WO2014135116A1 - 一种线上与线下结合的小型足球比赛的实现方法 - Google Patents

一种线上与线下结合的小型足球比赛的实现方法 Download PDF

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Publication number
WO2014135116A1
WO2014135116A1 PCT/CN2014/073038 CN2014073038W WO2014135116A1 WO 2014135116 A1 WO2014135116 A1 WO 2014135116A1 CN 2014073038 W CN2014073038 W CN 2014073038W WO 2014135116 A1 WO2014135116 A1 WO 2014135116A1
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WIPO (PCT)
Prior art keywords
terminal device
function
online
offline
game
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PCT/CN2014/073038
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English (en)
French (fr)
Inventor
刘晓燕
Original Assignee
Liu Xiaoyan
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Publication date
Application filed by Liu Xiaoyan filed Critical Liu Xiaoyan
Priority to CA2904096A priority Critical patent/CA2904096C/en
Priority to JP2015560537A priority patent/JP6140846B2/ja
Priority to US14/773,344 priority patent/US20160016064A1/en
Priority to BR112015021938-1A priority patent/BR112015021938B1/pt
Priority to MX2015011763A priority patent/MX2015011763A/es
Publication of WO2014135116A1 publication Critical patent/WO2014135116A1/zh
Priority to ZA2015/09217A priority patent/ZA201509217B/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0616Means for conducting or scheduling competition, league, tournaments or rankings
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0062Monitoring athletic performances, e.g. for determining the work of a user on an exercise apparatus, the completed jogging or cycling distance
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/20Movements or behaviour, e.g. gesture recognition
    • G06V40/23Recognition of whole body movements, e.g. for sport training
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W60/00Affiliation to network, e.g. registration; Terminating affiliation with the network, e.g. de-registration
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • A63B2024/0028Tracking the path of an object, e.g. a ball inside a soccer pitch
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • A63B2024/0056Tracking a path or terminating locations for statistical or strategic analysis
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2214/00Training methods
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2207/00Indexing scheme for image analysis or image enhancement
    • G06T2207/30Subject of image; Context of image processing
    • G06T2207/30196Human being; Person
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W88/00Devices specially adapted for wireless communication networks, e.g. terminals, base stations or access point devices
    • H04W88/02Terminal devices

Definitions

  • the invention relates to the field of sports, and in particular relates to a method for realizing a small football match combining online and offline.
  • football is currently the most influential sport in the global sports world and is known as the world's largest sport. At the same time, the football project has been widely promoted in all countries of the world.
  • the sport not only combines the characteristics of human sports, but also has fun and confrontation. In the process of participation, not only physical fitness and improvement, but also physical fitness. It is also possible to cultivate friendships between people in the team.
  • the object of the present invention is to provide a method for realizing a small-scale football match combining online and offline according to the above-mentioned deficiencies of the prior art, which provides a terminal that submits registration information to a server in advance through a terminal device or through a site of a competition venue.
  • the method of registration of the equipment; and the venue can be built at any time before the competition and simply removed after the competition, so that people can enjoy the fun of football.
  • a method for implementing a small football match combining online and offline is characterized in that: the method comprises at least the following steps:
  • the site is a flat field, and has two goals; Providing a terminal device at the site, the terminal device having a function of collecting game data in real time, and a function of counting data results of the football match, and having a function of connecting to the Internet and uploading data;
  • the server has at least one storage module, a wireless transmission module, an identity recognition module, and an application or identity that can be downloaded and edited
  • the wireless transmission module connects the identity recognition module and the a storage module
  • the wireless transmission module is connected to the terminal device or the identity identifier through an Internet
  • the application program includes at least one register, and the application program or the identity identifier can be respectively connected to each other through the network
  • the identity module constitutes a connection.
  • a terminal device having the application or a plurality of the identity identifiers are also disposed within the venue.
  • the terminal device transmits the registration information in the register by downloading the application, and then transmitting the registration information to the server via the Internet.
  • the field is a closed area made of a flexible material as a side wall and having a ring frame shape, and the two ball doors are respectively located at both ends of the closed area.
  • the terminal device has at least a scoring function, a timing function, and an imaging function for the soccer game, and the scoring function and the timing function are used to record data results of the soccer game, and the imaging function is used to capture the A video of the game of the soccer game, the terminal device uploading the data result and the game video to the server via the Internet.
  • the data result includes at least the number of goals scored, the number of passes, and the number of fouls in the football match.
  • the application or the identity identifies personal information of an entrant of the football match.
  • the identity is a two-dimensional code containing the personal information or a personal account number that has been stored in the storage module and corresponds to the personal information.
  • the advantages of the invention are:
  • the registration method is simple and diverse, and is easy to popularize.
  • the competition venue is a partial epitome of the big football match, and it can also seamlessly match the competition of the big venue, which makes the restrictions on the venue small and convenient.
  • the contestants will play online, online points, and match the new football matches of the stadium, football match and network interaction.
  • Figure 2 is a flow chart 2 of the present invention
  • Figure 3 is a schematic view of the structure of the site of the present invention.
  • the indicators 1-3 are: Site 1, Sidewall 2, Goal 3.
  • Embodiment 1 The online and offline combination of the small and medium football matches in this embodiment is embodied in: the contestants register online, then play the live game online, and then upload the game results to the online line for ranking and ranking.
  • the competition is to use one-on-one or two-on-two matches in the competition venue.
  • the competition time is three minutes, the score is two points, and the score is one point. Usually, the score is more than one. However, If the participant plays the ball with the ball and controls the ball before the ball hits the edge of the field, it wins directly.
  • the implementation method of the above-mentioned small football game specifically includes the following steps:
  • Equipped with a server which serves as a storage end for recording information of the entire small football game, has a storage function, an Internet transmission function, and an application (ie, APP) or identity that can be downloaded and edited.
  • the application can first be registered with the football game and downloaded to each participant's terminal device (such as mobile phone, tablet, laptop, etc.); the Internet transmission function is used to receive each entry through wireless data transmission over the Internet.
  • the registration information edited by the application is stored in the server, which enables the online registration of the entrant.
  • the registration information also includes the personal information of each contestant.
  • the contestant can edit the personal information by means of managing the personal account. When the contestant needs to register the contest through the application, he can log in to his personal account to perform corresponding operations.
  • the identity code may be a two-dimensional code containing personal information.
  • the two-dimensional code may be scanned through the terminal device set in the game site, thereby Log in to the entrant's personal information (including entry information, referee information, rating information, etc.) for subsequent competitions and points work.
  • the user can carry the identity to any competition venue, and use the QR code scanning equipment in the venue to register and score the competition, so that the contestants can freely choose the competition venue and the corresponding competition.
  • a terminal device that constitutes a wireless data exchange with the server, which in the present embodiment refers to a device having statistics on the data result of the football match, and having an internet connection And upload the data to the function of the device.
  • This device is equivalent to a referee device and has terminal functions such as wireless transmission function, scoring function, timing function, and camera function.
  • the referee uses the scoring function and the chronograph function to record the football match information in the venue 1. If the score is scored two points, the score is divided into one point; the camera function is used to capture the game video; the wireless transmission function is used to score the score. And the winning and losing relationship and the video recording obtained by scoring are transmitted to the server for the server to update the data.
  • the wireless transmission function can also upload the game video to the video website, Weibo and other network media to realize network interaction. .
  • Embodiment 2 The difference between this embodiment and the first embodiment is as follows: as shown in FIG. 2, an additional device for registering is additionally provided in each site 1, and the registration device is a terminal device having an application function. The registration function is implemented by downloading the APP on the server. The registration device is set here to enable the offline registration of the contestants, which can facilitate the promotion of this sport.
  • the application that can be downloaded on the server can collect the registration, referee and camera functions.
  • the player automatically generates the microblog when the registration is made.
  • the referee only needs to click the key on the terminal device to execute the game; the goal, the wearing, the foul, All actions have clear score statistics; screen camera can upload video website, easy to use, and save manpower and material resources to the utmost.
  • the app can count data such as the number of participants, the number of matches, the length of the game, and so on. Information on individual matches, wins, draws, negatives, etc. is well documented.
  • the competition also provided the participants with an audio-visual experience, including setting up the sound and the big screen, playing music in the sound, and real-time broadcasting of the game in the venue, thus forming a combination of online and offline. , combined with technology online games.
  • the game data will be uploaded to the network immediately, and the ranking of the contestants will be displayed on the network.
  • Each entrant has its own page, and can also socialize with other users through the server, make an appointment, and so on.
  • the contestants on the server can be graded according to the results of the competition. As the scores of the competition increase, the level is increased. In this way, the form of the game is used to encourage growth. As the number of kicking grounds increases, the level of the players will become higher and higher. Thus, it has created a unique way of cultivating Chinese youth.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Psychiatry (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Social Psychology (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Signal Processing (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)
  • Television Signal Processing For Recording (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

一种线上与线下结合的小型足球比赛的实现方法,方法至少包括以下步骤:设置一个对弈的场地(1);在场地(1)设置有终端设备,终端设备具有实时收录比赛数据的功能,以及对比赛的数据结果进行统计的功能,同时具有连接互联网并上传数据的功能;至少配备一个服务器,服务器至少具有一存储模块、一无线传输模块以及一可被下载、编辑的应用程序,无线传输模块连接存储模块,无线传输模块通过互联网连接终端设备,应用程序内至少包括一报名器。

Description

一种线上与线下结合的小型足球比赛的实现方法 术领域
本发明涉及体育运动领域,具体涉及一种线上与线下结合的小型足球比赛的 实现方法。
背景 术
足球运动是目前全球体育界最具影响力的体育运动,被称作是世界第一大运 动。 同时足球项目在世界各国都已经得到了广泛的推广, 该项运动不仅集合了人 类各运动的特点, 而且趣味性、对抗性强, 在参与的过程中不仅得到了身体素质 的锻炼和提高, 同时在团队中也能够培养人们之间的友谊。
但是随着经济发展的迅猛增长, 更多的高楼大厦取代了我们之前的运动场 地,踢球的空间越来越少也越来越小。甚至经常因为找不到场地而只能放弃踢球。 所以在国内外的城市中兴起了街头足球这项运动,是一种可以展现个人技巧的足 球玩法。但街头足球相较于目前的其余传统足球比赛而言,缺乏有效地统一组织 和规划, 所以在参赛者的招募、 比赛场地选择、 比赛规则等方面都存在问题,例 如: 参赛者由于需要统一时间, 如果临时发生突发事件, 则无法正常比赛; 比赛 场地需要租借, 需要提前预定; 街头足球的玩法不一, 规则无法统一, 这些都会 使得人们往往无法正常参加此类比赛, 从而放弃踢球。 目前尚未有一种可实现线 上、 线下结合的足球赛可以使得人们享受到足球带来的乐趣。
发明内容
本发明的目的是根据上述现有技术的不足,提供了一种线上与线下结合的小 型足球比赛的实现方法,该方法提供预先通过终端设备向服务器提交报名信息或 者通过比赛场地现场的终端设备进行报名的方法;并且比赛场地可在比赛前进行 随时搭建、 比赛完后进行简单拆除, 使得人们能够享受足球带来的乐趣。
本发明目的实现由以下技术方案完成:
一种线上与线下结合的小型足球比赛的实现方法,其特征在于: 所述方法至 少包括以下步骤:
设置一个对弈的场地, 所述场地为平面场地, 并具有两个球门; 在所述场地设置有终端设备, 所述终端设备具有实时收录比赛数据的功能, 以及对所述足球比赛的数据结果进行统计的功能,同时具有连接互联网并上传数 据的功能;
配备至少一个服务器, 所述服务器至少具有一存储模块、 一无线传输模块、 一身份识别模块以及一可被下载、编辑的应用程序或身份标识,所述无线传输模 块连接所述身份识别模块以及所述存储模块,所述无线传输模块通过互联网连接 所述终端设备或所述身份标识,所述应用程序内至少包括一报名器,所述应用程 序或所述身份标识可分别通过所述互相联网与所述身份识别模块构成连接。
在所述场地内还设置一具有所述应用程序的终端设备或若干所述身份标识。 所述终端设备通过下载所述应用程序并编辑所述报名器内的报名信息,之后 通过互联网将所述报名信息发送至所述服务器。
所述场地为一由柔性材料作为侧壁, 且呈圈框形的封闭区域,两个所述球门 分别位于所述封闭区域的两端。
所述终端设备至少具有对所述足球比赛的计分功能、 计时功能、 摄像功能, 所述计分功能、计时功能用于记录所述足球比赛的数据结果,所述摄像功能用于 拍摄所述足球比赛的比赛录像, 所述终端设备通过所述互联网将所述数据结果、 比赛录像上传至所述服务器。
所述数据结果至少包括所述足球比赛的进球次数、 穿裆次数、 犯规次数。 所述应用程序或所述身份标识包含所述足球比赛的参赛者的个人信息。 所述身份标识为包含所述个人信息的二维码或已存储于所述存储模块内与 所述个人信息相对应的个人账号。
本发明的优点是: 报名方式简单多样, 易于普及。 比赛场地是大场足球比赛 的一个局部缩影, 又可以很好的无缝对接大场地的比赛, 使得对场地的限制要求 小, 也方便普及。 参赛选手在线下比赛、 线上积分, 将球场、 足球比赛、 网络互 动相组合的新型足球比赛。
这种足球比赛糅合了无线、 自由、 技巧、 音乐和蒯乐的足球玩法, 既可以轻 易地融入大多数人的生活, 受到更多国人的热爱, 激发出国内足球市场的潜力; 又可以培养出更多技艺高超的后备球员, 为中国足球创造更多的新鲜血液。 附图说明 图 1是本发明的流程图一;
图 2是本发明的流程图二;
图 3是本发明的场地结构示意图。
具体实施方式
以下结合附图通过实施例对本发明特征及其它相关特征作进一步详细说明, 以便于同行业技术人员的理解:
如图 1-3所示, 图中标示 1-3分别为: 场地 1、 侧壁 2、 球门 3。
实施例一: 本实施例中小型足球比赛的线上、线下结合体现在: 参赛选手在 线上报名、然后在线下进行现场比赛、之后再将比赛结果上传至线上进行积分统 计及排名。例如:比赛是采用参赛选手在比赛场地里进行一对一或二对二的比赛, 比赛时间三分钟,进球计两分, 穿裆计一分, 通常情况下,得分多者获胜,但是, 如果参者一方带球穿档过人并且在球碰到场地边缘之前控制住球, 则直接获胜。
如图 1所示, 上述小型足球比赛的实现方法具体包括以下步骤:
选择并搭建所述足球赛的比赛场地;如图 3所示,最基本的要求是在划定的 一块平地内建立场地 1, 并且场地 1内设置两个球门 3。 如果能够将球场四周围 用挡板、丝网或其他一些柔性材料作为侧壁 2围建起来, 效果更佳, 这样一方面 可以使得参赛者可以在规定区域内进行比赛不断训练参赛者的控球技巧,另一方 面能充分降低参赛者在场地边缘对抗造成的冲击, 避免造成人身伤害。
配备服务器,该服务器作为记录整个小型足球比赛信息的存储端,具有存储 功能、互联网传输功能以及一可被下载、编辑的应用程序(即 APP)或身份标识。 该应用程序首先可具有足球比赛的报名功能, 被下载至每个参赛者的终端设备 (如手机、平板电脑、笔记本电脑等)上; 互联网传输功能用以通过互联网的无线 数据传输接收每个参赛者通过该应用程序编辑的报名信息并存储在服务器内部, 即实现参赛者的线上报名。该报名信息还包括了每个参赛者的个人信息,参赛者 可通过管理个人账号的方式的相应编辑个人信息;当参赛者需要通过应用程序进 行比赛报名时,可登陆其个人账号进行相应操作。身份标识可以为包含个人信息 的二维码, 当参赛者持有与其个人信息相对应的二维码至比赛现场时,可通过比 赛现场内设置的终端设备对二维码进行扫描,从而在服务器上登陆该参赛者的个 人信息 (包括参赛信息、 裁判信息、 等级信息等) 以便后续的比赛、 积分工作。 使用者可携带身份标识至任何比赛场地,并利用场地内的二维码扫描设备进行比 赛报名、 积分等, 方便参赛者自由选择比赛场地以及相应比赛。
在足球比赛的每个场地 1内设置与该服务器构成无线数据交换的一个终端 设备,该终端设备在本实施例中指的是具有对所述足球比赛的数据结果进行统计 的设备, 同时具有连接互联网并上传数据的功能的设备。该设备相当于一裁判设 备,具有无线传输功能、计分功能、计时功能、摄像功能等各种功能的终端设备。 裁判使用计分功能、 计时功能记录场地 1内的足球比赛信息, 如进球计两分,穿 裆计一分这一积分规则;摄像功能用以拍摄比赛录像;无线传输功能用以将计分、 以及通过计分得到的胜负关系、比赛录像均传送至服务器, 以便服务器进行数据 更新; 另外无线传输功能也可以实现将比赛录像上传至视频网站、微博等其余一 些网络媒体, 实现网络互动。
实施例二: 本实施例相较实施例一的不同之处在于: 如图 2所示, 在每个场 地 1内还额外设置有用以报名设备, 报名设备即为具有报名功能的终端设备,该 报名功能通过下载服务器上的 APP得以实现。此处设置报名设备用于实现参赛者 的线下报名, 能够方便推广此项运动。
上述实施例在具体实施时:
服务器上可被下载的应用程序可集报名、裁判、摄像功能于一身, 选手报名 即自动生成微博, 裁判仅需要点击终端设备上的键位就可以执法比赛; 进球、穿 裆、 犯规、 等动作都有明确的计分统计; 画面摄像可上传视频网站, 方便使用, 最大限度的节省了人力物力资源。 另外, 应用程序可统计参赛人数、 比赛场次、 比赛时长等数据。 对个人的参赛场次、 胜、 平、 负等信息都有详细记录。
比赛现场除了场地之外,还为参赛者配备了视听体验,包括设置音响与大屏 幕, 音响内播放音乐, 大屏幕实时转播场地内的比赛情况, 从而构成一种线上与 线下相结合的、 结合科技的网络游戏。
比赛数据会即时上传至网络, 网络上显示参赛选手排名。每个参赛者都有自 己的页面, 也可以通过服务器上与其他用户进行社交互动, 预约对战等。在服务 器上的参赛选手可按比赛成绩分级, 随着比赛成绩的提高而级别增加,这样采用 游戏的形式激励成长, 随着踢球场地的增加, 个人技术的提高, 选手级别会越来 越高, 从而铸就培养中国青年独特的快乐运动方式。

Claims

权 利 要 求 书
1. 一种线上与线下结合的小型足球比赛的实现方法, 其特征在于: 所述方法至 少包括以下步骤:
设置一个对弈的场地, 所述场地为平面场地, 并具有两个球门;
在所述场地设置有终端设备, 所述终端设备具有实时收录比赛数据的功能, 以及对所述足球比赛的数据结果进行统计的功能, 同时具有连接互联网并上 传数据的功能;
配备至少一个服务器, 所述服务器至少具有一存储模块、 一无线传输模块以 及一可被下载、 编辑的应用程序, 所述无线传输模块连接所述存储模块, 所 述无线传输模块通过互联网连接所述终端设备, 所述应用程序内至少包括一 报名器。
2. 根据权利要求 1所述的一种线上与线下结合的小型足球比赛的实现方法, 其 特征在于: 在所述场地内还设置一用于报名的终端设备。
3. 根据权利要求 1或 2所述的一种线上与线下结合的小型足球比赛的实现方 法, 其特征在于: 所述终端设备通过下载所述应用程序并编辑所述报名器内 的报名信息, 之后通过互联网将所述报名信息发送至所述服务器。
4. 根据权利要求 1所述的一种线上与线下结合的小型足球比赛的实现方法, 其 特征在于: 所述场地为一由柔性材料作为侧壁, 且呈圈框形的封闭区域, 两 个所述球门分别位于所述封闭区域的两端。
5. 根据权利要求 1所述的一种线上与线下结合的小型足球比赛的实现方法, 其 特征在于: 所述终端设备至少具有对所述足球比赛的计分功能、 计时功能、 摄像功能, 所述计分功能、 计时功能用于记录所述足球比赛的数据结果, 所 述摄像功能用于拍摄所述足球比赛的比赛录像, 所述终端设备通过所述互联 网将所述数据结果、 比赛录像上传至所述服务器。
6. 根据权利要求 5所述的一种线上与线下结合的小型足球比赛的实现方法, 其 特征在于: 所述数据结果至少包括所述足球比赛的进球次数、 穿裆次数、犯 规次数。
PCT/CN2014/073038 2013-03-08 2014-03-07 一种线上与线下结合的小型足球比赛的实现方法 WO2014135116A1 (zh)

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