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8401results about "Ball sports" patented technology

Computerized smart gaming tournament system for the internet

A tournament system that encompasses and integrates wirelessly connected actual sports equipment with a computer and the internet to allow players geographically remote from one another to play an actual competitive sport. The system allows the communication of direct images and verbal interactions between geographically remote players during every aspect of play as if playing the same game together at the exact same time from their respective geographic locations. An individual player may opt to play solo or against the computer to improve techniques. Each local system of sports implements is coupled with signal processing and radio frequency transmitter circuitry to wirelessly communicate game performance information to a receiver and computer. The computer displays player information and visually displays and controls a sports competition in real-time between two or more players via the internet having similar equipment and remotely located from each other. The tournament system pairs remote players and designates a remote player within the group as a server and the others clients. If a player is disconnected during competition, information regarding that player's IP address and game status is supplied to the group's designated server and a connection is either reestablished or that player is replaced with another player from a queue of awaiting players. The system employs specially developed computer software to process player performance data, control game play, communicate game information between players, generate and control visual simulations and display player performance information.
Owner:MURDOCK WILBERT Q +1

Method for representing real-time motion

A system 100 for tracking the movement of multiple objects within a predefined area using a continuation of overhead X-Y tracking cameras 24 with attached frequency selective filter 24f. Also employed are perspective Z filming cameras sets 30. Objects to be tracked, such as player 17, have been marked to include some form of frequency selective reflective material such as an ink. Typical markers include patches 7r and 7l, sticker 9 and tape 4a as well as additional body joint markers 17af through 17l. System 100 radiates selected energy 23a throughout the predefined area of tracking that is specifically chosen to reflect off said reflective materials used to mark for instance player 17. The reflected energy is then received by tracking cameras 24 while all other ambient light is blocked by filter 24f. Local Computer System 60 continuously captures images from said tracking cameras 24 which include only the minimum information created by said reflected energy. System 60 efficiently locates said markings on said multiple objects and uses this location information to determine for each marking its angle of rotation, angle of azimuth and distance from a designated origin 17o local to player 17. Local origin 17o is then expressed as a three-dimensional coordinate with respect to the origin of the playing venue 2a. The continuous stream of tracked three-dimensional coordinates, defining the body joints on players such as 17, is then transmitted to a remote computer where it can be used to drive a graphic re-animation of the object movement. Along with this re-animation, additional performance measurements may be derived from the continuous stream and automatically made available in real-time.
Owner:MAXX HLDG
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