US20180065017A1 - Generating an animation depicting a user using motion and physiological data captured using sensors - Google Patents

Generating an animation depicting a user using motion and physiological data captured using sensors Download PDF

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Publication number
US20180065017A1
US20180065017A1 US15/799,217 US201715799217A US2018065017A1 US 20180065017 A1 US20180065017 A1 US 20180065017A1 US 201715799217 A US201715799217 A US 201715799217A US 2018065017 A1 US2018065017 A1 US 2018065017A1
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Prior art keywords
data
motion
user
sports
motion data
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US15/799,217
Inventor
Wilbert Quinc Murdock
Philip Alister Williams
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Murdock Wilbert Q
Williams Philip A
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Wilbert Quinc Murdock
Philip Alister Williams
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Family has litigation
First worldwide family litigation filed litigation Critical https://patents.darts-ip.com/?family=42669586&utm_source=google_patent&utm_medium=platform_link&utm_campaign=public_patent_search&patent=US20180065017(A1) "Global patent litigation dataset” by Darts-ip is licensed under a Creative Commons Attribution 4.0 International License.
Priority claimed from US11/901,552 external-priority patent/US9802129B2/en
Application filed by Wilbert Quinc Murdock, Philip Alister Williams filed Critical Wilbert Quinc Murdock
Priority to US15/799,217 priority Critical patent/US20180065017A1/en
Publication of US20180065017A1 publication Critical patent/US20180065017A1/en
Assigned to MURDOCK, WILBERT Q., WILLIAMS, Philip A reassignment MURDOCK, WILBERT Q. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MURDOCK, WILBERT Q.
Priority to US17/168,065 priority patent/US20210197059A1/en
Priority to US17/221,783 priority patent/US20210275889A1/en
Priority to US17/235,988 priority patent/US20210265055A1/en
Priority to US17/306,276 priority patent/US20210252366A1/en
Priority to US17/352,307 priority patent/US20210316200A1/en
Abandoned legal-status Critical Current

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Definitions

  • a body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints and the data generated is on the Cloud or Internet via a Server. Pre and Post Alignment Data is on the Cloud.
  • the system includes split-screen display capability which parent application U.S. Pat. No.
  • 7,789,742 displayed via computer code and televised demonstrations on Personal Computers, whereas now on handheld device with spatial orientation device capability using a gyroscope with multifunction motion sensors connected to the player and a multifunction motion sensing device, all containing circuits and contact or multifunction motion sensors coupled with signal processing and radio frequency wireless transmitter circuitry with other wireless protocols, thereby wirelessly communicate game performance and multiple physiological data and multiple body alignment data and multiple body posture data and motion and sports apparatus, gaming tool or sports implement information or data, location data using GPS device and gyroscope to a remote receiver-computer.
  • the computer displays player information, human motion information or data, sports apparatus, gaming tool or sports implement information or data, multiple types of physiological information or data simultaneously and visually simulates and controls a game between two players via the internet, having similar equipment and remotely located from each other providing a graphical blueprint to learn and compete by.
  • a real time human motion analysis system used on and off the Internet or Cloud incorporates infrared markers which as secured at various joints of the subjects body.
  • the subject is caused to perform a motion as walking or running or any exercise or gaming. While performing the motion, the subject is televised by means of a video camera.
  • the video signal from the camera is processed to develop a line count and a horizontal position count based on the operation of a pixel counter.
  • a comparator activates a series of latches which cause the latches to provide data in terms of an x and y coordinates which data is sent to a computer to indicate the location of the marker with respect to the video frame.
  • the system tracks the markers as placed on the joints of a subject and produces the X and Y coordinate which is used by the computer to analyze the motion.
  • Standard sports equipment may be retrofitted with the sensors and associated circuitry to convert such equipment into “smart equipment” for use with the system.
  • the system employs specially developed computer software to process player performance and player motion and sports apparatus or gaming tool or sports implement motion and location data and multiple physiological data streams, control game play, communicate game information motion and location data and multiple physiological information between players, generate and control visual simulations and display player performance information.
  • the system also monitors in real-time body and posture alignment and can be used outdoors as a complete exercise gaming sports system using attachable detachable drones which brings the technologies outdoors 24 hours 7 days a week.
  • This invention relates to monitoring the force at joints of the human body simultaneously in real time on the Cloud or Internet with the caveat being able to look at any joint individually such as the knee, elbow, shoulder, etc.
  • any joint individually such as the knee, elbow, shoulder, etc.
  • Healthy body joints should be analyzed via X-rays, Cat-Scans, MRI's and other diagnostic tools used to measure the motion of joints in real time, with the data generated throughout the life Cycle of the athlete and stored on the Internet or Cloud would be considered Pre Injury data.
  • a computer algorithm analyzes the two sets of data, ie pre and post injury day to communicate with the sensors on each joint what to change and when to change it during an athletic event.
  • the knee joint as known is found between two of the longest bones in the body; namely, the femur and the tibia.
  • the amount of leverage which can be brought to bear upon the joint is extremely large and is, of course, a function of the size and weight of the individual. The heavier the individual the more destabilizing force is exerted on the knee joint.
  • the knee joint also exhibits a relatively complicated pattern of motion and essentially consists of three articulations in one.
  • the articulation of the knee joint is relatively insecure, but because of the very powerful ligaments which bind the bones together, the joint is one of the strongest in the body. Essentially, if the ligaments have been softened or destroyed by accident or disease, partial displacement of the knee joint is a common occurrence. This can be brought about by the action of the body muscles displacing the articular surfaces from each other. Hence in regard to this the tibia may be dislocated in any direction from the femur resulting in injury to the knee joint.
  • the directions can be forward, backward, inward, or outward or a combination of two of these dislocations may occur.
  • the tibia may be dislocated forward and laterally, or backward and laterally and any of these dislocations may be complete or incomplete.
  • any injury can occur in different individuals due to different factors, and hence the cause of such injuries is extremely complicated. It is a particular object of the present invention to provide a device which can be employed by individuals such as athletes to allow them to determine whether their joints are properly aligned during an exercise which device will monitor the proper joint alignment for the particular individuals and will indicate to the individual via a display or otherwise when joints is not properly aligned or is subjected to extreme threes which may result in an injury.
  • the apparatus can also be employed by persons who have already injured their knee joints and are in the process of recuperating in order to strengthen the joint so that they may engage in future activities.
  • a body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints.
  • the sensors are coupled to circuitry including a microprocessor which accelerometers and gyroscopes has stored therein optimum values indicating correct body motion stored on a server during any exercise and or gaming efforts. These values are compared with the actual values being generated by a user in performing the same exercise, and if the actual values exceed those stored on the Internet or Cloud, the user is warned of a dangerous condition which is indicative in informing him to modify the exercise being performed.
  • a number of patented interactive sports simulation devices embody various athletic motion sensing components. Typically, these devices display information related to a player's movements. In certain of these, the information is displayed or signaled by some part of the player or sports equipment itself in the form of a small visual readout or an audible sound.
  • one such device contains an array of mechanically depressible pins on the face of the golf club. When the ball is struck by the club, the pins are physically depressed in a pattern to inform the player of the location on the club face where contact with the ball occurred.
  • Another device uses a light emission and reflection detection technique to provide a player information, displayed on the equipment, regarding the alignment of the equipment with the preferred location on the particular equipment.
  • a body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints.
  • the sensors are coupled to circuitry including a microprocessor which accelerometers and gyroscopes has stored therein optimum values indicating correct body motion stored on a server during any exercise and or gaming efforts. These values are compared with the actual values being generated by a user in performing the same exercise, and if the actual values exceed those stored on the Internet or Cloud, the user is warned of a dangerous condition which is indicative in informing him to modify the exercise being performed.
  • This invention relates to monitoring the force at joints of the human body simultaneously in real time on the Cloud or Internet with the caveat being able to look at any joint individually such as the knee, elbow, shoulder, etc.
  • any joint individually such as the knee, elbow, shoulder, etc.
  • the knee joint as known is found between two of the longest bones in the body; namely, the femur and the tibia.
  • the amount of leverage which can be brought to bear upon the joint is extremely large and is, of course, a function of the size and weight of the individual.
  • the heavier the individual the more destabilizing force is exerted on the knee joint The knee joint also exhibits a relatively complicated pattern of motion and essentially consists of three articulations in one.
  • the articulation of the knee joint is relatively insecure, but because of the very powerful ligaments which bind the bones together, the joint is one of the strongest in the body. Essentially, if the ligaments have been softened or destroyed by accident or disease, partial displacement of the knee joint is a common occurrence. This can be brought about by the action of the body muscles displacing the articular surfaces from each other. Hence in regard to this the tibia may be dislocated in any direction from the femur resulting in injury to the knee joint.
  • the directions can be forward, backward, inward, or outward or a combination of two of these dislocations may occur.
  • the tibia may be dislocated forward and laterally, or backward and laterally and any of these dislocations may be complete or incomplete.
  • any injury can occur in different individuals due to different factors, and hence the cause of such injuries is extremely complicated. It is a particular object of the present invention to provide a device which can be employed by individuals such as athletes to allow them to determine whether their joints are properly aligned during an exercise which device will monitor the proper joint alignment for the particular individuals and will indicate to the individual via a display or otherwise when joints is not properly aligned or is subjected to extreme forces which may result in an injury.
  • the apparatus can also be employed by persons who have already injured their knee joints and are in the process of recuperating in order to strengthen the joint so that they may engage in future activities.
  • This invention relates to a system that interconnects sensor and GPS sensory circuitry, gyroscopes, real smart sports equipment and athletic human motion and swing and location data to a computer, and the Internet or Cloud and multiple physiological readings simultaneously off and on the Internet or Cloud, the use of multiple types of sound off and on the Internet or Cloud, and the use of multiple types of wireless protocols off and on the Internet or Cloud to improve athletic performance and competition.
  • the computer is coupled wirelessly to a user, smart sports equipment or cloned smart sports equipment, a receptacle, or a sport-specific motion and GPS sensing circuitry component and multiples streams of physiological and location data.
  • the invention allows one or more players to enter into a competition against each other.
  • the present invention accomplishes this through a continuous process wherein the present invention establishes a plane of space, reads how the player moves his or her body within said plane of space, and determines the optimized levels of performance based on the player's age, body type, playing style, and years of experience, which are automatically inputted into the system from a variety of swing and motion data and location data points. All of this information can be transferred to a server by a client, minimizing the required storage of information on the unit system itself. The system also analyzes and corrects in real-time via 3D graphics and holograms joint alignment and posture control of gamers and athletes
  • the system application is unlimited. Much of this system can be used not only for golfing competition on the Internet, but for other sports as well. Sports apparatus or gaming tool or Sports implements other than golf clubs, swing detectors and receptacles can be outfitted with sensors according to this invention and used for training purposes, rehab, or for interactive internet competition.
  • the technology can be used for gaming and sports training, competition, and the improvement of player reflexes and coordination. With little or no modification, the technology also has applications in music, and medicine, particularly physical therapy.
  • a wireless piece of sporting equipment is constructed to contain, or alternatively a standard piece of sporting equipment is modified to contain, a multiple sensors or transducer array located on the surface of said smart sports equipment or gaming tool or sports implement and GPS sensing circuitry and gyroscope.
  • the sporting equipment is a hockey stick, coupled with a hockey puck, race car steering wheel coupled with a driver's hand, bow coupled with an arrow, boxing gloves coupled with a fist, tennis racket, coupled with a tennis ball, basketball ball coupled with a shooting hand, football coupled with a throw, bicycle coupled with a pedal, bowling ball coupled with a bowling throw, soccer coupled with a kick, volleyball coupled with a hitting hand, baseball bat coupled with a baseball, all using sensors including accelerometers, gyroscopes and a compass and or a combination of multiple sensing devices. It should be noted that sports like football would require a sensor based football and sensors on the hand of the quarter for a full range of interactive data.
  • the impacted sensors produce detectable variances representing the magnitude and duration of the racket-ball impact force or baseball impact force and the proximate location of such contact relative to the preferred location, the “sweet spot”, on the face of the tennis racket or baseball bat.
  • the variances are electronically processed into digitally coded information and remotely transmitted by an electrical communication circuit either contained within or attached to the tennis racket.
  • a ball receiver may be a receptacle with an open end to receive a ball and contains a transducer located so as to sense the ball entering receptacle. Upon impact with the ball, the sensor produces a detectable variance representing impact with the ball. The variance is electronically processed into digitally coded information and remotely transmitted by an electrical communication circuit.
  • the communication circuit is contained within the receptacle.
  • the communication circuit for the receptacle may be a radio frequency transmitter.
  • the receptacle can either be designed for indoor use or can be a cup in an actual green or can be in a goal net such as in soccer with the communication circuit housed in the cup for golf or elsewhere in other sports.
  • a sporting equipment device and ball receiving device contains transducers which are or include piezoactive elements.
  • piezoactive includes piezoelectric and piezoresistive components. Piezoactive components are defined as components the electrical properties of which, when the component is subjected to physical force, vary.
  • a multifunction motion sensing device contains an array of uniformly distributed sensing transducers upon or proximate to the device surface.
  • This multifunction motion sensing device may be a camera.
  • the surface is a clam-shaped handheld device.
  • the camera produces detectable varying characteristics representing the velocity, angle, and proximity of a user and or a piece sporting equipment relative to the surface of the device or frame view of the camera or infrared device.
  • the variances are electronically processed into digitally coded information and remotely transmitted by an electrical communication circuit contained within or electronically connected to the device.
  • wireless radio frequency equipment and or other multiple wireless protocols equipment receives the digitally coded transmitted signals from the user and or a piece of sporting equipment, a ball receptacle, and the multifunction motion sensing device and multiple physiological sensing devices in a singular physiological processor.
  • the signals are demodulated and processed into serial binary data suitable for communications to the computer via either serial or parallel ports.
  • the computer under the control of the software monitors and directs the flow of communications between the Players or Athletes, Voice Communications, Motion Data Sets, Wireless Protocol Sensor Based, GPS sensing circuitry, gyroscope, sports and cloned apparatus, body alignment, posture alignment, Interactive Gaming Data and Graphics Exchange via the Internet or Cloud, Cellular Communications and displays the game simulations and performance information on and off the Internet or Cloud.
  • a computer under the control of the software program monitors and controls the sequential play of the game, and interacts with the player at the site and also competing players at other remote sites via the internet.
  • the software system generates the game simulations for display and tracks each player's performance as the game progresses.
  • a body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints and the data generated is on the Cloud or Internet via a Server. Pre and Post Alignment Data is on the Cloud.
  • the system includes split-screen display capability which parent application U.S. Pat. No.
  • 7,789,742 displayed via computer code and televised demonstrations on Personal Computers, whereas now on handheld device with spatial orientation device capability using a gyroscope with multifunction motion sensors connected to the player and a multifunction motion sensing device, all containing circuits and contact or multifunction motion sensors coupled with signal processing and radio frequency wireless transmitter circuitry with other wireless protocols, thereby wirelessly communicate game performance and multiple physiological data and multiple body alignment data and multiple body posture data and motion and sports apparatus, gaming tool or sports implement information or data, location data using GPS device and gyroscope to a remote receiver-computer.
  • the computer displays player information, human motion information or data, sports apparatus, gaming tool or sports implement information or data, multiple types of physiological information or data simultaneously and visually simulates and controls a game between two players via the internet, having similar equipment and remotely located from each other providing a graphical blueprint to learn and compete by.
  • a real time human motion analysis system used on and off the Internet or Cloud incorporates infrared markers which as secured at various joints of the subjects body.
  • the subject is caused to perform a motion as walking or running or any exercise or gaming. While performing the motion, the subject is televised by means of a video camera.
  • the video signal from the camera is processed to develop a line count and a horizontal position count based on the operation of a pixel counter.
  • a comparator activates a series of latches which cause the latches to provide data in terms of an x and y coordinates which data is sent to a computer to indicate the location of the marker with respect to the video frame.
  • the system tracks the markers as placed on the joints of a subject and produces the X and Y coordinate which is used by the computer to analyze the motion.
  • Standard sports equipment may be retrofitted with the sensors and associated circuitry to convert such equipment into “smart equipment” for use with the system.
  • the system employs specially developed computer software to process player performance and player motion and sports apparatus or gaming tool or sports implement motion and location data and multiple physiological data streams, control game play, communicate game information motion and location data and multiple physiological information between players, generate and control visual simulations and display player performance information.
  • the system also monitors in real-time body and posture alignment and can be used outdoors as a complete exercise gaming sports system using attachable detachable drones which brings the technologies outdoors 24 hours 7 days a week.
  • FIG. 1 Physiological Sensors—Our system will utilize every type of sensor, including sensors for the life sciences as well as sensors for the Internet of Things.
  • FIG. 2 Wireless Sensors—Years ago we used Radio Frequency communications protocol for the Internet or Cloud Based System. The newer more popular protocols such as Bluetooth and Wi-Fi are used globally to connect and communicate with various
  • FIG. 3 Sensor Fusion—Reading one sensor at a time gives the user one data point or one point of reference. Reading two individual sensors gives the athlete or gamer more data points to learn by. Our system are flexible enough to be combined in one or more sensor combinations in a well known process called Sensor Fusion which sensor data is fused to paint multidimensional of the unified data structure sometimes in three dimensions.
  • FIG. 4 Cloud Cellular Network—Various Digital Devices such as a Tablet, Smart Phone, Internet Sports Computer, Personal Computers and Digital TVs communicate with the Internet and Cloud and at anytime can access a Cellular Network.
  • Digital Devices such as a Tablet, Smart Phone, Internet Sports Computer, Personal Computers and Digital TVs communicate with the Internet and Cloud and at anytime can access a Cellular Network.
  • FIG. 5 Sports Apparatus with Sensors—Every major sports such as Soccer, Baseball, Basketball, Football, Boxing, swimming, etc are attached to Sensors and those sensors can communicate with the Internet or Cloud anytime and anyplace. By using multiple sensors with each sports allows one to create a 3 dimensional image which can be stored on the Internet or Cloud via a Database Server for present and future comparisons using computer algorithms to use your application specific data to grow by.
  • FIG. 6 Sound Processor—This specialized processor embeds and or controls multiple sources of sound completely controlled by every athlete or gamer. Movement or motion can be characterized by specific sounds indicating good motion from bad biomechanics.
  • FIG. 7 Any of our Smart Sports Technologies—such as Smart Basketballs, Smart Baseball Bats, Smart Hockey Sticks can communicate with a variety of digital devices.
  • FIG. 8 Smart Golf Clubs vs Dumb Clubs—by providing customization to Golf Clubs/Other Sports Apparatus and adding microprocessor technologies with Internet or Cloud connecting.
  • Each Sports Apparatus can also have built in Cellular connectivity and can communicate with any Internet Sports Computer.
  • FIG. 9 New Weapons System Based on Cloud Computing—using our base technologies we can easily create military applications based on Internet or Cloud Computing.
  • FIG. 10 Body Alignment Sensors—All of the joints on the human body can be monitored simultaneously or individually in real-time with the data transferred to the Internet or Cloud.
  • FIG. 11 Internet Sports Computer—a digital platform with built in Cellular and Internet or Cloud capabilities. The software is delivered to this device by the Internet or Cloud.
  • FIG. 12 System Overview—this is a first level design which shows the system operational capabilities.
  • a preferred embodiment of the invention includes a wireless piece of sporting equipment, a wireless golf ball receptacle, a wireless golf club motion sensing plate, a wireless receiver connected to a computer, and a display or monitor with speakers operated under the control of system software, and connected via the internet to an internet game server.
  • the sport specific tool has a plurality of embedded and attachable detachable contact sensors and internal electronic circuitry including wireless protocols for on and off the Cloud such radio frequency transmitter, Zigbee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato 0 1 & 3, LTE-M1, NB-IOT, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space. Cellular and GPS Sensing Circuitry.
  • wireless protocols for on and off the Cloud such radio frequency transmitter, Zigbee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato
  • At least one of the sensors is located at or proximate to optimal location on a tool face for contact with any other sport specific tool, the “sweet spot”. The remaining two sensors are adjacent and on either side of the sweet spot.
  • the contact sensors may be, but are not limited to, sensors employing piezo-active type transducers, specifically, either piezo-electric or piezo-resistive transducers (similar, but not limited to the Cooper Instruments LPM 562).
  • three sensors are applied to the face of an adapted sport specific tool by a mylar tape or other means.
  • the electronic circuitry is internal to the sport specific tool and connects to the sensors by leads and GPS sensing circuitry or gyroscope.
  • contact sensors are part of an adapter attached to an ordinary sport specific tool and wire connected to electronic circuitry and GPS sensing circuitry attached to the club shaft or elsewhere on the sport specific tool.
  • a ball contacting any sensor produces a detectable variance indicating the magnitude and duration of sensor-ball impact.
  • the variance may be a change in resistance of a piezo-resistive transducer or a voltage change in the case of a piezo-electric transducer.
  • the variance is detected and amplified by an associated amplifier and then is input to an associated integration circuit, the output of which represents the energy of the ball-club contact event.
  • a microprocessor is a multi-input channel signal processing circuit (similar, but not limited to a Motorola #68HC05) having analog to digital signal converting circuits (ADCs), one for each input channel, and a sequential digital signal encoding circuit connected so as to convert the ADC outputs into a time multiplexed serial digital data stream containing a binary coded word for each channel indicating the energy of the associated sensor-ball impact event.
  • ADCs analog to digital signal converting circuits
  • a wireless radio frequency transmitting circuit receives the serial digital data from the microprocessor and wirelessly transmits the information via an internal antenna to the receiver for subsequent processing by the computer.
  • a ball receptacle has a top shaped to allow entry of a ball.
  • the receptacle has a contact sensor pad containing at least one contact sensor, a ball return mechanism, and internal electronic circuitry.
  • the internal circuitry includes a wireless radio frequency transmitter.
  • the preferred manifestation of this embodiment has contact sensor pad positioned within the receptacle such that the center activation area aligns with the center of a ball entry. Additional sensor activation areas are adjacent, one on either side of the center area.
  • the sensors may be, but are not limited to, sensors employing piezo-active type transducers, specifically, either piezo-electric or piezo-resistive transducers.
  • a ball entering the receptacle and contacting the sensor pad produces a detectable variance indicating the ball entry event.
  • the variance may be a change in resistance in the case of a piezo-resistive transducer (similar, but not limited to Cooper Instruments LPM 562) or a voltage change in the case of a piezo-electric transducer.
  • the variance is detected and amplified by an associated amplifier. This amplified signal then is input to a microprocessor having an analog to digital signal converting circuit (ADC) and a digital signal encoding circuit connected so as to convert the ADC output representing the sensors' signals into a serial digital data stream containing a binary coded word indicating the sensor-ball contact event.
  • ADC analog to digital signal converting circuit
  • the microprocessor may be the same or similar to the microprocessor of the sport specific tool's electronics.
  • a radio frequency transmitter or multifunction wireless frequency transmitter circuit receives the serial digital data from the microprocessor and wirelessly transmits the information via an internal antenna to the receiver for subsequent processing by the computer.
  • the ball return mechanism can be as simple as a back plate located to be engaged by a golf ball entering the receptacle and supported and biased by a spring or springs to eject the ball.
  • Other known ejection devices similar to those used in pinball machines, and either mechanically or even electrically activated, can be used to improve the effect if desired.
  • the receptacle configuration is susceptible to much variation.
  • the receptacle illustrated and described above is well suited to indoor use, on carpet for example. It is clear, however, that an actual cup, installed in an actual green, with real or synthetic grass, can be similarly equipped.
  • the motion sensor plate having a top motion plate and a bottom motion plate is used, wherein the top motion plate contains a plurality of capacitor-forming electrically isolated platelets (twelve platelets are illustrated in this exemplary preferred embodiment). They are evenly distributed at or just below the top plate's exterior upper surface.
  • the bottom plate has a homogenous electrically conductive interior surface underlying the platelets.
  • Each capacitive platelet contained in the top motion plate forms a capacitive component when the top and bottom motion plates are vertically closely spaced to form the golf club motion sensor plate or sports implement motion sensor plate.
  • a suitable insulator may be sandwiched between the two plates.
  • the structure is adhesively or otherwise mechanically joined and it may be covered or coated as desired. The result is a golf club motion sensor plate or sports implement motion sensor plate or gaming tool plate containing a capacitor matrix.
  • the capacitive components are connected to form a capacitive network.
  • a network of electrical comparator amplifiers is connected to the capacitor network.
  • the comparator amplifiers of network are connected one to one with the capacitive elements of the capacitive network.
  • the comparators of the network detect voltage variations occasioned by electromagnetic field disturbance due to a golf club moving or sports apparatus or sports implement moving or gaming tool over certain of the capacitive elements of the motion plate. Each different golf club motion or sports implement motion over the energized motion plate will produce a uniquely identifiable signal from the comparator amplifier network.
  • proximity sensors that could be gathered together in an array like that of the platelets to serve as the transducer portion of the golf club motion detector or sports implement motion detector.
  • the electrical signal from the comparative amplifier network is applied to an analog to digital signal converter (ADC) and the ADC digitized output signal is converted into a serial digital data stream by a multiplexer.
  • ADC analog to digital signal converter
  • This data identifies each platelet having had its field disturbed.
  • the serial digital data can be input directly by wire from a multiplexer to the computer located at the site of the golf player and golf club motion sensor plate, or as in the preferred embodiment, the serial data can be transmitted to a remotely located receiver connected to the computer via a transmitter and an antenna included in the golf club motion or sports implement motion electronic transmitter communication circuitry.
  • the computer under the control of the golf system software, will analyze the serial digital club motion signal or digital sports implement motion signal or digital sports gaming tool, recognize from the transmitted signals the platelets over which the club head or sports implement head passed and display the sport specific motion.
  • a wireless radio frequency signal receiver is connected to the computer by either the serial (USB) or parallel computer ports.
  • the wireless signal receiver detects digitally coded radio frequency transmissions from the communication circuit associated with any of a smart sports equipment, a ball receptacle, or a motion sensing plate.
  • the received transmissions are demodulated by the RF receiver circuitry connected to a microprocessor, which converts the demodulated data signal to serial binary coded data suitable for communications to a computer.
  • the computer under the control of the internally installed golf system software or sports system software program, monitors and directs the flow of communications between remotely located players via the internet and displays the game simulations and performance information.
  • the wireless electromagnetic signals that communicate with the receiver may be infrared communications.
  • the computer under the control of the software system program monitors and controls initialization and the sequential play of the game, or alternatively, the individual player practice session.
  • the system input parameters are set and the system Internet and player data port interfaces are initialized as indicated.
  • the serial port of the computer is enabled in the preferred embodiment.
  • a local player event listener is initialized. It will communicate events from one or more of the smart golf club, the golf ball receptacle and the motion sensor plate.
  • the main operational software (program) thread is run, and the system awaits data input from the appropriate computer communications port.
  • the program If the competitive play mode has been selected, the program generates a player participation request and sends the request to the GGC game internet server (GGC server). Upon identification of a player opponent by the GGC server, the program initiates the player identification sequence and sequential play begins. This software sequence and control routine occurs at each remote site where play has been initiated. During the game play sequences, the program generates the appropriate animation, display, and audio data and commands, and communicates with the associated display and speaker devices. Upon the occurrence of a local player event, the main operating program displays the event and communicates the event by causing a device transmission to be sent via the internet GGC server which displays the event for the opposing players and alerts an opposing player that it is his/her turn to play.
  • GGC server GGC game internet server
  • the local player event may be, but is not limited to the smart sports equipment impacting a ball, physiological data readings, athletic human motion capture and analysis, sound feedback data, location data, body and posture alignment for example the swing of a golf club or tennis racquet across the sensing plate or the balls entry into the receptacle.
  • the program contains time delay limits for player action, and delays of play beyond these limits generate play quit and disconnect signals.
  • the event at also has the effect of indicating at that it is no longer the local player's turn and enables the socket event listener to detect an event from the remote player, again via the Internet.
  • the internet communications sequences are disabled, other software sequential operating routines continue as above described and the player's movement, multiple physiological data, ball-receptacle contact, human motion analysis and or sports apparatus or gaming tool or sports implement motion sensor GPS sensor circuit and gyroscope information are communicated only to the computer located at the player's site and the performance information analyzed and displayed only at the local player's site.
  • the software system When a game is won, lost, or terminated, the software system generates the appropriate output signals, displays the player performance information, and resets to initial pre-game conditions. If one player opponent quits the game or is “timed out” (due to excessive delay in play) and the remaining player wishes to continue play, the software resumes an Internet search for another opponent.
  • the motion sensing device contains a multifunctional wireless processor which has built-in multiple protocols such as Radio Frequency, Bluetooth, Zigbee, Wi-Fi, Wi-Max, UWB, Cellular which detects and distinguishes various wireless protocols, for example Zigbee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox,Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato 0 1 & 3, LTE-M1, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space, Cellular and GPS Sensing Circuitry from each other.
  • GSM Global System for Mobile Communications
  • 3G and 4 G 5G, BLE, LTE Cato 0 1 & 3, LTE-M1, Zwave, LoReWan,
  • the multifunction wireless processor allows the present invention to use embedded single and multiplayer software to communicate and exchange information with original and cloned sports apparatus or gaming tool or sports implement devices, human motion processors, multifunction physiological processors, multifunction sound processors, multifunction alignment processor, multifunction posture processor, location data, multifunction attachable detachable drones embodying the present invention.
  • the multifunction wireless processor has the ability to memorize whatever wireless protocol it last read to display information.
  • the display is capable of showing animations specific to the wireless protocol and is capable of projecting a digital image and holographic image.
  • a multifunction physiological processor and the multifunction sound processor work in similar fashion.
  • the multifunction physiological processor wirelessly secures, cures and processes, analyzes heart rate, respiration rate, brain waves and many other physiological functions, simultaneously on and off the Internet or Cloud using a variety of well-known and established technologies.
  • these technologies are the electroencephalogram for measuring brain waves to tell the differences between the alpha and beta states whereby sensors are attached to the head area.
  • Heart rates are measured by electrocardiogram. Often times pulse readings are measured to determine heart rate by attaching an electrode to a finger tip or ear lobe. Respiration rates are sometimes measured by a Piezoelectric respiration sensor, which is worn around the chest area.
  • Physiological measurements are now expanded to biosensor, ultrasound sensor, accelerometer sensor, lidar sensor, sonar sensor, video camera sensor including video streaming, piezo sensor including electric and resistive, eye sensor, infrared sensor, capacitive, hand sensor, tilt sensor, system on a chip sensor, foot pressure sensor, nano or mini computerized tomography sensor, magnometer sensor, graphene sensor, resistive sensor, fingerprint sensor, pedometer sensor, blood glucose sensor, pulse oximeter sensor, nano and or mini mri sensor, gsr or skin moisture sensor, real-time location sensor, gyroscope sensor, compass sensor, hand sensor, white space sensor, etc.
  • the embedded single and multiplayer software allows the human motion processors, multifunction sound processors, multifunction physiological processor, body alignment processor, posture alignment processor to exchange messages and sensor motion and GPS sensor circuit data with other original and cloned sports apparatus data and other internet sports computer cellular devices off and on the Internet using client server and peer to peer network. networks.
  • the multifunction sound processor captures, analyzes, stores, plays back and synchronizes a quality of sports or athletic movement with particular sounds to inform a user of said quality, good or bad performances.
  • Human motion processor data from the internet sports computer cellular device can be posted on the client to the server, or broadcasted on a peer to peer network
  • the marker is a five-sided facet.
  • the side facets slope from the main facet at an angle between 10 to 15 degrees in reference to the front side of the facet.
  • the LED device emits light upon activation of the same by a typical power supply, which may be a battery or other device.
  • the power supply is also secured to the body of the user by conventional techniques.
  • Stored coordinate information from human motion processor determines angular relationships between said athlete body joints as monitored in real-time inside of internet sports computer cellular device to use computer algorithms to generate real-time stick figure generation or animation display for the internet sports computer cellular device to display real-time athletic motion from internet sports computer cellular device to client to display real-time athletic motion from internet sports computer cellular device to server and store real-time athletic motion from internet sports computer cellular device to server
  • a sports gaming system, handheld device wherein the handheld device opens into two halves.
  • One half of the open handheld device comprises a plurality of buttons wherein said buttons are flat so that the handheld device can close completely.
  • One half of the open handheld device comprises at least one camera capable of encoding digital images and videos digitally storing images and videos and stabilizing images and videos on and off the Internet or Cloud.
  • the sports gaming system, handheld device further comprises a plurality of custom processors that measure and store physiological data, device specific data and user motion data in real-time, with at least one multifunction processor capable of transmitting physiological real-time data, device real-time data and user motion real-time data to at least one electronic system console at least one processor capable of transmitting videos and digital images in real-time to at least one electronic system console.
  • At least one multifunction processor is capable of receiving real-time data from at least one electronic system console. At least one multifunction processor has built-in global positioning sensing capability system and motion sensor capability. At least one multifunction processor is capable of transmitting multiple motion data to a on a single or multi-screen monitor display.
  • the plurality of multifunction processors are comprising sensors that are attached wirelessly to the user, a central processing unit, a processor capable of storing general data, a multifunction processor capable of storing user physiological data and motion data, a multifunction processor capable of receiving multiple wireless transmissions simultaneously, a processor capable of detecting, storing, and receiving user data, a processor capable of determining strength and type of wireless connectivity and choosing the strongest most available protocol connection, a processor capable of connecting to at least one cellular device, a processor capable of password and informational storage, a processor capable of comparing data from differing users, a processor capable of monitoring multiple physiological data, a processor capable of monitoring motion data wherein motion data relates to sports actions performed by the user, a processor capable of monitoring handheld device system specific data on and off the Internet or Cloud.
  • the plurality of processors transmit transmits and receive receives aforementioned real-time data to and from the at least one electronic system designed to be interconnected on a single and multiplayer software platform console via which communicates on at least one of Zigbee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox,Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato 0 1 & 3, LTE-M1, NB-IOT, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space, Cellular and GPS Sensing Circuitry, a local area network and cellular router protocol on and off the Internet or Cloud.
  • the plurality of multifunction processors comprises a processor capable of receiving transmissions from the at least one electronic system console wherein said this transmission produces sound feedback related to at least one of the physiological real-time data streams, device real-time data and user motion real-time data, said sound feedback comprises at least one of: voice feedback, pre-programed feedback, audio downloads, satellite radio, Dolby sound, and Yamaha sound.
  • the embodiment comprises a processor capable of gathering physiological real-time data and stores data and motion real-time and stored data is stored and comparing it to stored data on the at least one electronic system console, said processor transmits differences from real-time and stored user data and stored data to the at least one electronic system console.
  • the stored data on the electronic system console is physiological and motion data from professional athletes.
  • the physiological data stored may comprise heart rate measurements, respiration rate measurements, and brain waves activity measurements, among others.
  • the system device may also be capable of receiving and transmitting phone calls to other sports gaming system devices, other phones and cellular devices.
  • the Sports Computer Cellular Device can be used to call other Mega Machines by speaking into a built-in microphone that processors your voice and uses it as a input mechanism and translates voice using an a to d converter and translates it into an internal dialing command
  • the Mega Machine can call landlines (POTS), VOID, and Cellular Devices. The user can simply say a person name, and the Mega Machine would dial it, or say a specific telephone number, and the Mega Machine automatically dials it.
  • a method for a sports gaming system devices, handheld device comprises providing the systems discussed herein, wherein a handheld device automatically detects wireless networks and automatically connects to a detected frequency.
  • a set of preferences can be used to connect to a preferred wireless network.
  • the processors may detect at least one but is not limited to the following frequencies: Zigbee, Bluetooth, rf RF, wi-fi Wi-Fi, wi-max Wi-Max, uwb UWB, local area network and cellular router.
  • the method may be further comprising the steps of gathering of physiological data by at least one multifunction processor, selecting specific physiological data by the at least one multifunction processor, transmission of selected physiological data to a second at least one multifunction processor, further selecting specific physiological data, transmission of selected physiological data to a third at least one multifunction processor, filtering of specific physiological data, transmission of physiological data to at least one electronic system console storage of physiological data, comparison of user physiological data with previously stored physiological data on and off the Internet or Cloud.
  • Internet Enabled Sports Computer Cellular device uses a Client-Server and Peer to Peer System with Cellular Capabilities for Sports/Game training, and Sports/Game Competition with a plurality of custom processors built-in for reading and processing wirelessly multiple physiological data, real-time human and smart sports apparatus motion analysis data, sound data simultaneously on and off the Internet or Cloud.
  • processors are built-into an internet sports computer with multiple wireless protocols combined in a custom processor connected cellular functionality allows it to connect to the Internet or Cloud for sports game play or sports competition. All six custom processors allow multiple feedback systems to communicate directly with the Internet Sports Computer Cellular Device providing iconic graphics to learn and improve your game by.
  • the physiological data is at least one of heart-rate data, respiration data and brain wave data wirelessly sent to the Physiological Processor simultaneously.
  • Other Physiological data are available in this system.
  • the previously stored physiological data may be physiological data relating to professional athletes.
  • the motion of the user may be compared directly to the motion of the stored professional athletes, and a comparison to said physiological data may result in visual and sound feedback relating to the user data on and off the Internet or Cloud.
  • Physiological processor whose CPU: has wireless input/output interfaces, intelligent receivers, with the proper logic circuit to determine which physiological data should be sent first to processor, second to processor and third to processor, a to d conversion for heart rate data, for respiration data, for brain wave data, to filter heart rate data, respiration data, to filter brain wave data, processing means to interpret, analyze a plurality of wireless physiological data
  • Iconic information is created from multiple data points including a player physiological data, human motion data and sports apparatus motion data, sound data and how sound is used via biofeedback to indicate improper motion versus proper motion for sports optimization.
  • Wireless processor a allows a: Cpu to receive, store, analyze process a plurality of wireless protocols in processor which can transfer physiological data for daily, weekly, and monthly comparisons to server.
  • Wireless processor searches for available wireless protocols. When a wireless protocol is found, permission must be granted before it allows either an intelligent original sports or cloned apparatus to communicate and exchange information and other internet Sports Computer Cellular Device to communicate and exchange information such as athlete's plurality of statistics on and off the Internet or Cloud.
  • the sound processor built-into the internet sports computer cellular device reads, a process, converts, interprets and store voice and sound information represented by iconic maps telling the athlete rather he or she has good movement, bad motion, or needs improvement within the normal limits of optimize movement dynamics usually demonstrated by professional athletes and computer models based on a individual input parameters such as height, weight, body type, skill level, body conditioning, mental alertness of a given sports such as golf, football, basketball, baseball, swimming, boxing, tennis, soccer, martial arts, bowling, race car driving, volleyball, archery, hockey, bicycle riding including stationary types, etc.
  • Real-time GPS motion data and Real-time GPS location data for the internet sports computer cellular device can receive real-time motion and location data from the original and cloned sports apparatus or gaming tool or sports implement and athletic swing mechanics, because of its built-in digital camera which can be commanded to take a series of shots, one after the other, and be reconstructed via iconic maps from a computer algorithm, or capture and analyze streaming media from a digital camcorder.
  • the GPS device built-into the original and cloned sports apparatus provides the internet sports computer cellular device with motion and location data.
  • the GPS device is also used as an image stabilizer, for the Mega Machine screen internals
  • Body Alignment Processor allows a: Cpu to receive, store, analyze process a plurality of sensor data connected to body joints in real-time into a processor which can transfer alignment data for daily, weekly, and monthly comparisons to server and or Cloud. Then connecting wirelessly a plurality of internet sports computer cellular devices to the client, broadcasting wirelessly a plurality of internet sports computer cellular device alignment data using a peer to peer network, transferring wirelessly a player's body alignment data remotely,
  • Posture Alignment Processor allows a: Cpu to receive, store, analyze process a plurality of sensor data connected to body posture in real-time into a processor which can transfer alignment data for daily, weekly, and monthly comparisons to server and or Cloud. Then connecting wirelessly a plurality of internet sports computer cellular devices to the client, broadcasting wirelessly a plurality of internet sports computer cellular device alignment data using a peer to peer network, transferring wirelessly a player's body posture data remotely.
  • This invention relates to an apparatus for monitoring the force at a joint of the human body and more particularly for monitoring forces of a body joint associated with the human body. As can be ascertained, a great deal of injuries are suffered by athletes and various other individuals regarding body joints.
  • a body joint is the knee joint as known is found between two of the longest bones in the body; namely, the femur and the tibia.
  • the amount of leverage which can be brought to bear upon the joint is extremely large and is of course, a function of the size and weight of the individual.
  • the knee joint also exhibits a relatively complicated pattern of motion and essentially consists of three articulations in one. Based on the degree of motions, the articulation of the knee joint is relatively insecure, but because of the very powerful ligaments which bind the bones together, the joint is one of the strongest in the body. Essentially, if the ligaments have been softened or destroyed by accident or disease, partial displacement of the knee joint is a common occurrence. This can be brought about by the action of the body muscles displacing the articular surfaces from each other. Hence in regard to this the tibia may be dislocated in any direction from the femur resulting in injury to the knee joint.
  • the directions can be forward, backward, inward, or outward or a combination of two of these dislocations may occur.
  • the tibia may be dislocated forward and laterally, or backward and laterally and any of these dislocations may be complete or incomplete.
  • the apparatus can also be employed by persons who have already injured their knee joints and are in the process of recuperating in order to strengthen the joint so that they may engage in future activities.
  • Apparatus for monitoring the proper alignment of all body joints of users comprising transducer or or sensors means coupled to the body joints of said user and operative to provide an output signal indicative of the relative forces on the body joints during an exercise and or gaming, memory means having stored therein data indicative of proper force levels for said body joints during said exercise, comparison means operative to compare said stored data on the Cloud with said output signal to provide an indication when said output signal exceeds said stored data on the Cloud signal, and means responsive to said indication to provide a warning to said user according to the generation of said indication.
  • Apparatus for monitoring the proper posture of all body joints of users comprising transducer or or sensors means coupled to the body joints of said user and operative to provide an output signal indicative of the relative forces on the body joints during an exercise and or gaming, memory means having stored therein data indicative of proper force levels for said body joints during said exercise, comparison means operative to compare said stored data on the Cloud with said output signal to provide an indication when said output signal exceeds said stored data on the Cloud signal, and means responsive to said indication to provide a warning to said user according to the generation of said indication.

Abstract

A system that wirelessly integrates actual sports equipment with a computer and the internet to allow players remotely located from one another to play a competitive simulated sports game.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application is a continuation-in-part of U.S. patent application Ser. No. 11/901,552, filed Sep. 18, 2007, and U.S. patent application Ser. No. 15/466,569, filed Mar. 22, 2017, which, in turn, is a continuation-in-part of U.S. patent application Ser. No. 12/799,529, filed Apr. 26, 2010; both U.S. patent application Ser. No. 11/901,552 and Ser. No. 12/799,529 claim the benefit and priority of U.S. patent application Ser. No. 09/570,233, filed May 12, 2000, which, in turn, claims the benefit and priority of U.S. Provisional Application 60/133,722, filed May 12, 1999. The above referenced applications are incorporated herein by reference as if restated in full.
  • BACKGROUND
  • Players of tournament games require a network to enable them to play with one another remotely. But in order for players to know the physical status of other players, the physical status must be somehow captured and displayed.
  • SUMMARY
  • A body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints and the data generated is on the Cloud or Internet via a Server. Pre and Post Alignment Data is on the Cloud. The system includes split-screen display capability which parent application U.S. Pat. No. 7,789,742 displayed via computer code and televised demonstrations on Personal Computers, whereas now on handheld device with spatial orientation device capability using a gyroscope with multifunction motion sensors connected to the player and a multifunction motion sensing device, all containing circuits and contact or multifunction motion sensors coupled with signal processing and radio frequency wireless transmitter circuitry with other wireless protocols, thereby wirelessly communicate game performance and multiple physiological data and multiple body alignment data and multiple body posture data and motion and sports apparatus, gaming tool or sports implement information or data, location data using GPS device and gyroscope to a remote receiver-computer. The computer displays player information, human motion information or data, sports apparatus, gaming tool or sports implement information or data, multiple types of physiological information or data simultaneously and visually simulates and controls a game between two players via the internet, having similar equipment and remotely located from each other providing a graphical blueprint to learn and compete by. A real time human motion analysis system used on and off the Internet or Cloud incorporates infrared markers which as secured at various joints of the subjects body. The subject is caused to perform a motion as walking or running or any exercise or gaming. While performing the motion, the subject is televised by means of a video camera. The video signal from the camera is processed to develop a line count and a horizontal position count based on the operation of a pixel counter. The presence of a marker is determined by the illumination from the marker above a background illumination. A comparator activates a series of latches which cause the latches to provide data in terms of an x and y coordinates which data is sent to a computer to indicate the location of the marker with respect to the video frame. In this manner the system tracks the markers as placed on the joints of a subject and produces the X and Y coordinate which is used by the computer to analyze the motion. Standard sports equipment may be retrofitted with the sensors and associated circuitry to convert such equipment into “smart equipment” for use with the system. The system employs specially developed computer software to process player performance and player motion and sports apparatus or gaming tool or sports implement motion and location data and multiple physiological data streams, control game play, communicate game information motion and location data and multiple physiological information between players, generate and control visual simulations and display player performance information. The system also monitors in real-time body and posture alignment and can be used outdoors as a complete exercise gaming sports system using attachable detachable drones which brings the technologies outdoors 24 hours 7 days a week.
  • This invention relates to monitoring the force at joints of the human body simultaneously in real time on the Cloud or Internet with the caveat being able to look at any joint individually such as the knee, elbow, shoulder, etc. As can be ascertained, a great deal of joint injuries are suffered by athletes and various other individuals. Sometimes athletes injure multiple joints at the same time.
  • Healthy body joints should be analyzed via X-rays, Cat-Scans, MRI's and other diagnostic tools used to measure the motion of joints in real time, with the data generated throughout the life Cycle of the athlete and stored on the Internet or Cloud would be considered Pre Injury data.
  • When an injury takes place or Post injury data, this too is stored on the Internet or Cloud and compared to the Pre injury data, taking into consideration a person's height, weight, sports.
  • A computer algorithm analyzes the two sets of data, ie pre and post injury day to communicate with the sensors on each joint what to change and when to change it during an athletic event.
  • As an example the knee joint as known is found between two of the longest bones in the body; namely, the femur and the tibia. In regard to this the amount of leverage which can be brought to bear upon the joint is extremely large and is, of course, a function of the size and weight of the individual. The heavier the individual the more destabilizing force is exerted on the knee joint. The knee joint also exhibits a relatively complicated pattern of motion and essentially consists of three articulations in one.
  • Based on the degree of motions, the articulation of the knee joint is relatively insecure, but because of the very powerful ligaments which bind the bones together, the joint is one of the strongest in the body. Essentially, if the ligaments have been softened or destroyed by accident or disease, partial displacement of the knee joint is a common occurrence. This can be brought about by the action of the body muscles displacing the articular surfaces from each other. Hence in regard to this the tibia may be dislocated in any direction from the femur resulting in injury to the knee joint.
  • The directions can be forward, backward, inward, or outward or a combination of two of these dislocations may occur. In regard to this the tibia may be dislocated forward and laterally, or backward and laterally and any of these dislocations may be complete or incomplete. There are other injuries which can occur in regard to cartilage injuries which cartilages can become displaced and captured between the femur and tibia.
  • As one can ascertain, the injuries which can occur to the knee or any joint are extensive and extremely debilitating. Based on modern medical practices, most of the conditions can be alleviated by surgery or various forms of therapy. In any event, it is well known that based on body type and size and activity engaged in, any injury can occur in different individuals due to different factors, and hence the cause of such injuries is extremely complicated. It is a particular object of the present invention to provide a device which can be employed by individuals such as athletes to allow them to determine whether their joints are properly aligned during an exercise which device will monitor the proper joint alignment for the particular individuals and will indicate to the individual via a display or otherwise when joints is not properly aligned or is subjected to extreme threes which may result in an injury.
  • In this manner the individual or athlete is continuously advised by the apparatus as to whether or not the particular exercise may result in injury, and therefore, the individual is able to modify the exercise according to the information received from the apparatus in real-time. It is, of course, understood that the apparatus can also be employed by persons who have already injured their knee joints and are in the process of recuperating in order to strengthen the joint so that they may engage in future activities.
  • A body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints. The sensors are coupled to circuitry including a microprocessor which accelerometers and gyroscopes has stored therein optimum values indicating correct body motion stored on a server during any exercise and or gaming efforts. These values are compared with the actual values being generated by a user in performing the same exercise, and if the actual values exceed those stored on the Internet or Cloud, the user is warned of a dangerous condition which is indicative in informing him to modify the exercise being performed.
  • A number of patented interactive sports simulation devices embody various athletic motion sensing components. Typically, these devices display information related to a player's movements. In certain of these, the information is displayed or signaled by some part of the player or sports equipment itself in the form of a small visual readout or an audible sound. For example, one such device contains an array of mechanically depressible pins on the face of the golf club. When the ball is struck by the club, the pins are physically depressed in a pattern to inform the player of the location on the club face where contact with the ball occurred. Another device uses a light emission and reflection detection technique to provide a player information, displayed on the equipment, regarding the alignment of the equipment with the preferred location on the particular equipment.
  • A body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints. The sensors are coupled to circuitry including a microprocessor which accelerometers and gyroscopes has stored therein optimum values indicating correct body motion stored on a server during any exercise and or gaming efforts. These values are compared with the actual values being generated by a user in performing the same exercise, and if the actual values exceed those stored on the Internet or Cloud, the user is warned of a dangerous condition which is indicative in informing him to modify the exercise being performed.
  • This invention relates to monitoring the force at joints of the human body simultaneously in real time on the Cloud or Internet with the caveat being able to look at any joint individually such as the knee, elbow, shoulder, etc. As can be ascertained, a great deal of joint injuries are suffered by athletes and various other individuals. Sometimes athletes injure multiple joints at the same time.
  • As an example the knee joint as known is found between two of the longest bones in the body; namely, the femur and the tibia. In regard to this the amount of leverage which can be brought to bear upon the joint is extremely large and is, of course, a function of the size and weight of the individual. The heavier the individual the more destabilizing force is exerted on the knee joint, The knee joint also exhibits a relatively complicated pattern of motion and essentially consists of three articulations in one.
  • Based on the degree of motions, the articulation of the knee joint is relatively insecure, but because of the very powerful ligaments which bind the bones together, the joint is one of the strongest in the body. Essentially, if the ligaments have been softened or destroyed by accident or disease, partial displacement of the knee joint is a common occurrence. This can be brought about by the action of the body muscles displacing the articular surfaces from each other. Hence in regard to this the tibia may be dislocated in any direction from the femur resulting in injury to the knee joint.
  • The directions can be forward, backward, inward, or outward or a combination of two of these dislocations may occur. In regard to this the tibia may be dislocated forward and laterally, or backward and laterally and any of these dislocations may be complete or incomplete. There are other injuries which can occur in regard to cartilage injuries which cartilages can become displaced and captured between the femur and tibia.
  • As one can ascertain, the injuries which can occur to the knee or any joint are extensive and extremely debilitating. Based on modern medical practices, most of the conditions can be alleviated by surgery or various forms of therapy. In any event, it is well known that based on body type and size and activity engaged in, any injury can occur in different individuals due to different factors, and hence the cause of such injuries is extremely complicated. It is a particular object of the present invention to provide a device which can be employed by individuals such as athletes to allow them to determine whether their joints are properly aligned during an exercise which device will monitor the proper joint alignment for the particular individuals and will indicate to the individual via a display or otherwise when joints is not properly aligned or is subjected to extreme forces which may result in an injury.
  • In this manner the individual or athlete is continuously advised by the apparatus as to whether or not the particular exercise may result in injury, and therefore, the individual is able to modify the exercise according to the information received from the apparatus in real-time. It is, of course, understood that the apparatus can also be employed by persons who have already injured their knee joints and are in the process of recuperating in order to strengthen the joint so that they may engage in future activities.
  • Also, numerous conventional computer software packages and video games use a variety of unrealistic techniques to emulate sports-specific motions.
  • It is desirable to remotely communicate actual player performance information, whereby more sophisticated analysis and prediction possibilities are realizable via computer technology and state of the art display techniques. Further, it is also desirable to use such performance information in an expanded capacity to provide interactive competitive play among numerous players in locations remote from each other.
  • Most game machines rely on the same principles which are usually using the fastest central processing unit, the best graphics chip, and a host of technical innovations that give the gamers more control over their game action.
  • A number of gaming devices in the market today call for the need to develop a motion processor which allows gamers and athletes to become an integral part of the action. These devices still lack complete interactivity, which the present invention now brings to reality.
  • This invention relates to a system that interconnects sensor and GPS sensory circuitry, gyroscopes, real smart sports equipment and athletic human motion and swing and location data to a computer, and the Internet or Cloud and multiple physiological readings simultaneously off and on the Internet or Cloud, the use of multiple types of sound off and on the Internet or Cloud, and the use of multiple types of wireless protocols off and on the Internet or Cloud to improve athletic performance and competition. In a preferred embodiment the computer is coupled wirelessly to a user, smart sports equipment or cloned smart sports equipment, a receptacle, or a sport-specific motion and GPS sensing circuitry component and multiples streams of physiological and location data. Further, the invention, with the components summarized below, allows one or more players to enter into a competition against each other. Each player asks the computer who is available to play a contest. Once a player pairs up against another player anywhere in the world and play ensues, the computer and display show each participant's score via animation or graphics that preferably relate to a player's individual performance statistics. A single player may play without an opponent to practice and improve basic sport-specific skills using the computer and display to track performance. In an advantageous embodiment the present invention accomplishes this through a continuous process wherein the present invention establishes a plane of space, reads how the player moves his or her body within said plane of space, and determines the optimized levels of performance based on the player's age, body type, playing style, and years of experience, which are automatically inputted into the system from a variety of swing and motion data and location data points. All of this information can be transferred to a server by a client, minimizing the required storage of information on the unit system itself. The system also analyzes and corrects in real-time via 3D graphics and holograms joint alignment and posture control of gamers and athletes
  • The system application is unlimited. Much of this system can be used not only for golfing competition on the Internet, but for other sports as well. Sports apparatus or gaming tool or Sports implements other than golf clubs, swing detectors and receptacles can be outfitted with sensors according to this invention and used for training purposes, rehab, or for interactive internet competition.
  • The technology can be used for gaming and sports training, competition, and the improvement of player reflexes and coordination. With little or no modification, the technology also has applications in music, and medicine, particularly physical therapy.
  • A wireless piece of sporting equipment is constructed to contain, or alternatively a standard piece of sporting equipment is modified to contain, a multiple sensors or transducer array located on the surface of said smart sports equipment or gaming tool or sports implement and GPS sensing circuitry and gyroscope.
  • In one embodiment, the sporting equipment is a hockey stick, coupled with a hockey puck, race car steering wheel coupled with a driver's hand, bow coupled with an arrow, boxing gloves coupled with a fist, tennis racket, coupled with a tennis ball, basketball ball coupled with a shooting hand, football coupled with a throw, bicycle coupled with a pedal, bowling ball coupled with a bowling throw, soccer coupled with a kick, volleyball coupled with a hitting hand, baseball bat coupled with a baseball, all using sensors including accelerometers, gyroscopes and a compass and or a combination of multiple sensing devices. It should be noted that sports like football would require a sensor based football and sensors on the hand of the quarter for a full range of interactive data.
  • As an example upon impact of the tennis racket with a tennis ball, or impact of the baseball bat with a baseball, the impacted sensors produce detectable variances representing the magnitude and duration of the racket-ball impact force or baseball impact force and the proximate location of such contact relative to the preferred location, the “sweet spot”, on the face of the tennis racket or baseball bat. The variances are electronically processed into digitally coded information and remotely transmitted by an electrical communication circuit either contained within or attached to the tennis racket.
  • A ball receiver may be a receptacle with an open end to receive a ball and contains a transducer located so as to sense the ball entering receptacle. Upon impact with the ball, the sensor produces a detectable variance representing impact with the ball. The variance is electronically processed into digitally coded information and remotely transmitted by an electrical communication circuit. In one preferred embodiment the communication circuit is contained within the receptacle. The communication circuit for the receptacle may be a radio frequency transmitter. The receptacle can either be designed for indoor use or can be a cup in an actual green or can be in a goal net such as in soccer with the communication circuit housed in the cup for golf or elsewhere in other sports.
  • In a preferred embodiment, a sporting equipment device and ball receiving device contains transducers which are or include piezoactive elements. As used herein, “piezoactive” includes piezoelectric and piezoresistive components. Piezoactive components are defined as components the electrical properties of which, when the component is subjected to physical force, vary.
  • A multifunction motion sensing device contains an array of uniformly distributed sensing transducers upon or proximate to the device surface. This multifunction motion sensing device may be a camera. In a preferred embodiment, the surface is a clam-shaped handheld device. The camera produces detectable varying characteristics representing the velocity, angle, and proximity of a user and or a piece sporting equipment relative to the surface of the device or frame view of the camera or infrared device. The variances are electronically processed into digitally coded information and remotely transmitted by an electrical communication circuit contained within or electronically connected to the device.
  • At each remote player site, wireless radio frequency equipment and or other multiple wireless protocols equipment receives the digitally coded transmitted signals from the user and or a piece of sporting equipment, a ball receptacle, and the multifunction motion sensing device and multiple physiological sensing devices in a singular physiological processor. The signals are demodulated and processed into serial binary data suitable for communications to the computer via either serial or parallel ports. As the game progresses, the computer under the control of the software monitors and directs the flow of communications between the Players or Athletes, Voice Communications, Motion Data Sets, Wireless Protocol Sensor Based, GPS sensing circuitry, gyroscope, sports and cloned apparatus, body alignment, posture alignment, Interactive Gaming Data and Graphics Exchange via the Internet or Cloud, Cellular Communications and displays the game simulations and performance information on and off the Internet or Cloud.
  • At each remote player site, a computer under the control of the software program monitors and controls the sequential play of the game, and interacts with the player at the site and also competing players at other remote sites via the internet. The software system generates the game simulations for display and tracks each player's performance as the game progresses.
  • A body alignment device employing a plurality of sensors which are positioned about various areas of a user's joints and the data generated is on the Cloud or Internet via a Server. Pre and Post Alignment Data is on the Cloud. The system includes split-screen display capability which parent application U.S. Pat. No. 7,789,742 displayed via computer code and televised demonstrations on Personal Computers, whereas now on handheld device with spatial orientation device capability using a gyroscope with multifunction motion sensors connected to the player and a multifunction motion sensing device, all containing circuits and contact or multifunction motion sensors coupled with signal processing and radio frequency wireless transmitter circuitry with other wireless protocols, thereby wirelessly communicate game performance and multiple physiological data and multiple body alignment data and multiple body posture data and motion and sports apparatus, gaming tool or sports implement information or data, location data using GPS device and gyroscope to a remote receiver-computer. The computer displays player information, human motion information or data, sports apparatus, gaming tool or sports implement information or data, multiple types of physiological information or data simultaneously and visually simulates and controls a game between two players via the internet, having similar equipment and remotely located from each other providing a graphical blueprint to learn and compete by. A real time human motion analysis system used on and off the Internet or Cloud incorporates infrared markers which as secured at various joints of the subjects body. The subject is caused to perform a motion as walking or running or any exercise or gaming. While performing the motion, the subject is televised by means of a video camera. The video signal from the camera is processed to develop a line count and a horizontal position count based on the operation of a pixel counter. The presence of a marker is determined by the illumination from the marker above a background illumination. A comparator activates a series of latches which cause the latches to provide data in terms of an x and y coordinates which data is sent to a computer to indicate the location of the marker with respect to the video frame. In this manner the system tracks the markers as placed on the joints of a subject and produces the X and Y coordinate which is used by the computer to analyze the motion. Standard sports equipment may be retrofitted with the sensors and associated circuitry to convert such equipment into “smart equipment” for use with the system. The system employs specially developed computer software to process player performance and player motion and sports apparatus or gaming tool or sports implement motion and location data and multiple physiological data streams, control game play, communicate game information motion and location data and multiple physiological information between players, generate and control visual simulations and display player performance information. The system also monitors in real-time body and posture alignment and can be used outdoors as a complete exercise gaming sports system using attachable detachable drones which brings the technologies outdoors 24 hours 7 days a week.
  • The above and further features and advantages of the invention will be better understood with reference to the accompanying drawings and the following detailed description of an exemplary embodiment.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1) Physiological Sensors—Our system will utilize every type of sensor, including sensors for the life sciences as well as sensors for the Internet of Things.
  • Data and the analysis of data on the Internet or Cloud takes on greater important since data intensive applications are now taking center stage
  • in our tech world. In order to generate data on living beings, or athletes or gamers or medical settings sensors are the current tool to use.
  • FIG. 2. Wireless Sensors—Years ago we used Radio Frequency communications protocol for the Internet or Cloud Based System. The newer more popular protocols such as Bluetooth and Wi-Fi are used globally to connect and communicate with various
  • digital platforms such as laptops and Smart phones allowing connectivity to the Internet or Cloud. Now we have expanded and added to our system every wireless protocol to improve digital communications and allow better connections to the Internet or Cloud.
  • FIG. 3. Sensor Fusion—Reading one sensor at a time gives the user one data point or one point of reference. Reading two individual sensors gives the athlete or gamer more data points to learn by. Our system are flexible enough to be combined in one or more sensor combinations in a well known process called Sensor Fusion which sensor data is fused to paint multidimensional of the unified data structure sometimes in three dimensions.
  • FIG. 4. Cloud Cellular Network—Various Digital Devices such as a Tablet, Smart Phone, Internet Sports Computer, Personal Computers and Digital TVs communicate with the Internet and Cloud and at anytime can access a Cellular Network.
  • FIG. 5 Sports Apparatus with Sensors—Every major sports such as Soccer, Baseball, Basketball, Football, Boxing, Swimming, etc are attached to Sensors and those sensors can communicate with the Internet or Cloud anytime and anyplace. By using multiple sensors with each sports allows one to create a 3 dimensional image which can be stored on the Internet or Cloud via a Database Server for present and future comparisons using computer algorithms to use your application specific data to grow by.
  • FIG. 6 Sound Processor—This specialized processor embeds and or controls multiple sources of sound completely controlled by every athlete or gamer. Movement or motion can be characterized by specific sounds indicating good motion from bad biomechanics.
  • FIG. 7 Any of our Smart Sports Technologies—such as Smart Basketballs, Smart Baseball Bats, Smart Hockey Sticks can communicate with a variety of digital devices.
  • FIG. 8 Smart Golf Clubs vs Dumb Clubs—by providing customization to Golf Clubs/Other Sports Apparatus and adding microprocessor technologies with Internet or Cloud connecting. Each Sports Apparatus can also have built in Cellular connectivity and can communicate with any Internet Sports Computer.
  • FIG. 9 New Weapons System Based on Cloud Computing—using our base technologies we can easily create military applications based on Internet or Cloud Computing.
  • FIG. 10 Body Alignment Sensors—All of the joints on the human body can be monitored simultaneously or individually in real-time with the data transferred to the Internet or Cloud.
  • FIG. 11 Internet Sports Computer—a digital platform with built in Cellular and Internet or Cloud capabilities. The software is delivered to this device by the Internet or Cloud.
  • FIG. 12—System Overview—this is a first level design which shows the system operational capabilities.
  • DETAILED DESCRIPTION OF THE INVENTION
  • A preferred embodiment of the invention includes a wireless piece of sporting equipment, a wireless golf ball receptacle, a wireless golf club motion sensing plate, a wireless receiver connected to a computer, and a display or monitor with speakers operated under the control of system software, and connected via the internet to an internet game server.
  • Sport Specific Tool
  • The sport specific tool has a plurality of embedded and attachable detachable contact sensors and internal electronic circuitry including wireless protocols for on and off the Cloud such radio frequency transmitter, Zigbee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox, Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato 0 1 & 3, LTE-M1, NB-IOT, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space. Cellular and GPS Sensing Circuitry. At least one of the sensors is located at or proximate to optimal location on a tool face for contact with any other sport specific tool, the “sweet spot”. The remaining two sensors are adjacent and on either side of the sweet spot. The contact sensors may be, but are not limited to, sensors employing piezo-active type transducers, specifically, either piezo-electric or piezo-resistive transducers (similar, but not limited to the Cooper Instruments LPM 562).
  • In an alternative embodiment, three sensors are applied to the face of an adapted sport specific tool by a mylar tape or other means. Again, the electronic circuitry is internal to the sport specific tool and connects to the sensors by leads and GPS sensing circuitry or gyroscope.
  • In another alternative embodiment, to retrofit a or sports implement or gaming tool contact sensors are part of an adapter attached to an ordinary sport specific tool and wire connected to electronic circuitry and GPS sensing circuitry attached to the club shaft or elsewhere on the sport specific tool.
  • In another embodiment, a ball contacting any sensor produces a detectable variance indicating the magnitude and duration of sensor-ball impact. The variance may be a change in resistance of a piezo-resistive transducer or a voltage change in the case of a piezo-electric transducer. The variance is detected and amplified by an associated amplifier and then is input to an associated integration circuit, the output of which represents the energy of the ball-club contact event. Connected to the integration circuit, a microprocessor is a multi-input channel signal processing circuit (similar, but not limited to a Motorola #68HC05) having analog to digital signal converting circuits (ADCs), one for each input channel, and a sequential digital signal encoding circuit connected so as to convert the ADC outputs into a time multiplexed serial digital data stream containing a binary coded word for each channel indicating the energy of the associated sensor-ball impact event.
  • A wireless radio frequency transmitting circuit receives the serial digital data from the microprocessor and wirelessly transmits the information via an internal antenna to the receiver for subsequent processing by the computer.
  • Ball Receptacle
  • In another embodiment, a ball receptacle has a top shaped to allow entry of a ball. The receptacle has a contact sensor pad containing at least one contact sensor, a ball return mechanism, and internal electronic circuitry. The internal circuitry includes a wireless radio frequency transmitter. The preferred manifestation of this embodiment has contact sensor pad positioned within the receptacle such that the center activation area aligns with the center of a ball entry. Additional sensor activation areas are adjacent, one on either side of the center area. In the preferred embodiment, like the sensor used at the face of the club, the sensors may be, but are not limited to, sensors employing piezo-active type transducers, specifically, either piezo-electric or piezo-resistive transducers.
  • A ball entering the receptacle and contacting the sensor pad produces a detectable variance indicating the ball entry event. The variance may be a change in resistance in the case of a piezo-resistive transducer (similar, but not limited to Cooper Instruments LPM 562) or a voltage change in the case of a piezo-electric transducer. The variance is detected and amplified by an associated amplifier. This amplified signal then is input to a microprocessor having an analog to digital signal converting circuit (ADC) and a digital signal encoding circuit connected so as to convert the ADC output representing the sensors' signals into a serial digital data stream containing a binary coded word indicating the sensor-ball contact event. The microprocessor may be the same or similar to the microprocessor of the sport specific tool's electronics. A radio frequency transmitter or multifunction wireless frequency transmitter circuit receives the serial digital data from the microprocessor and wirelessly transmits the information via an internal antenna to the receiver for subsequent processing by the computer.
  • The ball return mechanism can be as simple as a back plate located to be engaged by a golf ball entering the receptacle and supported and biased by a spring or springs to eject the ball. Other known ejection devices, similar to those used in pinball machines, and either mechanically or even electrically activated, can be used to improve the effect if desired.
  • The receptacle configuration is susceptible to much variation. The receptacle illustrated and described above is well suited to indoor use, on carpet for example. It is clear, however, that an actual cup, installed in an actual green, with real or synthetic grass, can be similarly equipped.
  • Motion Sensor Plate.
  • The motion sensor plate having a top motion plate and a bottom motion plate is used, wherein the top motion plate contains a plurality of capacitor-forming electrically isolated platelets (twelve platelets are illustrated in this exemplary preferred embodiment). They are evenly distributed at or just below the top plate's exterior upper surface. The bottom plate has a homogenous electrically conductive interior surface underlying the platelets. Each capacitive platelet contained in the top motion plate forms a capacitive component when the top and bottom motion plates are vertically closely spaced to form the golf club motion sensor plate or sports implement motion sensor plate. A suitable insulator may be sandwiched between the two plates. The structure is adhesively or otherwise mechanically joined and it may be covered or coated as desired. The result is a golf club motion sensor plate or sports implement motion sensor plate or gaming tool plate containing a capacitor matrix. The capacitive components are connected to form a capacitive network.
  • Applying an energizing high frequency alternating electrical signal having a frequency in the range from 100 MHz to 200 MHz from an oscillator to the golf club motion plate capacitive network produces a electromagnetic field above the surface of each platelet of the capacitive components of the motion sensor plate. Any object, including a golf club, or sports implement or gaming tool or sports apparatus passing near the surface of the energized motion plate will cause a perturbation of the electromagnetic field as illustrated by the sample possible pathways across the plate. A network of electrical comparator amplifiers is connected to the capacitor network. The comparator amplifiers of network are connected one to one with the capacitive elements of the capacitive network. The comparators of the network detect voltage variations occasioned by electromagnetic field disturbance due to a golf club moving or sports apparatus or sports implement moving or gaming tool over certain of the capacitive elements of the motion plate. Each different golf club motion or sports implement motion over the energized motion plate will produce a uniquely identifiable signal from the comparator amplifier network. There are a variety of known proximity sensors that could be gathered together in an array like that of the platelets to serve as the transducer portion of the golf club motion detector or sports implement motion detector.
  • The electrical signal from the comparative amplifier network is applied to an analog to digital signal converter (ADC) and the ADC digitized output signal is converted into a serial digital data stream by a multiplexer. This data identifies each platelet having had its field disturbed. The serial digital data can be input directly by wire from a multiplexer to the computer located at the site of the golf player and golf club motion sensor plate, or as in the preferred embodiment, the serial data can be transmitted to a remotely located receiver connected to the computer via a transmitter and an antenna included in the golf club motion or sports implement motion electronic transmitter communication circuitry.
  • The computer, under the control of the golf system software, will analyze the serial digital club motion signal or digital sports implement motion signal or digital sports gaming tool, recognize from the transmitted signals the platelets over which the club head or sports implement head passed and display the sport specific motion.
  • Wireless Signal Receiver and Computer.
  • At each player site, a wireless radio frequency signal receiver is connected to the computer by either the serial (USB) or parallel computer ports. The wireless signal receiver detects digitally coded radio frequency transmissions from the communication circuit associated with any of a smart sports equipment, a ball receptacle, or a motion sensing plate. The received transmissions are demodulated by the RF receiver circuitry connected to a microprocessor, which converts the demodulated data signal to serial binary coded data suitable for communications to a computer. The computer, under the control of the internally installed golf system software or sports system software program, monitors and directs the flow of communications between remotely located players via the internet and displays the game simulations and performance information. In appropriate installations the wireless electromagnetic signals that communicate with the receiver may be infrared communications.
  • At each remote player site, the computer under the control of the software system program monitors and controls initialization and the sequential play of the game, or alternatively, the individual player practice session. Upon start up by a player at a particular site, the system input parameters are set and the system Internet and player data port interfaces are initialized as indicated. For Internet communications, the serial port of the computer is enabled in the preferred embodiment. A local player event listener is initialized. It will communicate events from one or more of the smart golf club, the golf ball receptacle and the motion sensor plate. The main operational software (program) thread is run, and the system awaits data input from the appropriate computer communications port.
  • If the competitive play mode has been selected, the program generates a player participation request and sends the request to the GGC game internet server (GGC server). Upon identification of a player opponent by the GGC server, the program initiates the player identification sequence and sequential play begins. This software sequence and control routine occurs at each remote site where play has been initiated. During the game play sequences, the program generates the appropriate animation, display, and audio data and commands, and communicates with the associated display and speaker devices. Upon the occurrence of a local player event, the main operating program displays the event and communicates the event by causing a device transmission to be sent via the internet GGC server which displays the event for the opposing players and alerts an opposing player that it is his/her turn to play. The local player event may be, but is not limited to the smart sports equipment impacting a ball, physiological data readings, athletic human motion capture and analysis, sound feedback data, location data, body and posture alignment for example the swing of a golf club or tennis racquet across the sensing plate or the balls entry into the receptacle. The program contains time delay limits for player action, and delays of play beyond these limits generate play quit and disconnect signals.
  • The event at also has the effect of indicating at that it is no longer the local player's turn and enables the socket event listener to detect an event from the remote player, again via the Internet.
  • If the single player practice mode is selected, the internet communications sequences are disabled, other software sequential operating routines continue as above described and the player's movement, multiple physiological data, ball-receptacle contact, human motion analysis and or sports apparatus or gaming tool or sports implement motion sensor GPS sensor circuit and gyroscope information are communicated only to the computer located at the player's site and the performance information analyzed and displayed only at the local player's site.
  • When a game is won, lost, or terminated, the software system generates the appropriate output signals, displays the player performance information, and resets to initial pre-game conditions. If one player opponent quits the game or is “timed out” (due to excessive delay in play) and the remaining player wishes to continue play, the software resumes an Internet search for another opponent.
  • The motion sensing device contains a multifunctional wireless processor which has built-in multiple protocols such as Radio Frequency, Bluetooth, Zigbee, Wi-Fi, Wi-Max, UWB, Cellular which detects and distinguishes various wireless protocols, for example Zigbee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox,Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato 0 1 & 3, LTE-M1, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space, Cellular and GPS Sensing Circuitry from each other. The multifunction wireless processor allows the present invention to use embedded single and multiplayer software to communicate and exchange information with original and cloned sports apparatus or gaming tool or sports implement devices, human motion processors, multifunction physiological processors, multifunction sound processors, multifunction alignment processor, multifunction posture processor, location data, multifunction attachable detachable drones embodying the present invention.
  • The multifunction wireless processor has the ability to memorize whatever wireless protocol it last read to display information. The display is capable of showing animations specific to the wireless protocol and is capable of projecting a digital image and holographic image.
  • A multifunction physiological processor and the multifunction sound processor work in similar fashion. The multifunction physiological processor wirelessly secures, cures and processes, analyzes heart rate, respiration rate, brain waves and many other physiological functions, simultaneously on and off the Internet or Cloud using a variety of well-known and established technologies. Among these technologies are the electroencephalogram for measuring brain waves to tell the differences between the alpha and beta states whereby sensors are attached to the head area. Heart rates are measured by electrocardiogram. Often times pulse readings are measured to determine heart rate by attaching an electrode to a finger tip or ear lobe. Respiration rates are sometimes measured by a Piezoelectric respiration sensor, which is worn around the chest area. All three physiological measurements for heart rate, brain waves including implantable sensor and respiration rates are sent to the multifunction physiological processor wirelessly for analysis and processing. Physiological measurements are now expanded to biosensor, ultrasound sensor, accelerometer sensor, lidar sensor, sonar sensor, video camera sensor including video streaming, piezo sensor including electric and resistive, eye sensor, infrared sensor, capacitive, hand sensor, tilt sensor, system on a chip sensor, foot pressure sensor, nano or mini computerized tomography sensor, magnometer sensor, graphene sensor, resistive sensor, fingerprint sensor, pedometer sensor, blood glucose sensor, pulse oximeter sensor, nano and or mini mri sensor, gsr or skin moisture sensor, real-time location sensor, gyroscope sensor, compass sensor, hand sensor, white space sensor, etc. The embedded single and multiplayer software allows the human motion processors, multifunction sound processors, multifunction physiological processor, body alignment processor, posture alignment processor to exchange messages and sensor motion and GPS sensor circuit data with other original and cloned sports apparatus data and other internet sports computer cellular devices off and on the Internet using client server and peer to peer network. networks.
  • The multifunction sound processor captures, analyzes, stores, plays back and synchronizes a quality of sports or athletic movement with particular sounds to inform a user of said quality, good or bad performances.
  • Human motion processor data from the internet sports computer cellular device can be posted on the client to the server, or broadcasted on a peer to peer network
  • Another embodiment of the present invention makes use of infrared markers or light emitting diodes. In said embodiment, the marker is a five-sided facet. The side facets slope from the main facet at an angle between 10 to 15 degrees in reference to the front side of the facet. The LED device emits light upon activation of the same by a typical power supply, which may be a battery or other device. The power supply is also secured to the body of the user by conventional techniques. One can analyze the motion of an arm, a back and other body parts and develop the three dimensional (3D) or X, Y, and Z coordinate information for various body parts. For example, to measure the angle between the hip joint, one would know said coordinates at the knee joint with relation to the hip.
  • Stored coordinate information from human motion processor determines angular relationships between said athlete body joints as monitored in real-time inside of internet sports computer cellular device to use computer algorithms to generate real-time stick figure generation or animation display for the internet sports computer cellular device to display real-time athletic motion from internet sports computer cellular device to client to display real-time athletic motion from internet sports computer cellular device to server and store real-time athletic motion from internet sports computer cellular device to server
  • Using programming as contained in the accompanying microfiche appendix of the parent application, one skilled in the art can readily accomplish the game programming described. Alternative programming too will be apparent from the foregoing functional description and the illustrations contained in the appended drawings.
  • A sports gaming system, handheld device wherein the handheld device opens into two halves. One half of the open handheld device comprises a plurality of buttons wherein said buttons are flat so that the handheld device can close completely. One half of the open handheld device comprises at least one camera capable of encoding digital images and videos digitally storing images and videos and stabilizing images and videos on and off the Internet or Cloud. The sports gaming system, handheld device further comprises a plurality of custom processors that measure and store physiological data, device specific data and user motion data in real-time, with at least one multifunction processor capable of transmitting physiological real-time data, device real-time data and user motion real-time data to at least one electronic system console at least one processor capable of transmitting videos and digital images in real-time to at least one electronic system console. At least one multifunction processor is capable of receiving real-time data from at least one electronic system console. At least one multifunction processor has built-in global positioning sensing capability system and motion sensor capability. At least one multifunction processor is capable of transmitting multiple motion data to a on a single or multi-screen monitor display. In an embodiment, the plurality of multifunction processors are comprising sensors that are attached wirelessly to the user, a central processing unit, a processor capable of storing general data, a multifunction processor capable of storing user physiological data and motion data, a multifunction processor capable of receiving multiple wireless transmissions simultaneously, a processor capable of detecting, storing, and receiving user data, a processor capable of determining strength and type of wireless connectivity and choosing the strongest most available protocol connection, a processor capable of connecting to at least one cellular device, a processor capable of password and informational storage, a processor capable of comparing data from differing users, a processor capable of monitoring multiple physiological data, a processor capable of monitoring motion data wherein motion data relates to sports actions performed by the user, a processor capable of monitoring handheld device system specific data on and off the Internet or Cloud.
  • In another embodiment, the plurality of processors transmit transmits and receive receives aforementioned real-time data to and from the at least one electronic system designed to be interconnected on a single and multiplayer software platform console via which communicates on at least one of Zigbee, RFID, Bluetooth, Wi-Fi, Wi-Max, UMB, Sigfox,Thread, 2G (GSM), 3 G and 4 G, 5G, BLE, LTE Cato 0 1 & 3, LTE-M1, NB-IOT, Zwave, LoReWan, Ingenu, Weighless-N, Weightless-P, Weightless-W, ANT & ANT+, DigiMesh, Wi-Fi-ah, MiWi, EnOcean, Dash7, WirelessHART, 6LoWPan, White Space, Cellular and GPS Sensing Circuitry, a local area network and cellular router protocol on and off the Internet or Cloud.
  • In another embodiment, the plurality of multifunction processors comprises a processor capable of receiving transmissions from the at least one electronic system console wherein said this transmission produces sound feedback related to at least one of the physiological real-time data streams, device real-time data and user motion real-time data, said sound feedback comprises at least one of: voice feedback, pre-programed feedback, audio downloads, satellite radio, Dolby sound, and Yamaha sound. Additionally, the embodiment comprises a processor capable of gathering physiological real-time data and stores data and motion real-time and stored data is stored and comparing it to stored data on the at least one electronic system console, said processor transmits differences from real-time and stored user data and stored data to the at least one electronic system console.
  • In another embodiment, the stored data on the electronic system console is physiological and motion data from professional athletes. The physiological data stored may comprise heart rate measurements, respiration rate measurements, and brain waves activity measurements, among others. The system device may also be capable of receiving and transmitting phone calls to other sports gaming system devices, other phones and cellular devices. The Sports Computer Cellular Device can be used to call other Mega Machines by speaking into a built-in microphone that processors your voice and uses it as a input mechanism and translates voice using an a to d converter and translates it into an internal dialing command The Mega Machine can call landlines (POTS), VOID, and Cellular Devices. The user can simply say a person name, and the Mega Machine would dial it, or say a specific telephone number, and the Mega Machine automatically dials it.
  • Using original and cloned sports apparatus or gaming tool or sports implement single player and multiplayer software for messaging, chat between a plurality of internet sports computer cellular device network players
  • A method for a sports gaming system devices, handheld device comprises providing the systems discussed herein, wherein a handheld device automatically detects wireless networks and automatically connects to a detected frequency. In another embodiment of the method, a set of preferences can be used to connect to a preferred wireless network. The processors may detect at least one but is not limited to the following frequencies: Zigbee, Bluetooth, rf RF, wi-fi Wi-Fi, wi-max Wi-Max, uwb UWB, local area network and cellular router.
  • The method may be further comprising the steps of gathering of physiological data by at least one multifunction processor, selecting specific physiological data by the at least one multifunction processor, transmission of selected physiological data to a second at least one multifunction processor, further selecting specific physiological data, transmission of selected physiological data to a third at least one multifunction processor, filtering of specific physiological data, transmission of physiological data to at least one electronic system console storage of physiological data, comparison of user physiological data with previously stored physiological data on and off the Internet or Cloud.
  • Internet Enabled Sports Computer Cellular device uses a Client-Server and Peer to Peer System with Cellular Capabilities for Sports/Game training, and Sports/Game Competition with a plurality of custom processors built-in for reading and processing wirelessly multiple physiological data, real-time human and smart sports apparatus motion analysis data, sound data simultaneously on and off the Internet or Cloud.
  • Several processors are built-into an internet sports computer with multiple wireless protocols combined in a custom processor connected cellular functionality allows it to connect to the Internet or Cloud for sports game play or sports competition. All six custom processors allow multiple feedback systems to communicate directly with the Internet Sports Computer Cellular Device providing iconic graphics to learn and improve your game by.
  • In another embodiment, the physiological data is at least one of heart-rate data, respiration data and brain wave data wirelessly sent to the Physiological Processor simultaneously. Other Physiological data are available in this system. The previously stored physiological data may be physiological data relating to professional athletes. The motion of the user may be compared directly to the motion of the stored professional athletes, and a comparison to said physiological data may result in visual and sound feedback relating to the user data on and off the Internet or Cloud.
  • Physiological processor whose CPU: has wireless input/output interfaces, intelligent receivers, with the proper logic circuit to determine which physiological data should be sent first to processor, second to processor and third to processor, a to d conversion for heart rate data, for respiration data, for brain wave data, to filter heart rate data, respiration data, to filter brain wave data, processing means to interpret, analyze a plurality of wireless physiological data
  • Transfer iconic information from internet sports computer cellular device to client, then server, or by broadcast from internet sports computer cellular device to peer to peer network to other internet sports computer cellular devices. And exchange iconic or 3D graphics data from one internet sports computer cellular device to another internet sports computer cellular network via zigbee, bluetooth, rf, wi-fi, wi-max, uwb, and other wireless protocols and Cellular on and off the Internet Cloud. Physiological processor built-into the interact sports computer cellular device reads, analyze stores, interprets, transfers and creates iconic maps of heart respiration, and brain waves telling the athlete rather he or she are within the normal limits of physiology and movement dynamics of a given sports such as golf, football, basketball boxing, ten soccer.
  • Iconic information is created from multiple data points including a player physiological data, human motion data and sports apparatus motion data, sound data and how sound is used via biofeedback to indicate improper motion versus proper motion for sports optimization.
  • Wireless processor a allows a: Cpu to receive, store, analyze process a plurality of wireless protocols in processor which can transfer physiological data for daily, weekly, and monthly comparisons to server. The connecting wirelessly a plurality of internet sports computer cellular devices to the client, broadcasting wirelessly a plurality of internet sports computer cellular device data using a peer to peer network, transferring wirelessly a player's data in a graphics or iconic form to another player remotely, for a side by side statistical comparison to determine who is in better shape, who has the best technique, and who has the highest score in single and multiplayer mode and who can be determined the winner in a competition on and off the Internet or Cloud. Wireless processor searches for available wireless protocols. When a wireless protocol is found, permission must be granted before it allows either an intelligent original sports or cloned apparatus to communicate and exchange information and other internet Sports Computer Cellular Device to communicate and exchange information such as athlete's plurality of statistics on and off the Internet or Cloud.
  • The sound processor built-into the internet sports computer cellular device reads, a process, converts, interprets and store voice and sound information represented by iconic maps telling the athlete rather he or she has good movement, bad motion, or needs improvement within the normal limits of optimize movement dynamics usually demonstrated by professional athletes and computer models based on a individual input parameters such as height, weight, body type, skill level, body conditioning, mental alertness of a given sports such as golf, football, basketball, baseball, swimming, boxing, tennis, soccer, martial arts, bowling, race car driving, volleyball, archery, hockey, bicycle riding including stationary types, etc.
  • Real-time GPS motion data and Real-time GPS location data for the internet sports computer cellular device can receive real-time motion and location data from the original and cloned sports apparatus or gaming tool or sports implement and athletic swing mechanics, because of its built-in digital camera which can be commanded to take a series of shots, one after the other, and be reconstructed via iconic maps from a computer algorithm, or capture and analyze streaming media from a digital camcorder. Similarly, the GPS device built-into the original and cloned sports apparatus provides the internet sports computer cellular device with motion and location data. The GPS device, is also used as an image stabilizer, for the Mega Machine screen internals
  • Body Alignment Processor allows a: Cpu to receive, store, analyze process a plurality of sensor data connected to body joints in real-time into a processor which can transfer alignment data for daily, weekly, and monthly comparisons to server and or Cloud. Then connecting wirelessly a plurality of internet sports computer cellular devices to the client, broadcasting wirelessly a plurality of internet sports computer cellular device alignment data using a peer to peer network, transferring wirelessly a player's body alignment data remotely,
  • With sensor fusion for body alignment anatomical parts we can look at these multiple streams of data in real-time or dynamically simultaneously to determine which joints are going to be hurt or injured during game play or a sports even allowing immediate correction. It opens up the door for new insights into the human body in real-time using 3 D models and or holograms whereby this new data is now stored on the Cloud for present and future comparisons for joint alignment problems and solutions.
  • Posture Alignment Processor allows a: Cpu to receive, store, analyze process a plurality of sensor data connected to body posture in real-time into a processor which can transfer alignment data for daily, weekly, and monthly comparisons to server and or Cloud. Then connecting wirelessly a plurality of internet sports computer cellular devices to the client, broadcasting wirelessly a plurality of internet sports computer cellular device alignment data using a peer to peer network, transferring wirelessly a player's body posture data remotely.
  • With sensor fusion for posture alignment anatomical parts we can look at these multiple streams of data in real-time or dynamically simultaneously to determine which joints are going to create bad posture during game play or a sports even allowing immediate correction. It opens up the door for new insights into the human body in real-time using 3 D models and or holograms whereby this new data is now stored on the Cloud for present and future comparisons for posture alignment problems and solutions.
  • This invention relates to an apparatus for monitoring the force at a joint of the human body and more particularly for monitoring forces of a body joint associated with the human body. As can be ascertained, a great deal of injuries are suffered by athletes and various other individuals regarding body joints.
  • An example of a body joint is the knee joint as known is found between two of the longest bones in the body; namely, the femur and the tibia. In regard to this the amount of leverage which can be brought to bear upon the joint is extremely large and is of course, a function of the size and weight of the individual.
  • The knee joint also exhibits a relatively complicated pattern of motion and essentially consists of three articulations in one. Based on the degree of motions, the articulation of the knee joint is relatively insecure, but because of the very powerful ligaments which bind the bones together, the joint is one of the strongest in the body. Essentially, if the ligaments have been softened or destroyed by accident or disease, partial displacement of the knee joint is a common occurrence. This can be brought about by the action of the body muscles displacing the articular surfaces from each other. Hence in regard to this the tibia may be dislocated in any direction from the femur resulting in injury to the knee joint.
  • The directions can be forward, backward, inward, or outward or a combination of two of these dislocations may occur. In regard to this the tibia may be dislocated forward and laterally, or backward and laterally and any of these dislocations may be complete or incomplete. There are other injuries which can occur in regard to cartilage injuries which cartilages can become displaced and captured between the femur and tibia.
  • These type of accidents are produced by a twist of the leg when the knee is flexed and are accompanied by pain and fixation of the knee in a flex position. The cartilage may be displaced either inward or outward. Other body joints operate similar to the knee joint. As one can ascertain, the injuries which can occur to the knee are extensive and extremely debilitating. Based on modern medical practices, most of the conditions can be alleviated by surgery or various forms of therapy. In any event, it is well known that based on body type and size and activity engaged in, any injury can occur in different individuals due to different factors, and hence the cause of such injuries is extremely complicated. It is a particular object of the present invention to provide a device which can be employed by individuals such as athletes to allow them to determine whether the knee is properly aligned during an exercise which device will monitor the proper knee alignment for the particular individual and will indicate to the individual via a display or otherwise when the knee joint is not properly aligned or is subjected to extreme forces which may result in an injury.
  • In this manner the individual or athlete is continuously advised by the apparatus as to whether or not the particular exercise may result in injury, and therefore, the individual is able to modify the exercise according to the information received from the apparatus. It is, of course, understood that the apparatus can also be employed by persons who have already injured their knee joints and are in the process of recuperating in order to strengthen the joint so that they may engage in future activities. These and other objects of the present invention will become apparent in regard to the following specification.
  • Body Alignment Sensor Monitoring Apparatus
  • Apparatus for monitoring the proper alignment of all body joints of users, comprising transducer or or sensors means coupled to the body joints of said user and operative to provide an output signal indicative of the relative forces on the body joints during an exercise and or gaming, memory means having stored therein data indicative of proper force levels for said body joints during said exercise, comparison means operative to compare said stored data on the Cloud with said output signal to provide an indication when said output signal exceeds said stored data on the Cloud signal, and means responsive to said indication to provide a warning to said user according to the generation of said indication.
  • Posture Sensor Monitoring Apparatus
  • Apparatus for monitoring the proper posture of all body joints of users, comprising transducer or or sensors means coupled to the body joints of said user and operative to provide an output signal indicative of the relative forces on the body joints during an exercise and or gaming, memory means having stored therein data indicative of proper force levels for said body joints during said exercise, comparison means operative to compare said stored data on the Cloud with said output signal to provide an indication when said output signal exceeds said stored data on the Cloud signal, and means responsive to said indication to provide a warning to said user according to the generation of said indication.
  • While preferred embodiments have been described, it will be appreciated that many variations and modifications in the system, its operation, and its various components may be made without departure from the spirit and scope of invention as set forth in the appended claims.

Claims (20)

1. A method comprising:
obtaining, at a first device, motion data associated with a physical movement of a user, the first device comprising at least one member selected from a group consisting of:
a camera;
a global position system (GPS) sensor;
an infrared marker;
a light emitting diode;
an accelerometer; and
a gyroscope;
transmitting the motion data from the first device to a second device; and
generating, at the second device, image data from the motion data, the image data corresponding to a visual depiction of the user based on the motion data.
2. The method of claim 1 further comprising transmitting the image data from the second device to a display that is configured to display the visual depiction of the user.
3. The method of claim 1, the visual depiction comprising a wire-frame model of the user.
4. The method of claim 3, further comprising rendering an image of the user from the wire-frame model.
5. The method of claim 1, the transmitting of the motion data from the first device to the second device being wireless.
6. The method of claim 1, the image data being animation data.
7. The method of claim 1, the motion data captured by the camera in conjunction with the infrared marker.
8. The method of claim 7, the infrared marker being configured to be worn by a user.
9. The method of claim 1, further comprising calculating angular relationship data using the motion data and generating an animation using the motion data and the angular relationship data.
10. The method of claim 1, further comprising capturing orientation data using the gyroscope, wirelessly transmitting the orientation data to the first device, analyzing the orientation data, and generating the animation using the orientation data.
11. A non-transitory machine-readable medium storing instructions that, when executed by said machine, cause it to perform steps comprising:
capturing motion data associated with a physical movement of a user;
transmitting the motion data to a remote device; and
generating image data from the motion data, the image data corresponding to a visual depiction of the user based on the motion data;
where the motion data is capturing using at least one member selected from a group consisting of:
a camera;
a global position system (GPS) sensor;
an infrared marker;
a light emitting diode;
an accelerometer; and
a gyroscope.
12. The medium of claim 11, the image data being animation data.
13. The medium of claim 11, the motion data captured by the camera in conjunction with the infrared marker.
14. The medium of claim 13, the infrared marker being configured to be worn by a user.
15. The medium of claim 13, the instructions further comprising the step of calculating angular relationship data using the motion data and generating an animation using the motion data and the angular relationship data.
16. The medium of claim 13, the instructions further comprising the step of capturing orientation data using the gyroscope, wirelessly transmitting the orientation data to the first device, analyzing the orientation data, and generating the animation using the orientation data.
17. A method comprising:
obtaining physiological data associated with a user, the first device comprising an EKG sensor configured to capture heart rate data or a piezoelectric respiration sensor configured to capture respiration data;
transmitting the physiological data from the first device to a second device; and
generating, at the second device, a first set of graphical data using the physiological data.
18. The method of claim 17, the transmitting of the physiological data being wireless.
19. The method of claim 17, comprising the additional steps of capturing motion data using a camera device, an infrared marker, an accelerometer, a gyroscope, a global positioning sensor, or a light-emitting diode, wirelessly transmitting the motion data to the second device, and generating, at the second device, a second set of graphical data using the motion data.
20. The method of claim 19, comprising the additional steps of transmitting the first set and second set of graphical data from the second device and displaying the first and second set of graphical data as a visual depiction of the user.
US15/799,217 1999-05-12 2017-10-31 Generating an animation depicting a user using motion and physiological data captured using sensors Abandoned US20180065017A1 (en)

Priority Applications (6)

Application Number Priority Date Filing Date Title
US15/799,217 US20180065017A1 (en) 1999-05-12 2017-10-31 Generating an animation depicting a user using motion and physiological data captured using sensors
US17/168,065 US20210197059A1 (en) 2007-09-18 2021-02-04 Sports competition server hosting games between remote opponents using physical sports implements in real-time
US17/221,783 US20210275889A1 (en) 2007-09-18 2021-04-03 Smart electronic wrist device worn by human subjects for wireless heart rate monitoring in real-time
US17/235,988 US20210265055A1 (en) 2007-09-18 2021-04-21 Smart Meditation and Physiological System for the Cloud
US17/306,276 US20210252366A1 (en) 2007-09-18 2021-05-03 Smart electronic wrist device worn by human subjects for wireless heart rate monitoring and networking in real-time
US17/352,307 US20210316200A1 (en) 1999-05-12 2021-06-20 Generating an animation depicting a user using motion and physiological data captured using sensors

Applications Claiming Priority (6)

Application Number Priority Date Filing Date Title
US13372299P 1999-05-12 1999-05-12
US09/570,233 US7789742B1 (en) 1999-05-12 2000-05-12 Smart golf club multiplayer system for the internet
US11/901,552 US9802129B2 (en) 2000-05-12 2007-09-18 Internet sports computer cellular device
US12/799,529 US9662558B2 (en) 1999-05-12 2010-04-26 Computerized smart gaming tournament system for the internet
US15/466,569 US10653964B2 (en) 1999-05-12 2017-03-22 Transmitting sensor data created in a game environment to a set of processors outside the game environment based on predefined event determinations
US15/799,217 US20180065017A1 (en) 1999-05-12 2017-10-31 Generating an animation depicting a user using motion and physiological data captured using sensors

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US11/901,552 Continuation-In-Part US9802129B2 (en) 1999-05-12 2007-09-18 Internet sports computer cellular device
US15/466,569 Continuation-In-Part US10653964B2 (en) 1999-05-12 2017-03-22 Transmitting sensor data created in a game environment to a set of processors outside the game environment based on predefined event determinations

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US202017111509A Continuation 2007-09-18 2020-12-04
US202017111505A Continuation 2007-09-18 2020-12-04
US17/235,988 Continuation-In-Part US20210265055A1 (en) 2007-09-18 2021-04-21 Smart Meditation and Physiological System for the Cloud
US17/352,307 Continuation US20210316200A1 (en) 1999-05-12 2021-06-20 Generating an animation depicting a user using motion and physiological data captured using sensors

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US20180065017A1 true US20180065017A1 (en) 2018-03-08

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US09/570,233 Expired - Fee Related US7789742B1 (en) 1999-05-12 2000-05-12 Smart golf club multiplayer system for the internet
US12/799,521 Abandoned US20110087344A1 (en) 1999-05-12 2010-04-26 Smart golf software
US12/799,519 Abandoned US20110092260A1 (en) 1999-05-12 2010-04-26 Method of conducting an interactive computer sport
US12/799,523 Abandoned US20110151977A1 (en) 1999-05-12 2010-04-26 Smart acoustic drum and sing competition system
US12/799,518 Abandoned US20110130223A1 (en) 1999-05-12 2010-04-26 Smart transmitter and receiver for interactive sports
US12/799,516 Abandoned US20110081978A1 (en) 1999-05-12 2010-04-26 Smart golf receptacle system
US12/799,529 Expired - Lifetime US9662558B2 (en) 1999-05-12 2010-04-26 Computerized smart gaming tournament system for the internet
US12/799,520 Expired - Lifetime US10960283B2 (en) 1999-05-12 2010-04-26 Smart system for display of dynamic movement parameters in sports and training
US12/799,517 Abandoned US20110212757A1 (en) 1999-05-12 2010-04-26 Smart capacitive detection sensor system
US15/466,569 Expired - Lifetime US10653964B2 (en) 1999-05-12 2017-03-22 Transmitting sensor data created in a game environment to a set of processors outside the game environment based on predefined event determinations
US15/799,217 Abandoned US20180065017A1 (en) 1999-05-12 2017-10-31 Generating an animation depicting a user using motion and physiological data captured using sensors
US15/842,878 Expired - Lifetime US10737165B2 (en) 1999-05-12 2017-12-15 Smart system for display of dynamic movement parameters in sport and training
US16/873,252 Abandoned US20200346119A1 (en) 1999-05-12 2020-03-06 Method of transmitting sensor data created in a game environment to a set of processors outside the game environment based on predefined
US16/871,109 Abandoned US20200298085A1 (en) 1999-05-12 2020-05-11 Smart Capacitive Network Motion Sensor Detection System
US16/871,264 Abandoned US20200338424A1 (en) 1999-05-12 2020-05-11 Method of Conducting Interactive Computer Sports on and off the Internet
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US9662558B2 (en) 2017-05-30
US20200346119A1 (en) 2020-11-05

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