Automatic scoring system for racket games
Patent Information
- Application Number
- PCT/BR2024/050301
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-22
- Filing Date
- 2024-07-11
- Publication Date
- 2025-02-27
Smart Images

Figure BR2024050301_27022025_PF_FP_ABST
Abstract
Description
[0001] AUTOMATIC POINT SCORING SYSTEM IN RACKET GAMES
[0002] Technological sector of the invention
[0003]
[0001] The present invention belongs to the sports sector that involves software technology embedded in equipment for controlling scoreboards through the athlete himself, and refers, more specifically, to a system for self-scoring points in racket games, and in addition to the ease of computing points in matches, it will use artificial intelligence for compilation and analysis of players, in order to evolve athletes by suggesting a series of improvements, from posture, movements in strokes, identification and treatment of injuries, etc.; the system will also score players and store the scouts of all users, thus allowing it to recommend a possible change of category to the player, as well as suggesting a balanced match in tournaments.
[0004] State of the Art
[0005]
[0002] The player memory problem refers to a situation in games or competitions in which players try to remember and mentally record their points or results instead of recording them properly. This can occur in games involving any type of competitive activity.
[0006]
[0003] While memory is a valuable skill in many situations, relying solely on it to keep track of points in a game can lead to a number of problems. Here are some reasons why this can be problematic:
[0007] • Memory Errors: Human memory is not infallible and is subject to error. Even players with good memories can make mistakes or become confused when trying to remember all the points or results during a long game. This can lead to inaccurate or unfair records.
[0008] • Distraction: In a competitive environment, players are often focused on multiple activities simultaneously, such as making strategic decisions, reacting to external stimuli, and interacting with other players. These distractions can negatively affect the ability to remember points accurately.
[0009] • Excessive worry: Constantly trying to remember points can lead to unnecessary cognitive load. Players may become overly concerned with remembering the correct numbers instead of focusing on the game itself, harming their overall performance.
[0010] • Competitive disadvantage: If some players choose to record points while others rely solely on memory, there may be a disparity in available information. This can create inequality between players and unfairly influence the outcome of the game.
[0011]
[0004] To mitigate this problem, it is common to use appropriate recording systems, such as scoreboards, scoreboards, or spreadsheets, which allow players to track points accurately and impartially. These methods provide a tangible reference and eliminate the need to rely solely on individual memory. In fact, electronic or technological systems are known that automatically calculate points during a match. This type of system is commonly used in sports such as table tennis, badminton, and tennis, with the aim of streamlining the scoring process and eliminating the need for a human referee.
[0012]
[0005] There are several approaches to automatic scoring in racket games. One is the use of sensors placed on rackets, backboards, or nets that detect ball contact and automatically record points. These sensors can be based on various technologies, such as optical sensors, accelerometers, or pressure sensors.
[0013]
[0006] Additionally, video tracking systems can also be employed to record the ball's trajectory and determine whether or not it crossed a specific line on the table or court. These systems utilize computer vision algorithms to process the images in real time and determine the correct score.
[0014]
[0007] Some patent documents reveal technical solutions for automatic scoring, such as US20190192953, which presents a system for keeping score in racket games. The system consists of a display and a wearable device, connected wirelessly, which allows the player to keep score during the match. The wearable device can be a bracelet, smartwatch, headband, etc., and, in addition to keeping track of the match score, has sensors to monitor, store, and share the player's statistics during the match, such as steps taken, calories burned, heart rate, swing speed, jumping distance, running speed, throwing distance, etc. It also presents one or more applications where the user can create a profile, choose the sports they play or want to play, and add / invite friends, family, neighbors, social club members, etc.to interact with the user through one or more applications, incorporating sports social networking features. In addition to the wristband scoring option, the scoreboard / wristband device can be automatically controlled by a ball / camera sensor and can update scores automatically without any player intervention.
[0015]
[0008] Document CA2695959 presents a smart, portable scoring system that can be used to track the scores of different types of sports, through signals sent by the players themselves. Scoring is done by the players themselves, without third-party intervention, through wearable devices worn by the players, which provide a means for full control and communication access to the scoring function on the scoreboard unit.
[0016]
[0009] Document CN204395394 presents a portable electronic scoreboard with an LED display, or similar, and a wristband-type controller. The controller and display are connected wirelessly, and through the controller, players can control the scoreboard display, keeping track of their scores. The controller can be activated by buttons or voice.
[0017]
[0010] WO2009033298 and CN103857446 also disclose a system and method for capturing personal data in ball and racket games, such as tennis, squash, or similar games. They provide real-world game data, particularly game scores, to players and, where applicable, spectators. Yet another objective of the invention is to provide players with meaningful statistics about their game or training instructions based on their game data. The invention comprises a wearable device, such as a wristband, watch, or even attached to the racket handle, voice-activated, which connects to a display with an embedded system. Through voice commands and data collection from the wearable, the system identifies relevant data for analyzing player performance and progress, providing means for improving performance. The display also provides a scoreboard, which is fed by player commands to the wearable.The entire system is integrated with the internet, and the collected data is made available in the cloud and can be accessed via external devices, such as computers and smartphones.
[0018] News and advances in the invention
[0019]
[0011] In this context, a system of self-scoring points is presented in racket games with similar scoring formats (specifically Beach Tennis, Padel and Tennis), where these points, during the matches, are currently recorded only in the memory of the competitors, causing lack of concentration and loss of focus of the athletes and forgetfulness at many moments during the games, which can even disrupt the final result of the dispute and even cause conflicts due to discrepancies in the counts.
[0020]
[0012] The invention's main novelty involves overcoming the difficulty of memorizing scores during matches. Automatic scoring in racket games offers several advantages. First, it eliminates human error and potential disputes in point counting. Furthermore, it speeds up the pace of the game, as there is no need to interrupt the match to manually record each point. It also allows for instant display of the score to players and spectators, providing a more immersive experience.
[0013] To this end, the disclosed system consists of a scoreboard (monitor or display), which may be in the form of a totem or simply a wall-mounted structure (concrete or glass), coupled to a computer and connected to the athletes' wearable device on the court. The wearable device, when given a command via radio frequency, records and displays the point scored on the equipment, which in turn uploads and stores the received data in the athlete's cloud-based database. The system can also stream the match through the camera installed on the equipment or even store it solely for later analysis by the athlete.
[0021]
[0014] The invention also presents some differences:
[0022] • Assist in marking match points;
[0023] • Present the game score to the public in real time to increase engagement among fans, family and friends;
[0024] • Present the athlete with their performance in the match through the system’s metrics;
[0025] • Promote greater focus and concentration of players during matches.
[0026] Description of the attached drawing
[0027]
[0015] In order for the present invention to be fully understood and put into practice by any technician in this technological sector, it will be described in a clear, concise and sufficient manner, based on the attached drawing, which illustrates and subsidizes it, listed below:
[0028] Figure 1 represents the flowchart of the automatic point marking system.
[0029] Detailed description of the invention
[0030]
[0016] In general, the system comprises a totem with a display (DP) for interaction with the scoreboard, a computer (CP) and an embedded counting algorithm with cloud connection (NV) that presents, stores and loads data on the points, sets and games of the match and interacts with an application (AP) in real time. Coupled to the totem, there are cameras (CM) for streaming the matches and capturing points through gestures or analyzing the movements and / or progress of the match.
[0017] The system has cameras (CM) to identify, via artificial intelligence, the capture of the gesture / movement of the athlete who scored, recording this point on the computer (CP) and which will be presented on the monitor / display (DP), and will upload this information to the database and make it available to the respective user when accessing directly via the application or website (AP).
[0031]
[0018] Alternatively, a player on each side of the court can use a wearable device (DV) to send a radiofrequency command to each marked point to the computer (CP), which will record this point and present the result of the match on the monitor / display (DP), in real time. At the same time, this data, together with parameters such as day, time, weather / temperature at the location, the athlete's heart rate, oxygenation, etc. - passed on by the wearable device (DV), which serves as a complement to better prepare the athlete's performance metrics, this information is uploaded to the database and will be made available to the respective user for access directly via the application or website (AP).
[0032] Operation
[0033]
[0019] As shown in Figure 1, the system operates when the player arrives on the court to play any sport such as racket tennis, padel, tennis, beach tennis, etc., and in front of the equipment presses start to identify the players who will be on the court. The display (DP) will show the identification area, the camera (CM) will read it and ask each player to make a pre-defined gesture (such as a hand spread out in the air pointed at the camera for a few seconds), so that their tracking can begin. 90° cameras (CM) will be used, two of them pointed at each side of the court, or 180°, only one (wide angle) with image recognition capability, and software that allows interaction with the developed system.
[0034]
[0020] After all players have been identified, the match begins. At each point scored, the camera system (CM) will receive information from the athlete, through recognition of the pre-defined gesture, thus updating the scoreboard locally on the equipment and presenting the information in real time on the display (DP) for monitoring by the athletes and the general public, who are at the location.
[0035]
[0021] Simultaneously with the recording of the scoreboard on the equipment (coming from the camera system), the updated data, images / video captured to the cloud database (NV) are immediately transferred via the internet.
[0036]
[0022] When the data is received in the cloud (NV), it will be analyzed by artificial intelligence, returning in real time a compilation (scores, statistical data, image analysis, video, match location, game duration, among others) to the web environment of each system user (AP), as well as to other people who have access to the system.
[0037]
[0023] For new matches, players can reserve courts / equipment online within the system environment. When they do so, data will be sent via the cloud (NV) to the desired equipment / court. This way, upon arriving at the court, the system will already know who the players to be tracked will be. Simply by identifying players using predefined gestures, the cameras (CM) will associate the name with the person.
[0038]
[0024] The unique feature of the invention lies in the way points are identified (motion capture / match progress or via wearable device) and also in the use of artificial intelligence to compile and analyze players, as it can help athletes improve their sports performance by providing information on aspects relevant to sports training. The technology can be used to monitor athletes' performance during training and competitions, collecting data on their physical performance and providing feedback with evaluation metrics.
[0039]
[0025] It can be integrated into wearable devices (WDs), such as watches or bracelets, allowing athletes to monitor their performance and progress during training and competitions.
[0040]
[0026] It can be used to monitor and analyze physiological aspects of athletes, such as heart rate, body temperature, oxygen saturation, among others, providing insights into the physical performance and health of athletes.
[0041]
[0027] It can be used to analyze training and competition videos, identifying patterns and opportunities for improvement for athletes and teams.
[0042]
[0028] Furthermore, the technology allows the management of sporting events, providing real-time information on results, statistics, schedules, among other relevant information for organizers, athletes and spectators.
[0043]
[0029] It is important to emphasize that the figures and descriptions provided do not have the power to limit the forms of execution of the inventive concept proposed herein, but rather to illustrate and make understandable the conceptual innovations revealed in this solution. Therefore, the descriptions and images must be interpreted in an illustrative and not limitative manner, and there may be other equivalent or analogous forms of implementation of the inventive concept revealed herein that do not escape the spectrum of protection outlined in the proposed solution.
Claims
CLAIMS 1 - AUTOMATIC POINT SCORING SYSTEM IN RACKET GAMES characterized by comprising a totem with display (DP) for interaction with the scoreboard, a computer (CP) and embedded counting algorithm with cloud connection (NV) that presents, stores and loads data on points, sets and games of the match and interacts with an application (AP) in real time; having cameras (CM) attached to the totem for streaming the matches and capturing points through gestures or analysis of movements and / or the progress of the match, preferably two 90° cameras pointed one at each side of the court or one at 180° (wide angle); When the player presses start to identify the players who will be on the court, the display (DP) shows the identification area, where the camera (CM) reads and requests that each player make a pre-defined gesture so that tracking can begin; After all players have been identified, the match begins and at each point scored, the camera system (CM) receives information from the athlete, through recognition of the pre-defined gesture, thus updating the scoreboard locally and presenting the information in real time on the display (DP) for monitoring by the athletes and the general public, who are at the location; At the same time as the scoreboard is recorded on the equipment, the updated data, images / video captured, are immediately transferred to the cloud database (NV), via the internet; When the data is received in the cloud (NV), it is analyzed by artificial intelligence, returning in real time a compilation (scores, statistical data, image analysis, video, match location, game duration, among others) to the web environment of each system user (AP), as well as to other people who have access to the system. 2- AUTOMATIC POINT SCORING SYSTEM IN RACKET GAMES, according to claim 1, characterized in that in new matches, players can reserve courts / equipment online at system environment and, when they do, the data is sent through the cloud (NV) to the desired equipment / court; and upon arriving at the court, it is possible to recognize who the players are to be tracked at that moment, simply by identifying them through pre-defined gestures so that the cameras (CM) link the name to the person. 3- AUTOMATIC POINT SCORING SYSTEM IN RACKET GAMES, according to claim 1, characterized in that alternatively a player on each side of the court can use a wearable device (DV) that sends a radio frequency command for each point scored to the computer (CP) that will record this point and present on the monitor / display (DP), in real time, the result of the match, and that at the same time, this data, together with parameters such as day, time, weather / temperature at the location, athlete's heart rate, oxygenation, etc. are passed on, uploading this information to the database and making it available to the respective user for access directly via the application or website (AP).
Citation Information
Patent Citations
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A system for capturing tennis match data
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