Interactive sports ball and sports management system

By embedding sensor devices and processing units into the ball, the interaction events between the player and the ball can be detected in real time, solving the accuracy problem of existing systems, realizing accurate detection and timing management of contact events during the game, and improving the quality of the game.

CN121623252APending Publication Date: 2026-03-10SSTATZZ
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Patent Information

Application Number
CN202511140123.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-09-10
Filing Date
2025-08-14
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Existing sports monitoring and detection systems lack accuracy, making it difficult to detect player-ball interactions in real time, especially minor contact and violations, and their game timing management is not precise enough.

Method used

It uses an interactive sports ball with built-in sensors to measure acceleration and rotation data, which is transmitted to the processing unit via a communication module. The unit calculates differences, detects contact events, and synchronizes with the imaging system and server to achieve real-time and accurate game management.

Benefits of technology

It improves the accuracy of contact detection and the precision of timing management during the competition, providing a real-time and reliable detection system to ensure the transparency and fairness of the competition.

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Abstract

The application discloses an interactive sports ball (100). An interactive sports ball includes a body (102), a sensor device (104), and a communication module (110). The sensor arrangement (104) has a first sensor (106) embedded within the body for measuring acceleration data associated with the ball and a second sensor (108) embedded within the body for measuring rotation data associated with the ball. A communication module is operably coupled to the sensor device (104) and is configured to transmit the measured acceleration and rotation data to a processing unit (120). The processing unit generates a series of sequential measurements corresponding to the measured acceleration and rotation data, calculates a difference using a set of sequential measurements from the series of sequential measurements, and detects a contact event if the calculated difference exceeds a predefined event threshold. An exercise management system (200) is also disclosed.
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Description

Technical Field

[0001] This disclosure relates to an interactive sports ball. Furthermore, this disclosure relates to a sports management system. Background Technology

[0002] In sports such as basketball and volleyball, it is crucial to accurately determine when, for how long, and how a player comes into contact with the ball (e.g., whether through catching, gripping, dribbling, deflecting, slapping, pushing, poking, tapping, touching, or some other interaction). Traditional monitoring and detection systems use video or recordings of the game to determine such events. However, assessments and determinations based solely on video review lack accuracy and are prone to errors in judgment, leading to inaccurate and inefficient management during the game. In other words, traditional monitoring and detection systems using only video review are insufficient to reliably detect all types of contact. Furthermore, violations such as interfering with a shot (contacting the ball while it is in its downward flight) are difficult to detect in real time during a game. Traditional monitoring and detection systems are particularly inefficient at detecting violations such as slight contact before the ball goes out of bounds or penalizing intentional shots.

[0003] One problem with current systems is the lack of a precise match timing control system. For example, adjusting the match clock requires video analytics. The common practice for match timing management is that when the ball is detected as out of bounds or over the net, the referee relies on visual cues to stop the match by blowing a whistle. This process can involve human delays and lacks precision. Furthermore, traditional monitoring and detection systems lack the features required for the accurate operation of the match clock.

[0004] Therefore, considering the foregoing discussion, it is necessary to overcome the aforementioned shortcomings. Summary of the Invention

[0005] The purpose of this disclosure is to provide an interactive sports ball for collecting data related to various events involving contact between the ball and athletes, the ground, the rim, objects, spectators, people, the floor, etc. Furthermore, data related to events during a match or practice session can be collected. Additionally, the purpose of this disclosure is to provide a sports management system including the interactive sports ball, wherein the sports management system is configured (from data collected by the interactive sports ball) to identify timestamps of various events during a match and players associated with contact events, and to provide relevant video data to referees or any such authority, thereby facilitating the decision-making process during the match and improving the quality of sports management. The purpose of this disclosure is achieved by referring to the interactive sports ball and sports management system as defined in the appended independent claims. Advantageous features are set forth in the appended dependent claims.

[0006] Throughout the specification and claims of this application, the words “comprising,” “including,” “having,” and “containing,” and variations thereof, mean “including but not limited to,” and do not exclude the presence of other components, items, wholes, or steps not expressly disclosed. Furthermore, unless the context requires otherwise, the singular encompasses the plural. In particular, where the indefinite article is used, unless the context requires otherwise, the specification should be understood to consider both the plural and singular. Attached Figure Description

[0007] Figure 1 This is a schematic diagram of an interactive motion ball according to an embodiment of the present disclosure.

[0008] Figure 2 This is a schematic diagram of a motion management system according to an embodiment of the present disclosure.

[0009] Figure 3 According to embodiments of this disclosure Figure 2 The graphical representation of the operation output of the motion management system server.

[0010] Figure 4 According to embodiments of this disclosure Figure 2 The graphical representation of the operation output of the processing unit of the motion management system.

[0011] Figure 5A Based on embodiments of this disclosure and Figure 1 A graphical representation of the data from the first sensor of the interactive motion ball.

[0012] Figure 5B Based on embodiments of this disclosure and Figure 1 A graphical representation of data related to the second sensor of the interactive motion ball. Detailed Implementation

[0013] The following detailed description illustrates embodiments of the present disclosure and ways in which these embodiments may be implemented. While some ways of implementing the present disclosure have been disclosed, those skilled in the art will recognize that other embodiments for implementing or practicing the present disclosure are also possible.

[0014] In a first aspect, this disclosure provides an interactive motion ball, comprising: a body, a sensor device, and a communication module. The sensor device has a first sensor and a second sensor. The first sensor is embedded within the body for measuring acceleration data associated with the ball. The second sensor is embedded within the body for measuring rotation data associated with the ball. The communication module is operatively coupled to the sensor device and configured to transmit the measured acceleration and rotation data to a processing unit, wherein the measured acceleration and rotation data are received by the processing unit and processed by the processing unit to: generate a series of sequential measurement results corresponding to the measured acceleration and rotation data; calculate a difference using a set of sequential measurement results from the series of sequential measurement results; and detect a contact event if the calculated difference exceeds a predefined event threshold.

[0015] The aforementioned interactive ball provides real-time data corresponding to changes in the ball's acceleration or spin. It also includes transmission facilities for relaying these contact events, effectively eliminating any time lag in response to any collisions during play. By integrating advanced sensor technology directly into the ball used in play, the interactive ball provides the most accurate data for every contact (light touch or ball hold), thereby improving the accuracy of contact detection and the transparency of the game.

[0016] In a second aspect, this disclosure provides a sports management system, including: an interactive sports ball, a processing unit, an imaging system, and a server. The interactive sports ball includes a main body, sensor devices, and a communication module. The sensor devices have a first sensor and a second sensor. The first sensor is embedded within the main body and is used to measure acceleration data associated with the ball. The second sensor is embedded within the main body and is used to measure rotation data associated with the ball. The communication module is operatively coupled to the sensor devices and configured to transmit the measured acceleration and rotation data. The processing unit is communicatively coupled to the communication module to receive the measured acceleration and rotation data. The processing unit is configured to: generate a series of sequential measurement results corresponding to the measured acceleration and rotation data; calculate a difference using a set of sequential measurement results from the series of sequential measurement results; and detect a contact event if the calculated difference exceeds a predefined event threshold. The imaging system is used to generate visual data for interactive sports competitions. The server is operatively coupled to the imaging system and the processing unit and is configured to synchronize detected contact events with the generated visual data to manage the interactive sports competitions.

[0017] The aforementioned sports management system is advantageously configured to enhance match timing accuracy by enabling precise control over when the match clock should stop based on real-time sensor data related to the exact time the interactive ball strikes an external object. The communicative coupling of the interactive ball with the imaging system and server allows the sports management system to create a real-time, reliable detection system that can capture minute but significant interactions with the ball, while also detecting the duration of a player's possession of the ball. The sports management system is also configured to address the need for more precise timing management by stopping the match clock at the exact moment the interactive ball strikes an external object using sensor data from the interactive ball, thus ensuring more accurate match timing. The sports management system advantageously provides accurate match monitoring and management facilities by using an interactive ball with intelligent detection and data transmission features (i.e., sensor devices and communication units). Furthermore, by analyzing the acquired sensor data in real time and calculating differences in measurements, the sports management system provides accurate contact detection during the match. Moreover, the sports management system is configured to accurately identify when the ball is touched (contacted) and which player is involved in the contact by utilizing the imaging system, processing unit, and server. The term "contact event" or "contact" in this disclosure refers to a physical interaction between an interactive ball and any object. For example, the ball contacts a player (i.e., the player touches the ball), the ball hits an edge (i.e., instantaneously contacts the edge), the ball bounces off the floor (and thus contacts the floor), or the ball contacts an object outside the boundary. In essence, a contact event describes the moment when this type of contact begins, occurs, or ends.

[0018] The term "difference" in this disclosure refers to descriptive statistics describing the difference between a measurement and a baseline, such as the difference between a measurement of interest and measurements taken before and / or after the measurement of interest. For example, four measurements before the measurement of interest and four measurements after the measurement of interest.

[0019] Throughout this disclosure, the term "interactive sports ball" (or simply "ball") refers to a technologically enhanced ball equipped with electromechanical components (such as, but not limited to, sensors and communication systems) to enable real-time data transmission associated with the ball's movement and interaction. Interactive sports balls enable the measurement of metrics such as acceleration, rotation, and force, allowing for the tracking of the ball's associated trajectory, velocity, rotation, or spin, and other dynamic characteristics. Typically, interactive sports balls can be used in any conventional sport, such as basketball, football, volleyball, etc., while providing users with an immersive and engaging experience by integrating the technology into traditional game, training, or competitive environments.

[0020] The interactive sports ball includes a body. The term "body" refers to the primary structure of the interactive sports ball, which operates to serve as a physical container for other components of the ball. The body can be made of materials such as rubber, leather, synthetic alternatives, or combinations thereof. The body of the interactive sports ball may include internal structures that robustly protect components without affecting bounce or grip, such as dedicated compartments, slots, or recesses to effectively house technical equipment within them. It should be understood that the materials, size, shape, and design of the interactive sports ball depend on the type of sport being played and can therefore vary without imposing any limitations on this disclosure. The body of the interactive sports ball is designed to look and feel like a regular ball but incorporates embedded technology to enhance its functionality. In one example, the interactive sports ball could be a regular-sized basketball with a durable synthetic leather shell, housing internal sensors without affecting performance or feel during a game.

[0021] The interactive sports ball also includes sensor devices. "Sensor devices" refers to a sensor configuration embedded within the interactive sports ball to capture data about its motion and interaction. Sensor devices include a collection of sensors embedded within the body of the interactive sports ball to effectively and accurately measure various ball parameters. In one example, the sensor devices include an accelerometer for measuring how the ball's velocity changes and a gyroscope for detecting the ball's rotation rate during play. Sensor devices may include at least one of an accelerometer, gyroscope, Global Positioning System (GPS), Inertial Measurement Unit (IMU), camera, radar sensor, lidar sensor, etc. Advantageously, the sensor devices are capable of monitoring complex motion data, such as acceleration and rotation data, for further processing and feedback regarding match statistics, skill improvement, or an enhanced match experience.

[0022] In addition, the sensor device includes a first sensor embedded within the body for measuring acceleration data associated with the ball. Typically, the first sensor is configured to measure the linear acceleration of the interactively moving ball, including its velocity, direction, and velocity variation. The first sensor provides basic feedback on the ball's velocity and acceleration, enabling accurate motion tracking.

[0023] In addition, the sensor device includes a second sensor embedded within the body for measuring rotational data associated with the ball. Typically, the second sensor is configured to measure rotation and changes in rotation along the axis of the ball.

[0024] Optionally, the first sensor is an accelerometer, and the second sensor is a gyroscope. In this regard, for example, the first sensor can be a 3-axis accelerometer providing data in the X, Y, and Z directions. In this regard, for example, the second sensor can be a 3-axis gyroscope providing data in the X, Y, and Z directions. The technical advantage is improved measurement accuracy. Optionally, the data (acceleration and rotation) associated with the interactive moving ball from the first and second sensors is transmitted to the processing system via Bluetooth or any such transmission protocol.

[0025] Optionally, the sensor device may also include a third sensor embedded within the body for measuring position data associated with the ball.

[0026] The interactive sports ball also includes a communication module operatively coupled to the sensor device and configured to transmit measured acceleration and rotation data to the processing unit. The communication module is configured to wirelessly transmit data from the sensor device to the processing unit for further use. It is important to note that data transmission is performed in real time, ensuring rapid data processing and analysis during the game.

[0027] As used herein, the term "processing unit" refers to a structure and / or module comprising programmable and / or non-programmable components configured to store, process, and / or share data and / or signals to generate meaningful insights or information associated with an interactive motion ball. The processing unit may have elements such as a display, control buttons or joysticks, a processor, memory, etc. Optionally, the processing unit includes any means of a physical or virtual computing entity capable of enhancing information to perform various computational tasks. Optionally, the processing unit may be supplemented with additional computing systems, such as neural networks and hierarchical clusters of pseudo-analog variable state machines implementing artificial intelligence algorithms. In this example, the processing unit may include components such as memory, controllers, network adapters, etc., to store, process, and / or share information with other components, such as sensor devices, remote server units, databases. Optionally, the processing unit is implemented as a computer program that provides various services, such as database services, to other devices, modules, or apparatuses. The processing unit is communicatively coupled to a communication module in a wireless and / or wired manner. In one example, the processing unit may be implemented as a programmable digital signal processor (DSP). In another example, the processor may be implemented via a cloud server providing cloud computing services. In some implementations, the processor is integrated with an interactive sphere. In other implementations, the processing unit is implemented separately from the interactive sphere. Furthermore, a processing unit refers to a computing element operable to respond to and process instructions for managing the power grid. Optionally, the processing unit includes, but is not limited to, microcontrollers, complex instruction set computing (CISC) microcontrollers, reduced instruction set (RISC) microcontrollers, very long instruction word (VLIW) microcontrollers, field programmable gate arrays (FPGAs), or any other type of processing circuitry as described above. Advantageously, the processing unit enables the system and / or method to effectively manage the power grid and ensure its safe and robust performance. Optionally, the processing unit may be communicatively coupled to a data store. It should be understood that processed data is stored in the data store. The data store may optionally be implemented as memory. The memory may be local memory integrated with the processing unit, external memory, or cloud-based memory, etc.

[0028] The transmitted data is thus processed by an (external or internal) processing unit to present the received raw data (i.e., acceleration and rotation data) as a series of sequential datasets (or time series). Specifically, the processing unit processes the measured acceleration and rotation data associated with the ball to generate a series of sequential measurement results. Typically, the transmitted raw data is organized sequentially based on associated timestamps, thus being configured in a preferred manner to enable further utilization. The processing unit then analyzes the generated series of sequential measurement results (captured at a high frequency (e.g., 200 Hz)) to derive useful information from them.

[0029] Optionally, the processing unit is configured to select a set of sequential measurements from a series of sequential measurements based on a dynamic sliding window. In this regard, the term "dynamic sliding window" refers to a measurement technique that calculates differences (or another statistic) to analyze a generated sequence of acceleration and rotation data (such as sensor data) corresponding to small, continuous segments (windows) to detect changes or patterns over time. In the context of calculating differences, the sliding window technique is used to calculate the differences in data within each window and observe how this statistic changes as the window moves. In this regard, the set of sequential measurements refers to a specific number of measurements taken one after another in a continuous manner by sensor devices (i.e., the first sensor and the second sensor). The technical effect is to generate a sequence, particularly a time series, to facilitate the calculations required to identify contact events.

[0030] Optionally, the size of the dynamic sliding window is defined by a set of sequential measurements comprising 3 to 25 sequential measurements. In this respect, the size of the dynamic sliding window is defined according to the set of sequential measurements, specifically based on the number of measurements to be considered when performing difference calculations to determine the contact event. The dynamic sliding window is configured to slide through a sequence of generated acceleration and rotation data corresponding to the interactive ball. During sliding, any value exceeding a predefined event threshold (i.e., the difference in acceleration and rotation) is identified. If the sliding window is symmetrical, the size of the dynamic sliding window can be an odd number. For example, depending on the amount of data generated by the sensor device, the size of the dynamic sliding window can be 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, or up to 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, or 25 sequential measurements. The sliding window can also be other integers, such as 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, or 26. Preferably, the size of the dynamic sliding window is 9 or 17 based on the set of measurements in this order. The technical advantage is the accurate measurement of contact events due to the optimized dynamic sliding window size.

[0031] Optionally, the first and second sensors are configured to measure acceleration and rotation data, respectively, at sampling rates from 100 Hz to 500 Hz. In this respect, the first and second sensors are configured to measure the acceleration and rotation data of the interactive ball at a defined sampling rate. The term sampling rate refers to the rate at which the first and second sensors are configured to measure the acceleration and rotation data of the interactive ball. Optionally, the preferred sampling rate can be 100 Hz, 150 Hz, 200 Hz, 250 Hz, 300 Hz, 350 Hz, 400 Hz, or 450 Hz, up to a maximum of 150 Hz, 200 Hz, 250 Hz, 300 Hz, 350 Hz, 400 Hz, 450 Hz, or 500 Hz. Optionally, the sampling rate is preferably 200 Hz or 400 Hz. By setting the sampling rate to the aforementioned values, optimal collection of sample data (i.e., data associated with the interactive ball) can be achieved.

[0032] Optionally, the sampling rate is associated with the set of sequential measurements that define the size of the dynamic sliding window. In this respect, the sampling rate defines the frequency at which acceleration and rotation data measurements are performed. However, frequent measurements do not always provide more reliable data for accurate analysis. Setting an optimal sampling rate is crucial for determining contact events. In this respect, it can be understood that the sampling rate is defined based on the size of the dynamic sliding window. For example, when the dynamic sliding window size is 9 (4+1+4), the sampling rate for the first and second sensors measuring acceleration and rotation data is set to 200 Hz. As another example, when the dynamic sliding window size is 17 (8+1+8), the sampling rate is set to 400 Hz. For yet another example, when the dynamic sliding window size is 5 (2+1+2), the sampling rate can be set to 100 Hz. Similarly, when the dynamic sliding window size is 7 (3+1+3), the sampling rate can be set to an appropriate sampling rate. The technical advantage is the optimization of the measurement rate, thereby providing sufficient and appropriate data for contact detection. Generally, the window size depends on the dynamics of the moving ball and the motion under discussion. As an example, if the contact of interest generates a "signal" within, for example, a range of 0.10 seconds, then the window should be relative to that range.

[0033] Optionally, the processing unit is also configured to calculate and associate a timestamp corresponding to each detected contact event. In this regard, the processing unit utilizes a dynamic sliding window to identify differences between acceleration and rotation data associated with the interactive ball that exceed a predefined event threshold. Upon identifying a difference exceeding the predefined event threshold, the processing unit is configured to identify and associate a timestamp corresponding to the contact event detected from this difference data. The technical advantage is the accurate determination of the time of the contact event based on the acceleration and rotation data associated with the interactive ball.

[0034] Optionally, the processing unit is also configured to identify rhythmic fluctuations in the calculated differences based on associated timestamps to detect events such as ball possession. In this regard, the processing unit is configured to determine the type of contact event based on rhythmic fluctuations in the calculated differences. It should be noted that momentary contact, such as slight contact with the ball, and prolonged contact, such as ball possession, affect the acceleration and rotation of the interactive ball differently. The changes in acceleration and rotation data differ when considering the type of contact event. This change is analyzed by the processing unit to distinguish free flight from possible false positive free flight resulting from ball possession. In this regard, changes in acceleration and rotation data over a period of time show rhythmic patterns corresponding to the player's hand movements. This pattern can be labeled as a ball possession event by the processing unit. Optionally, the processing unit can also implement algorithms such as decision trees, neural networks, or support vector machines to classify contact events. For example, during a basketball game, a legal dribble is identified when the interactive ball follows a specific deceleration pattern when it contacts the hand and a specific acceleration pattern when it leaves. Prolonged low acceleration may indicate ball possession. This pattern is reflected in the differences in acceleration and rotation data captured by the first and second sensors. Based on this pattern / fluctuation, the processing unit determines the type of contact event, i.e., whether the contact event is a ball possession event. The technological advantage lies in accurately identifying the type of contact event—whether it's minor contact or a ball possession event—thereby providing solutions for conflicts during the game.

[0035] Optionally, the processing unit is also configured to send a command signal to the playing equipment upon detecting a contact event or ball possession event. In this respect, the processing unit is communicatively coupled to the playing equipment. The playing equipment may be a monitoring device, an alarm device, etc., which provides instructions to the referee or any such relevant personnel authorized to intervene in the ongoing match in the form of visual or audible alarms. When a contact event has occurred, the processing unit sends a command signal sensed at the playing equipment. The playing equipment can also regulate a playing clock that records the duration of the match. In this respect, the playing clock functions similarly to a stopwatch and needs to stop when the ball (i.e., the interactive ball) goes out of bounds. The playing equipment is configured to receive data about the ball when it contacts the ground or an external object deemed out of bounds. The technological advantage is the automatic and immediate operation (stop or resume) of the match timing, thereby improving the quality of the match.

[0036] This disclosure also relates to a motion management system as described above. Various embodiments and variations of the above-disclosed interactive motion ball are applicable to motion management systems with necessary modifications.

[0037] Throughout the disclosure, the term "sports management system" refers to a comprehensive system capable of monitoring the game, analyzing data associated with the interactive ball, issuing alerts when violations of the rules of the game occur, providing review materials to the referees of the game, and managing the game clock based on data associated with the interactive ball.

[0038] Throughout this disclosure, the term "imaging system" refers to at least one camera configured to capture and transmit visual data relating to the competition for further analysis.

[0039] Throughout this disclosure, the term "server" refers to an integrated unit coupled to various components of the sports management system to receive data, adjust settings, and provide outputs according to the requirements of the match. Optionally, the server is coupled to a database containing multiple rules related to the match. The server can also utilize various algorithms to analyze the received data and generate outputs. In this regard, the server is configured to receive data about detected contact events from the processing unit. The server identifies the timestamps of the contact events. The server also receives visual data from the imaging system. The server maps the identified timestamps onto the received visual data (as a string of video frames) to identify the exact video frame corresponding to the identified timestamps. The server can be configured to relay information related to the exact video frame corresponding to the identified timestamps to a user interface, such as a monitor, display screen, etc., for the referee to view. Furthermore, the server is configured to operate the match clock based on the identified timestamps when the interactive ball goes out of bounds or contacts the ground, external objects, any spectators, or players outside the field (playing area).

[0040] Optionally, the server is also configured to detect contact events based on the analysis of contact events synchronized with visual data. In this regard, the server analyzes data received from the processing unit and image system by synchronizing timestamps associated with contact events, which can be events such as contact with the ground, going out of bounds, or contact with an external object. During synchronization, the server identifies whether a player is involved in the contact event. If the ball contacts the ground, the server determines that an event has occurred and initiates further actions according to the protocol in this case. Its technical advantage lies in the accurate determination of contact events. Furthermore, the synchronization between sensor data and video frames enhances the accuracy and objectivity of referee decisions during the match.

[0041] Optionally, the server is also configured to provide real-time video playback of the synchronous contact event. The server is configured to retrieve relevant video in real time and play it on a display device such as a monitor for referee review. The technical advantage is visual confirmation of the moment of conflict associated with the contact event. Further optionally, the server can be configured to provide pointers to video related to the moment when no contact was detected.

[0042] Optionally, the processing unit is also configured to modify predefined event thresholds based on match conditions or manual input. In this regard, modifications are based on match rules. Modifications can be initiated through automatic updates based on match type or manually based on real-time conditions. The technological advantage lies in the dynamic adaptation to real-time situations.

[0043] Optionally, the server is also configured to send command signals to the competition equipment in the event of a contact event. In this context, the term "command" refers to any instruction or message in a suitable format to generate an alarm, notification, or adjust the settings of components of the sports management system.

[0044] Optionally, the imaging system generates visual data at a frame rate of 240 frames per second, wherein the processing unit is configured to match detected contact events with corresponding frames within the visual data. In this regard, the sampling rate of the imaging system is defined based on the size of the dynamic sliding window of the processing unit. Optionally, the sampling rate is set to 200 Hz when the size of the dynamic sliding window of the processing unit is 9, and to 400 Hz when the size of the dynamic sliding window of the processing unit is 17. It is understood that it is assumed that the midpoint of 9 (4+1+4) sequential measurements is the time of the contact event. Similarly, it is assumed that the midpoint of 17 (8+1+8) sequential measurements is the time of the contact event. For example, when the size of the dynamic sliding window of the processing unit is 9, the processing unit is configured to detect contact events from 9 sequential measurements whose difference data exceeds a predefined event threshold, determining that the contact event has occurred at the midpoint of these 9 sequential measurements. In this regard, to optimally capture relevant data, the imaging system operation is set to a sampling rate of 200 Hz. Similarly, for a processing unit with a dynamic sliding window size of 17, a contact event is identified as occurring at the midpoint of 17 sequential measurements whose difference exceeds a predefined event threshold. In this case, the sampling rate is set to 400 Hz. Optionally, the sampling rate can be modified according to requirements such as the type of game in progress, the size of the interactive ball, etc. In this respect, while the first and second sensors can operate at different sampling rates (e.g., 200 Hz or 400 Hz), the key aspect is finding the optimal number of sequential measurements for difference calculation, rather than simply increasing the sampling rate. The technical advantage is that the data capture rate is optimized based on data processing for accurate detection of contact events.

[0045] Using only accelerometers or gyroscopes to implement sensor-based contact detection systems limits detection capabilities to certain types of contact and may fail to detect contacts that do not affect acceleration or rotation. Therefore, in a preferred embodiment, both gyroscope and accelerometer measurements are used.

[0046] Another implementation uses the moment the player's contact ends to determine whether the basketball was released from the player's hands before the shot clock or game clock expires. That is, when the shot is released from the shooter's hands, we can record the exact moment and compare it to the game clock. If there are more than 0 seconds remaining on the game clock, the shot is counted. A similar method could also be used, for example, to determine whether the ball was caught in the offensive half of the court before the eight-second clock expires.

[0047] Furthermore, in basketball, the game clock starts when the ball enters the boundary and a player first touches the ball inside the boundary. On the other hand, unlike other sports such as football (where play stops once the ball crosses the vertical plane above the boundary line), in basketball, play continues until the ball actually lands out of bounds. That is, the game clock stops when the ball goes out of bounds and touches an external object, such as a player standing outside the boundary, a wall, part of the stadium structure, or even a spectator and their belongings. Additionally, later in a basketball game, the game timer stops when a basket is scored and the ball crosses the net. Overall, the game clock must start / stop immediately when the ball enters, goes out of bounds, or crosses the net to improve the quality and fairness of the ruling. Therefore, in sports like basketball, knowing the exact moment the ball touches or stops touching (contacting) a player or external object is crucial.

[0048] Experimental Section

[0049] The aforementioned interactive ball 100 and sports management system 200 are used in professional sports such as basketball, where contact detection is crucial for referees. The use of the interactive ball 100 and sports management system 200 allows for real-time monitoring and review of critical moments during the game, providing referees with objective tools to make decisions based on both sensor data (first sensor 106, second sensor 108) and synchronous video evidence (from imaging system 210). Furthermore, the interactive ball 100 and sports management system 200 are used to more accurately manage basketball game time by detecting the exact moment the interactive ball contacts an external object and when the ball goes out of bounds. Therefore, precise control of the game clock is achieved, improving the overall fairness and accuracy of the game.

[0050] Based on its use during the game, the following data is obtained from the first sensor 106 of the interactive sports ball 100.

[0051] Table 1

[0052]

[0053]

[0054] The obtained data is plotted as Figure 5AThe figure shows that contact detection is performed by calculating the differences between seven sequential measurements using a dynamic sliding window. It can be understood that the first sensor 106 measures the acceleration caused by rotation during free flight (gTot) at time T, corresponding to the flight of the interactive ball 100, and estimates the difference in acceleration of the interactive ball based on this measurement. The first sensor 106 also measures the angular rotation (angTot) corresponding to the rotation or spin of the interactive ball 100, and estimates the difference in angular rotation of the interactive ball based on this measurement.

[0055] Similarly, based on usage during the game, the following data is obtained from the second sensor 108 of the interactive sports ball 100.

[0056] Table 2

[0057] Sample size gTot angTot Difference (gTot) Difference (angTot) 2316 1.350522 8.174631 -8.123360246 -13.95624652 2317 1.35936 8.176018 -8.233269437 -14.87369941 2318 1.365967 8.175482 -8.399140415 -14.8775846 2319 1.376559 8.17429 -8.710116472 -14.93850678 2320 1.378636 8.175141 -9.165065882 -14.91515004 2321 1.382257 8.175107 -9.792956796 -15.48591644 2322 1.384912 8.174796 -10.70991534 -15.90005808 2323 1.387208 8.17458 -10.87772255 -14.92748122 2324 1.386629 8.174411 -11.42512666 -14.24680251 2325 1.389434 8.174357 -11.90623092 -13.35891996 2326 1.391519 8.173456 -12.4696889 -13.41325332 2327 1.390754 8.172802 -12.73809341 -13.61725326 2328 1.391353 8.171313 -13.69873682 -13.54756844 2329 1.388748 8.172424 -13.35061922 -14.12587582 2330 1.389456 8.172703 -11.47134053 -14.55141919 2331 1.38984 8.171089 -10.25886062 -13.99201846 2332 1.392275 8.171827 -8.532411528 -13.469396 2333 1.398346 8.171509 -6.902563023 -12.719443 2334 1.40483 8.169941 1.120174211 -5.345112107 2335 1.427681 8.169557 3.846491641 -5.227030413 2336 1.47652 8.167528 3.865709898 -2.009024744 2337 6.046473 7.987526 3.86061798 -0.344257453 2338 19.71197 8.067712 3.870637491 0.019322522 2339 9.848515 9.072929 3.890080221 0.35040286 2340 1.562412 6.2644 3.914095657 0.461838925 2341 1.096458 6.464448 3.980761359 0.466958076 2342 0.827879 5.924417 2.441756316 0.30114723 2343 0.709154 5.907864 -2.126566682 -2.897689686 2344 0.690972 5.885935 -3.56393895 -3.072592566 2345 0.633866 5.888513 -5.279410898 -8.330203058 2346 0.606373 5.887173 -6.66078731 -9.507637376 2347 0.6822 5.884986 -7.095661828 -12.05976342

[0058] The obtained data is plotted as Figure 5B The figure shows that contact detection is performed by calculating the differences between seven sequential measurements using a dynamic sliding window. In this regard, a second sensor 108 measures the acceleration caused by the rotation (gTot) and angular rotation (angTot) of the interactive ball 100 during free flight, and estimates the difference between the measured acceleration and angular rotation based on this measurement. The measured difference is further used to detect contact events and whether the contact event is a slight contact or a ball-holding event.

[0059] Detailed description of the attached figures

[0060] refer to Figure 1A schematic diagram of an interactive sports ball 100 according to an embodiment of the present disclosure is shown. As shown, the interactive sports ball 100 includes a body 102, a sensor device 104, and a communication module 110. The sensor device includes a first sensor 106 and a second sensor 108 embedded within the body 102. The first sensor 106 is configured to measure acceleration data associated with the ball, and the second sensor 108 is configured to measure rotation data associated with the interactive sports ball 100. The communication module 110 is operatively coupled to the sensor device 104. The communication module 110 is configured to transmit the measured acceleration and rotation data to a processing unit 120 communicatively coupled to the communication module 110. The measured acceleration and rotation data associated with the interactive sports ball 100 are processed via the processing unit 120 to obtain a series of sequential measurement results, a difference in the set of sequential measurement results is calculated based on the series of sequential measurement results, and a contact event is detected if the calculated difference exceeds a predefined event threshold. Furthermore, it is understood that, optionally, the first sensor 106 is an accelerometer and the second sensor 108 is a gyroscope. As shown in the figure, the output from the processing unit 120 is represented graphically, where the X-axis represents time and the Y-axis represents the magnitude of the difference between the readings of the first sensor 106 and the second sensor 108. The first curve 122 refers to the data (at least one of acceleration data and rotation data) from the first sensor 106 (i.e., the accelerometer), and the second curve 124 refers to the data (at least one of acceleration data and rotation data) from the second sensor 108 (i.e., the gyroscope).

[0061] refer to Figure 2 A schematic diagram of a motion management system 200 according to an embodiment of the present disclosure is shown. As shown, the motion management system 200 includes an interactive motion ball 100 that transmits measured acceleration and rotation data to a processing unit 120, an imaging system 210 for generating visual data for interactive sports competitions, and a server 220 operatively coupled to the imaging system and the processing unit 120. The server 220 is configured to synchronize detected contact events with the generated visual data to manage interactive sports competitions.

[0062] In addition, such as Figure 2As shown, at time T1, the first player 202A initiates the game by throwing an interactive sports ball 100, which moves along its trajectory without any change in rotation or acceleration. At time T2, the interactive sports ball 100 is contacted (touched) by the second player 202B, slightly altering its rotation and / or acceleration. At time T3, the third player 202C makes contact with the interactive sports ball 100, detected by the first sensor 106 and the second sensor 108, and the corresponding change in rotation and / or acceleration data is identified. At times T1, T2, and T3, data regarding the acceleration and rotation associated with the interactive sports ball 100 is transmitted by the communication unit 110 to the processing unit 120 of the sports management system 200. In this way, the moments when the ball is touched and not touched can be conveniently found from the recorded video (i.e., as an example, the moment when the player begins to contact the ball (first contact), the moment when the player is in contact with the ball, and the moment when the player releases (stops contacting the ball) the moment of contact with the ball). Furthermore, the system may include a game device 130. The equipment used in the game could be, for example, a game clock (timer) that can automatically stop when the ball hits the ground outside the playing area.

[0063] refer to Figure 3 The illustration shows an embodiment according to the present disclosure. Figure 2 The figure shows a graphical representation of the operational output of the server 220 of the motion management system 200. As shown, measured rotation and acceleration data associated with the interactive sports ball 100 are received in real-time by the processing unit 120. The processing unit 120 is configured to process the measured acceleration and rotation data to obtain a series of sequential measurement results, calculate the difference between the sets of sequential measurement results based on the obtained series of sequential measurement results, and detect a contact event if the calculated difference exceeds a predefined event threshold. The server 220 of the motion management system 200 is configured to analyze the contact event to identify the timestamp associated with the contact event. The server 220 is configured to compare the visual data of the interactive sports game generated by the imaging system 210 to identify the video frame corresponding to the timestamp of the detected contact event. The moment of contact / non-contact is shown as a curve 301 as a function of time. The recorded video frames are illustrated as a function of time 302. This makes it easy to find the frame of interest.

[0064] refer to Figure 4 The illustration shows an embodiment according to the present disclosure. Figure 2A graphical illustration of the operational output of the processing unit 120 of the motion management system 200. As shown, the processing unit 110 uses a dynamic sliding window (box 402) to analyze the rotation and acceleration data of measurements associated with the interactive motion ball 100 on nine (“9”) sequential measurement results to identify the exact times of contact, namely T2 and T3. These timestamps are crucial for synchronizing the contact event with the visual data of the interactive motion game generated by the imaging system 210. As shown, the dynamic sliding window size is maintained at 9, and the sampling rate is maintained at 200Hz.

[0065] refer to Figure 5A The following diagram illustrates an embodiment of the present disclosure. Figure 1 A graphical illustration of data related to the first sensor 106 of the interactive motion ball 100. It can be understood that the first sensor 106 is an accelerometer that captures acceleration and angular rotation. As shown, data from the first sensor 106 is plotted. In this respect, changes in acceleration are plotted in curve 501A, changes in angular rotation are plotted in curve 502A, and changes in free flight due to changes in acceleration and angular rotation are plotted in curve 503A. The peaks and dips in curves 501A and 502A correspond to the changes in curve 503A indicating the occurrence of a contact event.

[0066] Figure 5B Based on embodiments of this disclosure and Figure 1 A graphical representation of data from the second sensor of the interactive motion ball. As shown, data from the second sensor 108 is plotted. In this regard, changes in acceleration are plotted in curve 501B, changes in angular rotation in curve 502A, and changes in free flight due to changes in acceleration and angular rotation in curve 503B. The peaks and dips in curves 501B and 502B correspond to changes in curve 503B indicating the occurrence of a contact event. It is understood that the contact event and its type are determined by studying the differences in acceleration and angular rotation using the processing unit 120, which has a dynamic sliding window size set to 7.

Claims

1. An interactive sports ball (100), comprising: a body (102); a sensor arrangement (104) having a first sensor (106) embedded within the body for measuring acceleration data associated with the ball, and a second sensor (108) embedded within the body for measuring rotation data associated with the ball; and a communication module (110) operably coupled to the sensor arrangement (104) and configured to transmit measured acceleration data and rotation data to a processing unit (120), wherein the measured acceleration data and rotation data are received by the processing unit and processed by the processing unit to: generate a series of sequential measurements corresponding to the measured acceleration data and rotation data, calculate a difference using a set of sequential measurements from the series of sequential measurements, and detect a contact event if the calculated difference exceeds a predefined event threshold.

2. The interactive sports ball (100) of claim 1, wherein, The first sensor (106) is an accelerometer and the second sensor (108) is a gyroscope.

3. The interactive sports ball (100) according to claim 1 or 2, wherein, The processing unit is configured to select the set of sequential measurements from the series of sequential measurements based on a dynamic sliding window (402).

4. The interactive sports ball (100) of claim 1 or 2, wherein, The size of the dynamic sliding window (402) is defined by a set of sequential measurements comprising 3 to 25 sequential measurements.

5. The interactive sports ball (100) of claim 1 or 2, wherein, The first sensor (106) and the second sensor (108) are configured to measure the acceleration data and the rotation data, respectively, at a sampling rate of 100 Hz to 500 Hz.

6. The interactive sports ball (100) of claim 5, wherein, The sampling rate is associated with the set of sequential measurements defining the size of the dynamic sliding window (402).

7. The interactive sports ball (100) of claim 1 or 2, wherein, The processing unit (120) is further configured to calculate and associate a timestamp corresponding to each detected contact event.

8. The interactive sports ball (100) of claim 7, wherein, The processing unit (120) is further configured to identify a cadence fluctuation in the calculated difference based on the associated timestamps to detect an event.

9. The interactive sports ball (100) of claim 1 or 2, wherein, The processing unit (120) is further configured to send a command signal to a game device (130) upon detecting the contact event.

10. A sports management system (200), comprising: an interactive sports ball (100), comprising: a body (102); a sensor arrangement (104) having a first sensor (106) embedded within the body for measuring acceleration data associated with the ball, and a second sensor (108) embedded within the body for measuring rotation data associated with the ball; and a communication module (110) operably coupled to the sensor arrangement (104) and configured to transmit measured acceleration data and rotation data; and a processing unit (120) communicably coupled to the communication module to receive the measured acceleration data and rotation data, wherein the processing unit (120) is configured to: generating a series of sequential measurements corresponding to the measured acceleration data and rotation data, computing a difference using a set of sequential measurements from the series of sequential measurements, and detecting a contact event if the computed difference exceeds a predefined event threshold; an imaging system (210) for generating visual data of an interactive sports game; and a server (220) operably coupled to the imaging system and the processing unit, the server configured to synchronize the detected contact event with the generated visual data to enable management of the interactive sports game.

11. The motion management system (200) of claim 10, wherein, The server (220) is further configured to detect an event in the game based on an analysis of the contact event synchronized with the visual data.

12. The motion management system (200) according to claim 10 or 11, wherein, The server (220) is further configured to provide a real-time video playback of the synchronized contact event.

13. The motion management system (200) according to claim 10 or 11, wherein, The processing unit (120) is further configured to modify the predefined event threshold based on game conditions or manual input.

14. The motion management system (200) according to claim 10 or 11, wherein, The server (220) is further configured to send a command signal to a game device (130) upon occurrence of the contact event.

15. The motion management system (200) according to claim 10 or 11, wherein, The imaging system (210) generates the visual data at a frame rate of 240 frames per second, and wherein the processing unit (120) is configured to match the detected contact event to a corresponding frame within the visual data.