balls according to a predetermined program.
  • a control signal e.g., the Enable signal
  • the Programmable Ball Throwing Machine 20 After a ball is thrown, the Programmable Ball Throwing Machine 20 sends a time signal T 1 indicating the time that the ball was thrown to the CPU 10 .
  • T 1 indicating the time that the ball was thrown
  • the Back Stop Sensing Unit 30 senses that the ball has been received from the fielder, it sends a signal T 2 to the CPU 10 representing the time at which the ball was received.
  • the CPU can calculate the time period T it takes a player to field a ball thrown by the Programmable Ball Throwing Machine 20 and then throw the ball to the Back Stop Sensing Unit 30 .
  • the respective time periods for several different balls provided to the player are calculated, and stored for further analysis.
  • the Back Stop Sensing Unit 30 can be implemented to determine which area the ball is received as well as the ball's speed at the time it is received. These further parameters can be used for further analysis.
  • FIG. 2 shows the Data Collection Routine according to an exemplary embodiment.
  • the first step in the software routine involves the CPU 10 pseudo-randomly selecting the order of, for example, eight (8) different balls to be thrown from the Programmable Ball Throwing Machine 20 .
  • the eight different balls to be thrown may correspond, for example, to eight different fielding plays necessary to play a particular position, and then stores the selected order.
  • the eight different fielding plays for a shortstop might be (1) routine ground ball; (2) reach with backhand; (3) reach with forehand; (4) slow roller; (5) chopper over the mound; (6) double play flip; (7) double play jump stop; and (8) double play turn.
  • the CPU 10 pseudo-randomly selects the order of the eight different fielding plays.
  • the double play jump might be the first of eight different fielding plays, and the eighth fielding play might be the reach with backhand, with the remaining 6 fielding plays being ordered there between.
  • the reason for the pseudo-random selection is so that the fielder does not know what the next fielding play will be, and therefore is unable to gain an advantage in fielding the ball, such as leaning towards the direction in which he ball will be thrown by the Ball Throwing Machine 20 .
  • the system simulates a batter in an actual baseball game as the fielder does not know with any certainty where the batter will hit the ball. Accordingly, although the fielder knows that a ball will be put into play soon from the Alert Lights 40 , the fielder does not know which different fielding play will come next.
  • the Programmable Ball Throwing Machine 20 selects the eighth fielding play. In the example above, the eighth fielding play was the reach with the backhand.
  • the Alert Lights start to flash to alert the fielder that one of the eight fielding plays will soon be thrown by the Programmable Ball Throwing Machine 20 . Although the eighth play has been selected, the fielder does not know which of the plays has been selected.
  • Step S 60 the Programmable Ball Throwing Machine 20 throws a ball towards the fielder such that the fielder must reach with his/her backhand to field the ball, and starts timer at time T1. At this point the fielder must field the ball and throw the ball to a Back Stop Sensing Unit 30 , which may be positioned at first base. In addition, a Back Stop Sensing Unit will be positioned at other bases, such as second base, since the fielding plays include throwing a ball to second base. As shown in step S 70 , the routine determines whether or not the Back Stop Sensing Unit 30 senses the ball. For example, this information may be conveyed to the CPU 10 by the Back Stop Sending Unit issuing a signal to the CPU 10 .
  • step S 90 If the Back Stop Sensing Unit 30 senses the ball, then the routine flows to step S 90 and stops the timer at time T2. If the ball is not sensed by the Back Stop Sensing Unit 30 at step S 70 , then the routine flows to step S 80 to determine if a Time Out corresponding to a predetermined amount of time has elapsed.
  • the Time Out corresponds to the situation for example in which the fielder has failed to cleanly field the ball thrown by the Programmable Ball Throwing Machine 20 (i.e., has committed an error). In this situation, considerable time may elapse before the Back Stop Sensing Unit 30 will sense the ball since the fielder will need to either pickup the ball which was not cleanly fielded or the ball might roll pass the fielder into the outfield.
  • the amount of time set in the Time Out of step S 80 can be selected so that when errors occur, the routine will continue to flow. If the Time Out occurs in step S 80 , the routine flows to Step S 90 and the timer is stopped at time T2.
  • step S 110 the time period T corresponding to the eighth fielding play is stored.
  • n is equal to 8, meaning that all eight plays have been selected and executed by the Programmable Ball Throwing Machine 20 , the flow will stop because step S 130 will be YES and the Data Collection Routine will stop and the Raw Data Calculation Routine shown in FIGS. 3A and 3B will start. In this way, a time period T is calculated for each of the eight different plays, and the corresponding time period is stored for each play for later use and analysis.
  • FIGS. 3A and 3B show the software steps for the Raw Data Calculation Routine.
  • step S 140 the variable n is initialed to equal zero.
  • Step S 160 the time period T for play 8 is checked to determine whether the time period T was less than 4.3 seconds. If Yes, then the routine flows to step S 200 and the score of 2 is assigned to fielding play 8 . If the time T was more than 4.3 seconds (i.e., No in step S 160 ), then a score of 4 is assigned for fielding play 8 in step S 170 and the value of n is incremented by one in Step S 180 ( FIG. 3B ).
  • step S 200 If the routine proceeds to step S 200 (i.e., because step S 160 was Yes) then the score of 2 is assigned to fielding play 8 . Thereafter, in step S 210 , the routine determines whether the time T for fielding play 8 was within or less than the range between 3.95 seconds and 4.1 seconds. If NO, then the routine flows to step S 180 where n is incremented by one, and if the value of n is not 8 in step S 190 , then the process flows back to step S 150 for consideration of the time periodT for the next fielding play.
  • step S 210 If the time period T in step S 210 is within or less than the range 3.9 seconds to 4.1 seconds, then the routine proceeds to step S 220 where a Bonus score of 0.5 is assigned to fielding play 8 , and the routine then flows to step S 230 .
  • step S 230 the time T for fielding play 8 is checked to determine whether it is within or less than the range between 3.7 seconds and 3.9 seconds. If NO, then the process proceeds to step S 180 where n is incremented by one and then back to step S 150 if n is not equal to 8 in step S 190 .
  • Step S 230 If in Step S 230 is it determined that the time T for fielding play 8 is within or less than the range 3.7 seconds and 3.9 seconds, then the routine proceeds to step S 240 and the Bonus assigned is now set to 1.0 for fielding play 8 .
  • similar tests are determined for time period T for the range 3.5 seconds and 3.7 seconds (see step S 250 ) and for whether the time period T was less than 3.5 seconds (see step 270 ).
  • the Bonus is then set to 1.5 in step S 260
  • the time T was less than 3.5 seconds
  • the Bonus is set to 2.0 in step S 280 .
  • the routine can be modified such that depending on the particular play selected, a different score is used. For example, instead of step S 170 assigning a score of 4 for a particular play, a higher or low score could be assigned. Also, the routine can be modified such that depending on the particular play selected, the time periods compared can be higher or lower.
  • step S 210 instead of the time period T being compared within or less than 3.9 to 4.1 seconds, a larger or smaller time period could be used in accordance with a particular play.
  • a particular play that is considered more difficult than others might permit a longer period of time for T, whereas a play considered more routine might allow a shorter period of time for T.
  • FIG. 4 shows the software program for the Ripken Score Calculation Routine. At this point in the program, the time period T for each of the eight fielding plays was evaluated and a value assigned to each fielding play, and possibly a bonus score for fielding plays that were performed in a relatively short time period T.
  • step S 290 the scores for all eight fielding plays are added together to obtain a Total Score.
  • the routine then proceeds to step S 300 where any bonus scores are added together to obtain a Total Bonus.
  • the routine then proceeds to step S 310 where the Total Bonus is subtracted from the Total Score to obtain the Ripken SubScore.
  • the Ripken SubScore corresponds to a player performing all eight of the fielding plays. The player, however, can repeat the eight fielding plays (although most likely in a different order because of the pseudo-random step S 10 in FIG. 2 ) in order to obtain additional Ripken Subscores.
  • step S 320 the average of all Ripken Subscores is calculated to obtain the Ripken Score.
  • the current Ripken Score will improve if the player is improving, i.e., performing the fielding play with lower times.
  • the best Ripken Score is one that is small in number since lower numbers were assigned to shorter time periods T, and since bonus scores given to very short time periods T are subtracted from the total score.
  • the calculations performed by the software routines shown in FIGS. 2-4 and described above may be implemented in different ways.
  • the calculations and resulting scores could be implemented using a Look-Up Table and/or using a raw formula.
  • a specific exemplary scoring system was described, it should be understood that various different scoring and testing systems and schemes can be implemented.
  • the system employed eight different plays, and a regulation baseball field was used. However, depending on the age of a player, a shorter field could be used.
  • the system could applied to three different length base paths, such as 60 ft, 70 ft and 90 ft base paths, depending on the player's age.
  • the system can be applied to a four-play model called the Fundamental Four for both infielders and outfielders.
  • the Fundamental Four test can be completed at 1 st base, 2 nd base, Shortstop and 3 rd base. With this arrangement, there will be test for each age group.
  • the fundamental four plays for infield that are thrown by the Programmable Ball Throwing Machine 20 are ground balls that are: 1) right at you 2) to your left 3) to your right 4) at you but a slow roller.
  • the data and information obtained from the software routines shown in FIGS. 2 , 3 and/or 4 can be transmitted by the system to a designated server, for example, a web server, for storage and later retrieval as needed using various publishing platforms known in the art.
  • a designated server for example, a web server
  • a player could retrieve the information obtained by the routines in FIGS. 2 , 3 and/or 4 at a designated website.
  • each player could be assigned a unique player identification code, such as an alphanumeric code, so that the information obtained for that player could be stored at the designed website at an address corresponding to the player's unique code.
  • the Central Processing Unit 10 shown in FIG. 1 may include an input device for allowing the player to input his or her unique player identification code.
  • the input device can take various forms, such as a keyboard, RFID bracelet worn by the player that can be scanned by the CPU's input device, or some other input device as known by those skilled in the art. In this way, the CPU associates the player's Ripken Scores with the player's unique identification code.
  • the CPU 10 could transmit the scores, along with the player's unique identification code, to a web server or other memory location for storage and later retrieval by the player or other person authorized to retrieve the information,.
  • the player could later retrieve and view the score information by logging-on to the website and entering the player's unique code, and retrieving the corresponding Ripken scores.
  • the information stored at the website could be time-stamped allowing the player to view his/her progress by viewing the information at the website.
  • the Ripken scores presented to the player can take various forms in order display the player's progress, such as histograms and other visual information representing the player's scores and progress.
  • the Ripken score could be calculated based on an average of, for example, several fielding tests of the various shortstop plays, or could be calculated as the best score of several different scores.
  • the method and apparatus for measuring a player's ability according to the invention can be applied to different sports for measuring a player's skill levels, including tennis, basketball, hockey and several other sports.
  • various different tennis shots could be performed by a player and then evaluated and rated to achieve a rating score.
  • the rating score can be used to rank athletes amongst each other, as a benchmark to incentivize athletes to practice certain skills and improve their overall ranking, and as a way to identify specific tendencies and skills that a player performs well or needs to improve.

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Abstract

A system for objectively measuring a player's ability, such as the ability to field a baseball, including a programmable ball machine programmable to throw a ball to a player according to different plays; a back stop sensing unit for receiving a ball from a player; a display unit for displaying cues to a player indicating that the programmable ball machine will be throwing a ball; and a central processing unit for determining for each of the different plays a time period between when the programmable ball machine throws a ball and when the back stop sensing unit receives the ball from the player. The central processing unit uses the determined time period to calculate a score representing the player's ability.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application claims the benefit of U.S. provisional application Ser. No. 61/942,889 filed Feb. 21, 2014, and entitled METHOD AND APPARATUS FOR MEASURING A PLAYER'S ABILITY,” the entire contents of which are expressly incorporated herein by reference.
  • FIELD OF THE INVENTION
  • The present invention relates to a system and a method for objectively Evaluating a player's ability, such as a baseball player's ability to field a baseball.
  • BACKGROUND OF THE INVENTION
  • Existing baseball player showcases provide access to scouts from both the pros and colleges. Some events are designed so the scouts can evaluate a player in practice and some are organized to portray the player in game competition. Either presentation of the baseball player boils down to an opinion, which can vary among different scouts. If the player runs fast or throws the ball hard, hits the ball well that particular day, and/or makes a spectacular play in the field, the player may be noticed by one or more scouts. But these situations are but only a small snapshot of the player's overall performance. Moreover, these situations rely on the opinions of scouts, which may not be consistent. What is needed is an objective way to evaluate players based on a history of performance in order to more accurately evaluate a player's abilities.
  • SUMMARY OF THE INVENTION
  • The present invention provides a system and method of objectively measuring a player's ability, such as a baseball player's ability to field a baseball based. The system and method simulates actual game situations and is based on a history of real reaction times and a mixture of plays that, for example, may be baseball fielding plays that a big leaguer must make in an actual game.
  • According to one embodiment, the system for objectively measuring a player's ability to field a ball includes:
  • a programmable ball machine programmable to throw a ball in a plurality of different ways to a player;
  • a back stop sensing unit for sensing when a ball is received from a player;
  • a display unit for displaying cues to a player indicating that the programmable ball machine will be throwing a ball; and
  • a central processing unit, coupled to the programmable ball machine, to the display unit, and to the back stop sensing unit, the central processing unit operable for determining a time period between when the programmable ball machine throws a ball and when the back stop sensing unit senses when the ball is received from the player; the central processing unit using the determined time period to calculate a score representing the player's fielding ability; and
  • an input unit for inputting an identifier for uniquely representing the player, the central processing unit operable for communicating the calculated score and the player's unique identifier.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a block diagram showing the elements of the system according to an exemplary embodiment;
  • FIG. 2 is a flow chart detailing the Data Collection Routine performed by the Central Processing Unit of FIG. 1;
  • FIGS. 3A and 3B show a flow chart detailing the Raw Data Calculation Routine performed by the Central Processing Unit of FIG. 1; and
  • FIG. 4 is a flow chart detailing the Ripken Score Calculation Routine according to an embodiment.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • A method and apparatus for objectively measuring a player's ability in performing various sporting activities is described below.
  • The method and apparatus may be used for objectively measuring a player's ability in various sporting activities, including, for example, such sporting activities as fielding a particular position in baseball.
  • FIG. 1 is an exemplary embodiment showing a simplified block diagram of a system. As shown in FIG. 1, the system includes a Central Processing Unit (CPU) 10, a Programmable Ball Throwing Machine 20, a Back Stop Sensing Unit 30 and Alert Lights 40.
  • As shown in FIG. 1, the CPU is programmed to enable the Programmable Ball Throwing Machine 20 by sending an enable signal, and controls the starting of the Alert Lights with a start signal. Although the signals shown on the connections between the various elements in FIG. 1 are indicated as one-directional signals, these connections may be implemented in the form as data buses that provide bi-directional communication between the various elements of FIG. 1.
  • The CPU 10 receives a first timing signal T1 when the Programmable Ball Throwing Machine 20 is enabled and throws a ball to the player, and the CPU 10 also receives a second timing signal T2 when the Back Stop Sensing Unit 30 senses that a ball has been fielded and thrown from the player and has reached the intended target of the Back Stop Sensing Unit 30. In this way, the CPU can calculate the time period T between when the baseball is thrown to a player from the Programmable Ball Throwing Machine 20 and when the Back Stop Sensing Unit 30 receives the baseball (e.g., after it has been fielded and thrown by the baseball player).
  • As described in detail below, the CPU 10 includes several software routines, including a Data Collection Routine as detailed in FIG. 2, a Raw Data Calculation routine as detailed in FIGS. 3A and 3B, and a Score Calculation Routine as detailed in FIG. 4. The CPU 10 also may include an input device for receiving inputted information. The input device can be implemented in various forms, as well known in the art. The input device may be, for example a hard-wired keyboard, a wireless input device and/or a scan device that can scan various codes such as a RFID code.
  • Those skilled in the art will understand that Programmable Ball Throwing Machines are known in the art. For example, U.S. Pat. Nos. 7,766,770; 7,691,012; 8,287,404 and 7,980,967 (each of which is incorporated herein by reference), disclose various programmable ball throwing machines. These Programmable Ball Throwing Machines can be used to throw baseballs. However, other Programmable Ball Throwing Machines are also known in the art for other sports, such as Tennis Ball Throwing Machines, and the system described herein may be implemented with a Tennis Ball Throwing Machine and a tennis player that hits a tennis ball to a particular target.
  • Although FIG. 1 shows the CPU 10 separate from the Programmable Ball Throwing Machine, those skilled in the art will understand that the CPU could instead be integrated with the Programmable Ball Throwing Machine. Also, the CPU 10 may take the form of a computer, or computer system that includes a display as well as an input device for inputting information. The computer or computer system can also communicate information, such as to a remote server, in various ways, including either wirelessly and/or via a dedicated line, such as an Ethernet or other connection line.
  • Back Stop Sensing Units are also generally known in the art. For example, the commercial product, Radar Pitching Trainer, described at the website: http://www.hittingworld.com/Radar Pitching Trainer p/rpt-100.htm includes a portable ball back stop in the form of a frame with netting, and sensors included on the netting for determining the speed of the ball when it hits the netting, as well as whether the pitched ball is within a certain area of the netting, indicating whether the pitch is a strike or a ball. In the exemplary embodiment, the Back Stop Sensing Unit 30 needs only to measure the time at which the ball reaches the netting, and to issue the signal T2 at that time. In other embodiments, however, it may also be desirable to know whether the thrown ball is within a certain area of the netting, as well as the speed of the ball when it hits the netting. As mentioned above, such features are known in the art as the commercial product Radar Pitching Training provides these features.
  • As shown in FIG. 1, the Alert Lights are controlled by the CPU, which as indicated above may be part of the Programmable Ball Throwing Machine. The Alert Lights are used to signal to the player that the player should get ready as the Programmable Ball Throwing Machine 20 will be throwing a ball in the immediate future. The Alert Lights therefore simulate, for example, a baseball fielder, such as a shortstop, who knows when to get ready to possibly field a baseball from the pitcher's wind-up and the batter's actions that a batter is about to swing at the pitch. According to the exemplary apparatus shown in FIG. 1, the CPU 10 first issues a start signal to the Alert Lights in order to flash one or more lights indicating that a pitch from the Programmable Ball Throwing Machine will occur in the near future. The Alert Lights can be a single light that is illuminated in response to the start signal, a sequence of lights, or even just a display with a countdown to when the Programmable Ball Throwing Machine 20 will throw a ball. The CPU 10 thereafter issues a control signal (e.g., the Enable signal) to the Programmable Ball Throwing Machine 20, which in response thereto begins to throw the first of several balls according to a predetermined program.
  • After a ball is thrown, the Programmable Ball Throwing Machine 20 sends a time signal T1 indicating the time that the ball was thrown to the CPU 10. When the Back Stop Sensing Unit 30 senses that the ball has been received from the fielder, it sends a signal T2 to the CPU 10 representing the time at which the ball was received. In this way, the CPU can calculate the time period T it takes a player to field a ball thrown by the Programmable Ball Throwing Machine 20 and then throw the ball to the Back Stop Sensing Unit 30. As discussed below, the respective time periods for several different balls provided to the player are calculated, and stored for further analysis. As also mentioned, the Back Stop Sensing Unit 30 can be implemented to determine which area the ball is received as well as the ball's speed at the time it is received. These further parameters can be used for further analysis.
  • FIG. 2 shows the Data Collection Routine according to an exemplary embodiment. As shown in FIG. 2, the first step in the software routine involves the CPU 10 pseudo-randomly selecting the order of, for example, eight (8) different balls to be thrown from the Programmable Ball Throwing Machine 20. The eight different balls to be thrown may correspond, for example, to eight different fielding plays necessary to play a particular position, and then stores the selected order. For example, the eight different fielding plays for a shortstop might be (1) routine ground ball; (2) reach with backhand; (3) reach with forehand; (4) slow roller; (5) chopper over the mound; (6) double play flip; (7) double play jump stop; and (8) double play turn. The CPU 10 pseudo-randomly selects the order of the eight different fielding plays. For example, the double play jump might be the first of eight different fielding plays, and the eighth fielding play might be the reach with backhand, with the remaining 6 fielding plays being ordered there between. The reason for the pseudo-random selection is so that the fielder does not know what the next fielding play will be, and therefore is unable to gain an advantage in fielding the ball, such as leaning towards the direction in which he ball will be thrown by the Ball Throwing Machine 20. By pseudo-randomly selecting the order of the eight different fielding plays, the system simulates a batter in an actual baseball game as the fielder does not know with any certainty where the batter will hit the ball. Accordingly, although the fielder knows that a ball will be put into play soon from the Alert Lights 40, the fielder does not know which different fielding play will come next.
  • As shown in FIG. 2, the variable n is set equal to 0 in step S20 and in step S30, the fielding play stored as the eighth fielding play (8−0=8) by the CPU is selected. In step S40, the Programmable Ball Throwing Machine 20 selects the eighth fielding play. In the example above, the eighth fielding play was the reach with the backhand. In Step S50, the Alert Lights start to flash to alert the fielder that one of the eight fielding plays will soon be thrown by the Programmable Ball Throwing Machine 20. Although the eighth play has been selected, the fielder does not know which of the plays has been selected. In Step S60, the Programmable Ball Throwing Machine 20 throws a ball towards the fielder such that the fielder must reach with his/her backhand to field the ball, and starts timer at time T1. At this point the fielder must field the ball and throw the ball to a Back Stop Sensing Unit 30, which may be positioned at first base. In addition, a Back Stop Sensing Unit will be positioned at other bases, such as second base, since the fielding plays include throwing a ball to second base. As shown in step S70, the routine determines whether or not the Back Stop Sensing Unit 30 senses the ball. For example, this information may be conveyed to the CPU 10 by the Back Stop Sending Unit issuing a signal to the CPU 10. If the Back Stop Sensing Unit 30 senses the ball, then the routine flows to step S90 and stops the timer at time T2. If the ball is not sensed by the Back Stop Sensing Unit 30 at step S70, then the routine flows to step S80 to determine if a Time Out corresponding to a predetermined amount of time has elapsed. The Time Out corresponds to the situation for example in which the fielder has failed to cleanly field the ball thrown by the Programmable Ball Throwing Machine 20 (i.e., has committed an error). In this situation, considerable time may elapse before the Back Stop Sensing Unit 30 will sense the ball since the fielder will need to either pickup the ball which was not cleanly fielded or the ball might roll pass the fielder into the outfield. The amount of time set in the Time Out of step S80 can be selected so that when errors occur, the routine will continue to flow. If the Time Out occurs in step S80, the routine flows to Step S90 and the timer is stopped at time T2.
  • In Step S100, a time period T is calculated as the time period between the time T1 when the ball was thrown by the Programmable Ball Throwing Machine 20 and the time T2 when the Back Stop Sensing Machine 30 senses the ball thrown by the fielder (i.e., T2-T1=T). In step S110, the time period T corresponding to the eighth fielding play is stored.
  • In step S120, the variable n is incremented by one (i.e., n=n+1). At this stage of the flow, n was equal to zero so n now because it is incremented becomes equal to 1 (i.e., n=0+1). The routine then checks in step S130 whether n is equal to 8. If so, then the routine stops (since n equal to 8 means all eight plays have been performed) and proceeds to the Raw Data Calculation Routine shown in FIG. 3. If n is not equal to 8, then the routine flows back to step S30. Since now n is equal to 1, the fielding play corresponding to slot 7 is selected (8−1=7), and the process repeats as described above but for the fielding play correspond to play 7. Once n is equal to 8, meaning that all eight plays have been selected and executed by the Programmable Ball Throwing Machine 20, the flow will stop because step S130 will be YES and the Data Collection Routine will stop and the Raw Data Calculation Routine shown in FIGS. 3A and 3B will start. In this way, a time period T is calculated for each of the eight different plays, and the corresponding time period is stored for each play for later use and analysis.
  • FIGS. 3A and 3B show the software steps for the Raw Data Calculation Routine. In step S140, the variable n is initialed to equal zero. The time period T calculated in the Data Collection Routine shown in FIG. 2 for fielding play 8 (8−0=8) is retrieved in step S150. In Step S160, the time period T for play 8 is checked to determine whether the time period T was less than 4.3 seconds. If Yes, then the routine flows to step S200 and the score of 2 is assigned to fielding play 8. If the time T was more than 4.3 seconds (i.e., No in step S160), then a score of 4 is assigned for fielding play 8 in step S170 and the value of n is incremented by one in Step S180 (FIG. 3B). The routine then flows back to Step S150 to retrieve the next fielding play 7 (i.e., 8−1=7) since the value of n is not 8 in step S190. If the value of n is 8 in step S190, then the routine stops.
  • If the routine proceeds to step S200 (i.e., because step S160 was Yes) then the score of 2 is assigned to fielding play 8. Thereafter, in step S210, the routine determines whether the time T for fielding play 8 was within or less than the range between 3.95 seconds and 4.1 seconds. If NO, then the routine flows to step S180 where n is incremented by one, and if the value of n is not 8 in step S190, then the process flows back to step S150 for consideration of the time periodT for the next fielding play. If the time period T in step S210 is within or less than the range 3.9 seconds to 4.1 seconds, then the routine proceeds to step S220 where a Bonus score of 0.5 is assigned to fielding play 8, and the routine then flows to step S230. In step S230, the time T for fielding play 8 is checked to determine whether it is within or less than the range between 3.7 seconds and 3.9 seconds. If NO, then the process proceeds to step S180 where n is incremented by one and then back to step S150 if n is not equal to 8 in step S190.
  • If in Step S230 is it determined that the time T for fielding play 8 is within or less than the range 3.7 seconds and 3.9 seconds, then the routine proceeds to step S240 and the Bonus assigned is now set to 1.0 for fielding play 8. As shown in FIG. 3B, similar tests are determined for time period T for the range 3.5 seconds and 3.7 seconds (see step S250) and for whether the time period T was less than 3.5 seconds (see step 270). As shown in FIG. 3B, if the time period T was within or less than 3.5 and 3.7 seconds, then the Bonus is then set to 1.5 in step S260, and if the time T was less than 3.5 seconds, then the Bonus is set to 2.0 in step S280.
  • Once the time T is evaluated for all eight of the fielding plays, such that n is equal to 8 in step 190, then the Raw Data Calculation Routine stops and the program then proceeds to the routine shown in FIG. 4.
  • As shown in FIGS. 3A and 3B and as described above, depending on the time period T for each of the eight fielding plays, a value is assigned to the fielding play, and if the time period T is low enough, then a Bonus score is also assigned to the fielding play, with the Bonus score increases with a lower time period T. Although the Raw Data Calculation Routine shown in FIGS. 3A and B is implemented with the same steps S160-S280, the routine can be modified such that depending on the particular play selected, a different score is used. For example, instead of step S170 assigning a score of 4 for a particular play, a higher or low score could be assigned. Also, the routine can be modified such that depending on the particular play selected, the time periods compared can be higher or lower. For example, in step S210, instead of the time period T being compared within or less than 3.9 to 4.1 seconds, a larger or smaller time period could be used in accordance with a particular play. As an example, a particular play that is considered more difficult than others, might permit a longer period of time for T, whereas a play considered more routine might allow a shorter period of time for T.
  • FIG. 4 shows the software program for the Ripken Score Calculation Routine. At this point in the program, the time period T for each of the eight fielding plays was evaluated and a value assigned to each fielding play, and possibly a bonus score for fielding plays that were performed in a relatively short time period T.
  • As shown in FIG. 4, in step S290, the scores for all eight fielding plays are added together to obtain a Total Score. The routine then proceeds to step S300 where any bonus scores are added together to obtain a Total Bonus. The routine then proceeds to step S310 where the Total Bonus is subtracted from the Total Score to obtain the Ripken SubScore. The Ripken SubScore corresponds to a player performing all eight of the fielding plays. The player, however, can repeat the eight fielding plays (although most likely in a different order because of the pseudo-random step S10 in FIG. 2) in order to obtain additional Ripken Subscores.
  • In step S320, the average of all Ripken Subscores is calculated to obtain the Ripken Score. As will be appreciated the current Ripken Score will improve if the player is improving, i.e., performing the fielding play with lower times. As will also be appreciated, the best Ripken Score is one that is small in number since lower numbers were assigned to shorter time periods T, and since bonus scores given to very short time periods T are subtracted from the total score.
  • It will be understood by those skilled in the art that the calculations performed by the software routines shown in FIGS. 2-4 and described above may be implemented in different ways. For example, instead of the software routines described herein, the calculations and resulting scores could be implemented using a Look-Up Table and/or using a raw formula. Further, although a specific exemplary scoring system was described, it should be understood that various different scoring and testing systems and schemes can be implemented. For example, in the embodiment above, the system employed eight different plays, and a regulation baseball field was used. However, depending on the age of a player, a shorter field could be used. For example, the system could applied to three different length base paths, such as 60 ft, 70 ft and 90 ft base paths, depending on the player's age.
  • Also, in an alternative embodiment, instead of eight different plays, the system can be applied to a four-play model called the Fundamental Four for both infielders and outfielders. The Fundamental Four test can be completed at 1st base, 2nd base, Shortstop and 3rd base. With this arrangement, there will be test for each age group. The fundamental four plays for infield that are thrown by the Programmable Ball Throwing Machine 20 are ground balls that are: 1) right at you 2) to your left 3) to your right 4) at you but a slow roller.
  • For outfield, there will be two sets of the Fundamental Four plays that Outfielders will go through twice completing a total of 8 plays as follows:
  • Ground ball test—1) right at you 2) to your left 3) to your right 4) at you but a slow roller. For the ground ball plays, the player will throw to the 3rd base target. Accordingly, a Back Stop Sensing Unit 30 would be positioned at 3rd base.
  • Fly ball test—1) right at you 2) to your left 3) to your right 4) short fly ball. For the fly ball test, the player will throw to the home plate target. The format of the plays follow the infield plays.
  • In another alternative embodiment, the data and information obtained from the software routines shown in FIGS. 2, 3 and/or 4 can be transmitted by the system to a designated server, for example, a web server, for storage and later retrieval as needed using various publishing platforms known in the art. For example, after being tested as described above with, for example, the various shortstop plays, and receiving a Ripken Score, a player could retrieve the information obtained by the routines in FIGS. 2, 3 and/or 4 at a designated website.
  • In the embodiment above in which a player is able to retrieve information at a designated website, each player could be assigned a unique player identification code, such as an alphanumeric code, so that the information obtained for that player could be stored at the designed website at an address corresponding to the player's unique code. The Central Processing Unit 10 shown in FIG. 1 may include an input device for allowing the player to input his or her unique player identification code. As mentioned, the input device can take various forms, such as a keyboard, RFID bracelet worn by the player that can be scanned by the CPU's input device, or some other input device as known by those skilled in the art. In this way, the CPU associates the player's Ripken Scores with the player's unique identification code. Once the CPU 10 calculates the player's Ripken Scores, the CPU could transmit the scores, along with the player's unique identification code, to a web server or other memory location for storage and later retrieval by the player or other person authorized to retrieve the information,. The player could later retrieve and view the score information by logging-on to the website and entering the player's unique code, and retrieving the corresponding Ripken scores. The information stored at the website could be time-stamped allowing the player to view his/her progress by viewing the information at the website. It should also be understood that the Ripken scores presented to the player can take various forms in order display the player's progress, such as histograms and other visual information representing the player's scores and progress.
  • It should also be understood that the Ripken score could be calculated based on an average of, for example, several fielding tests of the various shortstop plays, or could be calculated as the best score of several different scores.
  • It should also be understood that although the invention was described in connection with fielding plays performed in baseball, the invention is not so limited. The method and apparatus according to the invention may be applied to various different skills in baseball, including for example, pitching and catching.
  • In addition, the method and apparatus for measuring a player's ability according to the invention can be applied to different sports for measuring a player's skill levels, including tennis, basketball, hockey and several other sports. As one example, various different tennis shots could be performed by a player and then evaluated and rated to achieve a rating score. The rating score can be used to rank athletes amongst each other, as a benchmark to incentivize athletes to practice certain skills and improve their overall ranking, and as a way to identify specific tendencies and skills that a player performs well or needs to improve.
  • Although several embodiments have been described, it will be understood that additional modification may be made without departing from the spirit and scope of the invention. Accordingly, other embodiments are within the scope of the following claims.

Claims (15)

What is claimed is:
1. A system for objectively measuring a player's ability, comprising:
a programmable ball machine programmable to throw a ball to a player according to a plurality of different plays;
a back stop sensing unit for receiving a ball from a player;
a display unit for displaying cues to a player indicating that the programmable ball machine will be throwing a ball; and
a central processing unit, coupled to said programmable ball machine, to said display unit, and to said back stop sensing unit, said central processing unit operable for determining for each of the plurality of different plays a time period between when the programmable ball machine throws a ball and when the back stop sensing unit receives the ball from the player; said central processing unit using the determined time period to calculate a score representing the player's ability; and
an input unit for inputting a unique identifier representing the player, said central processing unit operable for communicating the player's calculated score, and the player's unique identifier.
2. The system according to claim 1, wherein the central processing unit calculates the player's score by assigning a predetermined value depending on the determined time period for each of the plurality of different plays.
3. The system according to claim 1, wherein the central processing unit calculates the player's score by assigning bonus scores when the determined time period is below a predetermined period.
4. The system according to claim 1, wherein the central processing unit communicates the calculated player's score and the player's unique identifier to a server for storage, and wherein the calculated player's score can be retrieved from the server using the player's unique identifier.
5. The system according to claim 1, wherein the central processing unit pseudo-randomly selects the order of the plurality of different plays.
6. The system according to claim 1, wherein the calculated score is an average score based on a plurality of tests, and each test corresponds to the score after performing a plurality of different plays.
7. The system according to claim 1, wherein the programmable ball machine is operable for throwing a baseball to a player.
8. The system according to claim 7, wherein the back stop sensing unit receives the baseball after the player has fielded and thrown the baseball.
9. The system according to claim 7, wherein the calculated score represents the ability of the player to field a baseball.
10. The system according to claim 7, wherein the plurality of plays include infield plays performed by a shortstop in a baseball game.
11. A method for measuring a player's ability, comprising:
providing a programmable ball machine for throwing a ball to a player according to a plurality of different plays;
providing a back stop sensing unit for receiving a ball from a player;
displaying cues to a player indicating that the programmable ball machine will be throwing a ball; and
determining for each of the plurality of different plays a time period between when the programmable ball machine throws a ball and when the back stop sensing unit receives the ball; using the determined time period to calculate a score representing the player's ability; and
inputting a unique identifier representing the player, and
communicating the calculated player's score, and the player's unique identifier.
12. The method according to claim 11, wherein the communicated player's score is stored in a storage location for later retrieval using the player's unique identifier information.
13. The system according to claim 11, wherein the player's score is calculated by assigning a predetermined value depending on the determined time period for each of the plurality of different plays.
14. The system according to claim 13, wherein the player's score is calculated by assigning bonus scores when a determined time period is below a predetermined period.
15. The system according to claim 14, wherein the player's score is an average score.
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