Athletic training system and method

The system addresses the limitations of existing training systems by using a data recording and video game engine-based data engine to accurately analyze and display athletic event data, offering detailed training insights and recommendations for improved performance.

JP2025061200APending Publication Date: 2025-04-10NIKE INNOVATE CV
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Patent Information

Application Number
JP2025004010
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2008-11-26
Filing Date
2025-01-10
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

Existing exercise training and athletic performance monitoring systems have limitations in accurately quantifying and analyzing performance-related data during sporting events, which hinders effective training and improvement.

Method used

A data recording system and a video game engine-based data engine that records and processes athletic event data, displaying it in a video format with avatars representing players, allowing for detailed analysis and training insights.

Benefits of technology

Enables accurate and comprehensive analysis of athletic performance, providing valuable training insights and recommendations, thereby enhancing training effectiveness and athlete improvement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a training system with a data recording system and a data or display engine that utilizes data recorded from a sporting event and uniquely displays the data for utilization in athletic training.SOLUTION: An embodiment includes an athletic training system 200, which has a data recording system 202 and a data engine 204. The data recording system is configured to record an athletic competition event. The event may have a first team of players compete against a second team of players. The data engine is configured to receive data associated with the recorded athletic competition event. The data engine processes the data and displays the data as a replay of the event in an animated form.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] Related Applications This application claims the benefit of, and is a continuation-in-part of, U.S. Patent Application No. 60 / 991,609, filed Nov. 30, 2007, which is incorporated by reference and made a part hereof.

[0002] FIELD OF THEINVENTION Aspects of the present disclosure are generally directed to systems and methods for athletic training and, more specifically, provide a data recording system and a data or display engine that utilizes data recorded from sporting events and uniquely displays the data for use in athletic training. [Background technology]

[0003] background Athletic competitions and training are becoming more and more popular every year. Participants are constantly seeking new ways to improve their athletic performance or fitness levels. Advances in technology have allowed participants to better monitor their personal performance. Nevertheless, there are limitations to obtaining accurate personal performance data, such as when participants compete in sporting events. For example, while some end results can be easily quantified, such as goals or points scored, other performance-related data can be very difficult to quantify when they can be used for athletic training.

[0004] Certain athletic training and performance monitoring systems are known which offer many advantageous features but still suffer from certain limitations. The present invention seeks to overcome some of these limitations and other shortcomings of the prior art and to provide new capabilities not heretofore available. Summary of the Invention

[0005] BRIEF SUMMARY OF THE INVETION The present invention provides systems and methods for athletic training.

[0006] According to a first aspect of the invention, the athletic training system includes a data recording system configured to record an athletic event. In one embodiment, the event may pit a first team of players against a second team of players. The system also includes a data engine, which in one form is a video game engine configured to receive data associated with the recorded athletic event. The engine processes the data and displays the data in an animated format as a reenactment of the event. The data engine may incorporate avatars associated with each player in the event.

[0007] According to another aspect of the present invention, a method of displaying a sporting event includes recording data associated with the sporting event; inputting the data into a video game engine; and processing the data through the video game engine, whereby the sporting event is reproduced by the video game engine. [The present invention 1001] a data recording system configured to record an athletic event; a data engine having a display operatively associated with the data engine and configured to receive data associated with the recorded athletic event; wherein the data engine processes the data and displays the data on the display as a reenactment of the event. [The present invention 1002] The athletic training system of any one of claims 10 to 15, wherein the data recording system further comprises a plurality of data recording devices located adjacent to the athletic venue, field, or arena. [The present invention 1003] The athletic training system of any one of claims 1002 to 105, wherein the data recording device comprises a set of cameras. [The present invention 1004] The athletic training system of claim 1002, wherein the data recording device comprises a first set of cameras located on one side of the athletic field and a second set of cameras located on another side of the athletic field. [The present invention 1005] The athletic training system of this invention 1001, wherein the data recording system is further configured to record athletic performance data relating to one or more athletes in a competition. [The present invention 1006] The athletic training system of the present invention 1005, wherein the data recording system includes a plurality of cameras, each configured to record the athletic performance of an individual athlete in a competition. [The present invention 1007] The athletic training system of the present invention 1005, wherein the athletic performance data includes one or more of position, distance traveled, accuracy or speed. [The present invention 1008] The athletic training system of the present invention 1001, wherein the data engine displays the data in an animated format on the display. [The present invention 1009] The athletic training system of the present invention 1008, wherein the animation format includes avatars corresponding to athletes in the sport. [The present invention 1010] a data recording system configured to record an athletic event between a first team of athletes and a second team of athletes; a video game engine having a display operatively associated with the video game engine and configured to receive data associated with the recorded athletic event; wherein the video game engine processes the data and displays the data on the display as a reenactment of the event in animated form, the athletes being represented by individual avatars. [The present invention 1011] The athletic training system of this invention 1010, wherein the data recording system includes a plurality of cameras configured to record video of the athletic event. [The present invention 1012] The athletic training system of the present invention 1011, wherein the video game engine is further configured to determine one or more athletic performance metrics based on the recorded video. [The present invention 1013] The athletic training system of the present invention 1010, wherein the data recording system includes one or more motion sensors attached to one or more athletes participating in the event, and the video game engine is further configured to determine athlete performance metrics based on data from the one or more motion sensors. [The present invention 1014] The athletic training system of the present invention 1013, wherein the athlete performance metrics include one or more of speed, endurance and distance. [The present invention 1015] receiving electronically recorded data at a sporting event; processing the recorded sporting event data with a data engine; and using said recorded sporting event data to generate a virtual reenactment of said sporting event. The method includes: [The present invention 1016] The method of the present invention 1015, wherein the recorded sporting event data includes video recorded from multiple cameras, and processing the recorded sporting event data includes determining one or more sporting event statistics based on the recorded video. [The present invention 1017] The method of any one of claims 1015 to 1035, wherein the electronically recorded data is received from one or more sensors worn by athletes at a sporting event. [The present invention 1018] The method of claim 1017, wherein the electronically recorded data is received from a plurality of sensors worn by the athlete. [The present invention 1019] The method of the present invention 1018, wherein the plurality of sensors includes a hand position sensor. [The present invention 1020] The method of claim 1018, wherein the plurality of sensors includes a shoe sensor. [The present invention 1021] The method of any one of claims 1015 to 105, wherein the recorded sporting event data includes position data of at least one of athletes and sports equipment. [The present invention 1022] The method of any one of claims 1015 to 105, wherein processing the recorded sporting event data includes converting players in the sporting event into virtual forms. [The present invention 1023] The method of any of the present invention 1022, wherein the virtual form comprises a user-selectable avatar. [The present invention 1024] The method of the present invention 1015, wherein the virtual reconstruction includes views of the sporting event from multiple angles. [The present invention 1025] The method of any one of claims 1015 to 105, further comprising the step of generating a map of the frequency with which athletes occupy areas of the sporting event. [The present invention 1026] receiving a request for a virtual reenactment, the virtual reenactment being generated in response to the request and by reconstructing the sporting event from recorded sporting event data; The method of claim 1015, further comprising: [The present invention 1027] The method of the present invention 1015, wherein the virtual reenactment includes a reenactment from the perspective of a player in a sporting event. [The present invention 1028] transmitting the virtual representation to a display device; receiving a selection of athletes depicted in said virtual representation; and providing an athletic performance metric for the athlete in response to receiving the selection. The method of claim 1015, further comprising: [The present invention 1029] The method of any one of claims 1028 to 1040, wherein the athletic performance metrics include an evaluation of one or more attributes of the athlete. [The present invention 1030] The method of the present invention 1029, wherein the athletic performance metrics include an athlete's speed. [The present invention 1031] The method of any one of claims 1029 to 1129, wherein the athletic performance metrics include a distance traveled by an athlete. [The present invention 1032] The method of any one of claims 1028 to 1040, wherein the athletic performance metrics include the number of times an athlete exceeds a boundary. [The present invention 1033] The method of any one of claims 1028 to 1030, wherein the athletic performance metrics include an athlete's accuracy on sports equipment. [The present invention 1034] The method of any one of claims 1015 to 105, wherein the virtual recreation includes metrics of actions taken by athletes during the sporting event. [The present invention 1035] A method as described in the present invention 1015, wherein the step of generating a virtual reproduction includes a step of generating a timeline of the sporting event, the timeline including one or more visual indicators of one or more events occurring in the sporting event. [The present invention 1036] The method of any one of claims 1035 to 105, wherein the one or more events include scoring a goal. [The present invention 1037] receiving electronically recorded data at a sporting event; processing the recorded sporting event data with a data engine to determine one or more athletic performance statistics of athletes participating in the sporting event; and generating recommendations for improving the one or more athletic performance statistics of the athlete based on the recorded sporting event data; The method includes: [The present invention 1038] The method of claim 1037, wherein generating recommendations for improving one or more athletic performance statistics includes identifying areas of the athlete's athletic performance that require improvement. [The present invention 1039] The method of any one of claims 1037 to 105, further comprising the step of providing recommendations via a virtual coach. [The present invention 1040] The method of any one of claims 1038 to 1040, wherein the step of identifying areas of athletic performance needing improvement is performed based on at least one of a specified threshold performance and a comparison to another athlete. [The present invention 1041] The method of the present invention 1037, wherein the one or more athletic performance statistical information includes a first pass success rate with a second player, and the recommendation includes a suggestion that the player pass to a third player having a second pass success rate greater than the first pass success rate. [The present invention 1042] The method of any one of claims 1037 to 1040, wherein the recommendations include training exercises. [The present invention 1043] The method of claim 1042, wherein the recommendations further comprise tool recommendations. [The present invention 1044] The method of any one of claims 1043 to 107, wherein processing the recorded sporting event data with a data engine includes determining that the athlete is losing momentum, and wherein the equipment recommendations include recommendations regarding footwear. [The present invention 1045] The method of claim 1037, wherein the suggestions include instructional comments. [The present invention 1046] The method of the present invention 1037, wherein the recommendations are provided during a virtual reenactment of a sporting event. [The present invention 1047] receiving electronically recorded data of the sporting event; determining athletic performance metrics for the first athlete based on the electronically recorded data; and generating a simulated competition between the first athlete and a second athlete based on the determined athletic performance metrics of the first athlete. The method includes: [The present invention 1048] The method of any one of claims 1047 to 107, wherein the simulation includes a competition between a first team including the first athlete and a second team including the second athlete. [The present invention 1049] The method of any one of claims 10 to 15, further comprising determining athletic performance metrics of the first team based on electronically recorded data of the sporting event. [The present invention 1050] The method of claim 1047, further comprising determining athletic performance metrics of the second athlete based on data recorded from a second sporting event. [The present invention 1051] The method of the present invention 1047, wherein the simulated competition is a video game in which a first athlete in virtual form is user-controllable, and the athletic performance of the first athlete in virtual form is determined based on the athletic performance metrics of the first athlete. [The present invention 1052] The method of claim 1051, wherein the simulation game is generated by a video game engine. [The present invention 1053] The method of any one of claims 1047 to 107, wherein generating a simulation competition includes generating results of said simulation competition. [The present invention 1054] The method of any one of claims 1047 to 107, wherein the step of generating a simulation competition includes the step of inputting athletic performance metrics of the first athlete into a video game. [The present invention 1055] one or more data recording devices configured to record data associated with the sporting event; a data engine configured to determine athletic performance statistics based on recorded data associated with the sporting event, and to use the recorded data to generate a virtual reenactment of the sporting event, the virtual reenactment including one or more video segments; An apparatus comprising: [The present invention 1056] The apparatus of the present invention 1055, wherein one or more of the animated portions include animated electronic avatars representing athletes participating in a sporting event. [The present invention 1057] The apparatus of the present invention 1056, wherein the virtual reproduction is user playable. [The present invention 1058] The apparatus of the present invention 1055, wherein the step of determining athletic performance statistics includes a step of measuring the speed of an athlete participating in a sporting event based on a sensor attached to the athlete. [The present invention 1059] The apparatus of claim 1058, wherein the step of determining an athletic performance metric includes a step of measuring the accuracy of the player based on a sensor attached to the player and a second sensor attached to the ball. [The present invention 1060] The apparatus of claim 1055, wherein the one or more data recording devices include a video camera. [The present invention 1061] The apparatus of the present invention 1055, wherein the virtual reconstruction includes views from multiple angles. [The present invention 1062] The device of the present invention 1055, wherein the data engine is further configured to generate one or more suggestions for improving athletic performance metrics. [Brief description of the drawings]

[0008] A more complete understanding of the present invention and certain advantages thereof may be obtained by reference to the following description taken in conjunction with the accompanying drawings, in which like reference numbers indicate like features, and in which: [Figure 1] FIG. 1 is a schematic diagram illustrating a computing system that may be used with the athletic training system of the present invention. [Diagram 2] 1 is a schematic flow diagram illustrating the athletic training system of the present invention. [Diagram 3] FIG. 1 is a schematic plan view of a playing field or athletic field equipped with a data recording system of the athletic training system of the present invention. [Figure 4] FIG. 1 is a schematic diagram illustrating a set-up process according to one or more aspects of the invention described herein. [Diagram 5]FIG. 1 is a schematic diagram illustrating a playing field or athletic field that may be utilized with the system of the present invention. [Figure 6] FIG. 1 is a schematic diagram showing the flow of an exemplary embodiment of the present invention. [Figure 7] FIG. 2 illustrates an interface according to one or more aspects of the invention described herein. [Figure 8] FIG. 2 illustrates an interface according to one or more aspects of the invention described herein. [Figure 9] FIG. 1 illustrates a frequency mapping interface according to one or more aspects of the invention presented herein. [Figure 10] FIG. 13 illustrates another information interface according to one or more aspects of the invention described herein. [Figure 11] FIG. 13 illustrates another information interface according to one or more aspects of the invention described herein. [Figure 12] FIG. 1 illustrates a coaching information interface according to one or more aspects of the present invention described herein. [Figure 13] FIG. 13 illustrates an information interface showing a comparison between two teams according to one or more aspects of the invention described herein. [Figure 14] FIG. 13 illustrates another coaching interface according to one or more aspects of the present invention described herein. [Figure 15] FIG. 2 illustrates a training interface according to one or more aspects of the present invention described herein. [Figure 16] 1 is a schematic diagram illustrating a user journey according to one or more aspects of the invention described herein. [Figure 17] FIG. 13 illustrates another information interface according to one or more aspects of the invention described herein. [Figure 18] FIG. 13 illustrates another comparison interface according to one or more aspects of the invention described herein. [Figure 19]FIG. 13 illustrates another information interface enabling player comments and other uses in accordance with one or more aspects of the invention described herein. [Figure 20] FIG. 13 is a schematic diagram illustrating yet another communication function of a system according to one or more aspects of the invention described herein. [Figure 21] FIG. 13 illustrates yet another application of the system of the present invention in a retail setting. [Figure 22] FIG. 13 illustrates yet another application of the system of the present invention in a retail setting. [Diagram 23] 1A-1D are schematic diagrams illustrating various data collection applications in accordance with one or more aspects of the present invention. [Figure 24] 1 is a schematic diagram illustrating another user journey according to one or more aspects of the invention described herein. [Diagram 25] FIG. 13 illustrates yet another information interface showing various graphical representations in accordance with one or more aspects of the present invention. [Figure 26] FIG. 13 illustrates yet another information interface showing various graphical representations in accordance with one or more aspects of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Detailed Description In the following description of various exemplary embodiments of the present invention, reference is made to the accompanying drawings, which form a part hereof, and in which are shown by way of illustration various exemplary devices, systems and environments in which aspects of the present invention may be practiced. Other specific arrangements of parts, exemplary devices, systems and environments may be utilized and structural and functional modifications may be made without departing from the scope of the present invention.

[0010] I. Overview of Athletic Training Systems and Methods According to Aspects of the Invention As previously mentioned, aspects of the present invention generally relate to a system and method for athletic training. According to at least some aspects, the system allows athletes, coaches, and fans to record, view, and analyze real athletic events for training and entertainment. Furthermore, the recording and analysis of real athletic events may provide input to a video game engine so that the video game better represents real athletes and teams. Also, video game players may insert virtual players under their own control into a video game that represents, at least in part, a real athletic event in which real athletes participated. Furthermore, a video game player may have one of the real athletes in the real athletic event, and the skills and abilities available to each video game player's individual virtual player may reflect the real abilities of that athlete.

[0011] II. Specific Examples of the Invention The present invention provides an athletic training system and method, generally designated 200. In some aspects of the invention, a user may access some portions of system 200 remotely, such as by use of a computing system environment described below. Applicants provide a general disclosure of an exemplary computing system environment that may be used with system 200, followed by a more detailed description of individual components of system 200.

[0012] 1 illustrates an example of a computing system environment 100 that may be used in accordance with one or more aspects of the present invention. The computing system environment 100 is only one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or functionality of the invention. The computing system environment 100 should not be interpreted as having any dependency or requirement relating to any one or combination of illustrated components.

[0013] The invention can be operational with numerous other general purpose or special purpose computing system environments or configurations. Examples of well-known computing systems, environments, and / or configurations that may be suitable for use with the invention include, but are not limited to, personal computers, server computers, handheld or laptop devices, multiprocessor systems, microprocessor-based systems, set-top boxes, programmable consumer electronics, smart phones, network PCs, minicomputers, mainframe computers, distributed computing environments that include any of the above systems or devices, and the like.

[0014] The invention may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform particular tasks or implement particular abstract data types. The invention may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote computer storage media including storage devices.

[0015] 1, a computing system environment 100 may include a computer 101 having a processor 103 that controls the overall operation of the computer 101 and components associated with the processor 103, including RAM 105, ROM 107, input / output module or BIOS 109, and memory 115. The computer 101 typically includes a variety of computer readable media. The computer readable media may be any available media that can be accessed by the computer 101, which may include both volatile and nonvolatile media, removable and non-removable media. By way of example, and not limitation, the computer readable media may comprise computer storage media and communication media.

[0016] Computer storage media may include volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules, or other data. Computer storage media includes, but is not limited to, random access memory (RAM), read only memory (ROM), electrically erasable programmable read only memory (EEPROM), flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, and any other medium that can be used to store the desired information and that can be accessed by computer 101.

[0017] Communication media may embody computer-readable instructions, data structures, program modules, and / or other data in a modulated data signal, such as a carrier wave or other transport mechanism. Communication media may also include any information delivery media. A modulated data signal is a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media includes wired media, such as a wired network or direct-wired connection, and wireless media, such as acoustic, RF, infrared and other wireless media. Combinations of any of the above should also be included within the scope of computer-readable media. Although not shown, one or more applications representing application data that are stored in RAM 105 while the computer is running and corresponding software applications (e.g., software tasks) are executing may also be included in RAM 105.

[0018] The input / output module or BIOS 109 may include a microphone, a keypad, a touch screen, and / or a stylus for providing input by a user of the computer 101. The input / output module or BIOS 109 may also include one or more of a speaker for providing audio output, a video display device for providing textual, audiovisual, and / or graphical output.

[0019] Software may be stored in memory 115 and / or storage devices to provide instructions to processor 103 to enable computer 101 to perform various functions. For example, memory 115 may store software used by computer 101, such as an operating system 117 and associated data files 121. Alternatively, some or all of the computer executable instructions for computer 101 may be embodied as hardware or firmware (not shown). As described in more detail below, data files 121 may provide centralized storage for the organization of sporting events and / or the selection of players for team sports.

[0020] The computer 101 may operate in a networked environment supporting connection to one or more remote computers, such as computing devices 141, 151. The computing devices 141, 151 may be personal computers or servers that include many or all of the elements described above with respect to the computer 101. The network connections shown in FIG. 1 may include a local area network (LAN) 125 and a wide area network (WAN) 129, as well as other networks. The computer 101 is connected to the LAN 125 via a network interface or adapter 123. The computer 101 may be a server and may include a modem 127 or other means for establishing communications over the WAN 129. For example, the computer 101 may be connected to the WAN 129, such as the Internet 131, via a modem connection. The network connections may include any communications link between computers.

[0021] Any of a variety of well-known protocols are assumed to be in place, such as TCP / IP, Ethernet, FTP, HTTP, etc., and the system may be operated in a client-server configuration, allowing users to retrieve web pages from a web-based server. Any of a variety of conventional web browsers may be used to display and manipulate data on the web pages.

[0022] Additionally, in accordance with one aspect of the present invention, application programs may be used by computer 101. Application programs may include computer-executable instructions for invoking communication-related user functions such as e-mail, short message service (SMS), and voice input and speech recognition applications.

[0023] Computing device 141 or 151 may also be a mobile terminal that includes various other components such as a battery, a speaker, and an antenna (not shown). The input / output module or BIOS 109 may include a user interface that includes physical components such as a voice interface, one or more arrow keys, a joystick, a data glove, a mouse, a roller ball, a touch screen, a keypad, etc.

[0024] Each of the multiple computing devices 141, 151 may include software for creating the data file 121. The software may be a set of detailed computer-executable instructions for the computing devices 141, 151. The software may provide the computing devices 141, 151 with the functionality to be able to create the data file 121. The data file 121 may include multiple individual information files, each of which may correspond to an individual document.

[0025] For example, multiple players may each have a player profile and each player profile may be separately included in data files 121. Similarly, information regarding multiple sporting events and multiple teams may be separately included in data files 121 and may be included separately from the player profile information. Additionally, reports may be generated that include information related to one or more sporting events, players, and / or teams in data files 121.

[0026] The computer 101 may include a memory 115 that stores computer readable instructions, and a processor 103 that executes computer executable instructions. The computer executable instructions may be data in the form of program source code that can modify data files 121. The computer executable instructions may be a series or sequence of instructions for a computing device, typically in the form of a programming language such as C++, Java, SQL, etc. A variety of computer programming languages ​​may be used to create computer executable instructions, and the invention is not limited to only the aforementioned programming languages.

[0027] The memory 115 may be a portion of the computer 101 that stores data or other instructions. The memory 115 may be retained or lost when power is removed from the system. The memory 115 may allow a user or computing device 141, 151 to access data to revise and manage the data files 121.

[0028] The processor 103 can execute computer-executable instructions. The computer-executable instructions may be stored in the memory 115 and then executed by the processor 103. The processor 103 may be a central element in a computing system capable of performing computational operations. For example, the processor 103 may perform computational operations described in the computer-executable instructions and then execute the computer-executable instructions. The computer-executable instructions may include data describing changes to the data file 121 made by a user or computing device 141, 151 over a computer network such as the Internet 131. The server 101 stores data that may be associated with a player or team in the data file 121. The data file 121 may be stored in the memory 115 for access by multiple computing devices 141, 151 and / or users.

[0029] The data stored in data files 121 may include information related to athletic training. Security precautions may be implemented to prevent unauthorized access to data files 121. A username and password may be required to access data files 121. Some of the data stored in data files 121 may be shared among multiple athletes, teams, organizers of a team sporting event, etc. Any desired security precautions may be implemented.

[0030] The computer executable instructions may be a series or sequence of instructions for the computing devices 141, 151, which are described in detail throughout this disclosure. The processor 103 may be configured to execute computer executable instructions that may be used to organize a team sporting event. Such computer executable instructions may be located (e.g., physically or logically) in each module in the memory 115. The computer network 131 may be any network that interconnects users and / or computing devices 141, 151. According to at least one aspect of the present invention, the computer network 131 may allow shared access by two computing devices to at least a portion of the data in multiple modules. The shared access may be two or more computing devices 141, 151 that may be coupled to the computer network 131 and / or may communicate with each other and / or may access, modify, and add data to the data file 121.

[0031] A computer network, such as the Internet 131, allows access to the date file 121 that may be shared among computing devices 141, 151. Furthermore, the computer network may be public or private, wired or wireless. The computing devices 141, 151 coupled to the computer network may be any electronic device capable of connecting to the computer network and transmitting data over the computer network. Furthermore, the computing devices 141, 151 may receive data that may be associated with the organization of a team sporting event for input into the data file 121.

[0032] 2, the athletic training system 200 generally includes a data recording system 202 and a data engine 204 or display engine 204. As described in more detail below, data associated with a game or athletic event is recorded by the data recording system 202. The recorded data is input to and processed by the data engine 204, which generates a unique re-enactment of the game. The data engine 204 has a display 206 operatively associated therewith. In some embodiments, the display 206 may be considered part of the data engine 204 or display engine 204. The data recording system 202 will be described first, followed by the data engine 204 and the interaction between these components.

[0033] Data Recording System In general, the data recording system 202 includes multiple cameras 208 that can collectively identify the location of all moving objects in the sports arena or on the sports field or athletic field 210 in real time. FIG. 3 shows a schematic diagram of a football or soccer field 210. It is understood that the system 200 can also be used for various other types of athletic fields. More specifically, in one embodiment, the field of the sports arena, athletic field, or athletic field 210 can be covered by multiple computer-controlled cameras (e.g., camera assemblies 212, 214) that interoperate and utilize stereoscopy or similar measurement technology to capture, process, and pass on the three-dimensional coordinates (e.g., (x,y,z)), velocity, and acceleration of each moving object in the sports arena, athletic field, or athletic field 210 in the form of a data feed to the data engine 204. The accuracy of the three-dimensional coordinate measurements for each moving object can meet or exceed one inch. In one embodiment, the data recording system 202 may further pass coordinates to the data engine 204 in substantially real-time (i.e., every 1 / 25th of a second or faster). In this manner, the activities of each athlete within the sports arena, field, or athletic field 210 may be measured without the need to provide additional sensors and / or transmitters on each athlete or on each athlete's equipment. However, in one embodiment, providing each athlete or on each athlete's equipment with sensors and / or transmitters may further contribute to the data available for recording, presentation, and analysis, as described below.

[0034] 3-6, an arena, field, or athletic field 210 may be equipped with multiple cameras that capture and record game action in real time. In so doing, each camera of the data recording system 202 generally tracks the position and movement of an individual player or athlete (e.g., direction, speed, acceleration, and / or any other measurement of the player's athletic performance). The cameras also capture and record the position and movement of the ball. As previously mentioned, the positions and movements of both the player or athlete and the ball may be measured and stored in three dimensions, such that, for example, the height of a jump and / or the trajectory of a kick, throw, hit, or other event may be more realistically captured by the data recording system 202. In one exemplary embodiment, the cameras exclusively follow the movements of individual players.

[0035] In one embodiment, four to eight pairs of computer-controlled cameras interoperate stereoscopically to measure the position and movement of one or more players or athletes and the ball within the sports arena, stadium, or field 210. In another embodiment, two groups of sixteen computer-controlled cameras measure the position and movement of one or more players or athletes and the ball within the sports arena, stadium, or field 210. It should be understood that other camera combinations and configurations may provide similar measurements of the position and movement of both the players and the ball.

[0036] For example, as shown in Figures 3-6, the cameras may be positioned to substantially surround the sports arena, stadium, or athletic field 210. In one embodiment, the cameras may be located approximately 10-15 meters above the sports arena, stadium, or athletic field 210. The cameras may be mounted on a dedicated stand, or may be attached or otherwise engaged to the stands surrounding the sports arena, stadium, or athletic field, or any other structure associated with the sports arena, stadium, or athletic field 210. For example, in the case of a simple soccer field or other non-permanent athletic venue, the cameras are mounted on a portable dedicated stand or mount. The same may be true for golf courses or auto racing courses. In the case of more permanent structures, such as structures for basketball, football, baseball, hockey, and similar athletic fields, the cameras may be mounted to the stadium or arena structure. The cameras may be distributed along the entire perimeter of the arena, stadium, or athletic field 210, or may be located on individual sides of the arena, stadium, or athletic field 210. The cameras may be set up so that individual cameras focus on individual players or the movement of the ball throughout the duration of a match or competition.

[0037] Once the data recording system 202 is installed and calibrated, it may capture and record events occurring in the arena, stadium, or field 210. Although substantially or fully automated, it will be appreciated that a trained operator may manage the operation of the data recording system 202 during an event. As shown in one embodiment in FIG. 3, the data recording system 202 may have a first camera assembly 212 with multiple cameras positioned along one side of the sports arena, stadium, or field 210. The data recording system 202 may also have a second camera assembly 214 with multiple cameras positioned along the opposite side of the sports arena, stadium, or field 210. It will be appreciated that more or fewer camera assemblies may be used, as shown in phantom in FIG. 3. Each camera assembly may use a varying number of cameras as desired. As previously mentioned, the number and location of camera assemblies can be varied as desired depending on the size of the sports arena, stadium, or field 210, the complexity of the activities within the arena, stadium, or field 210, and / or the number of players or athletes participating in a game, competition, etc. Figure 3 also illustrates, in phantom, that additional camera assemblies can be positioned at either end of the stadium 210 or field 210.

[0038] As shown in FIG. 4, before the event begins, such as during each athlete's pre-match warm-up, a trained operator may facilitate the capture and identification of each athlete involved in the event. In one embodiment, the trained operator and / or the data recording system 202 may assign a unique identifier to each athlete. This unique identifier may be associated with each athlete's mobile phone number, uniform number, or any other manner in which each athlete may be individually identified. Further, in one embodiment, each athlete may wear a transducer, transmitter, or transceiver containing identification data that may interface with the data recording system 202. For example, in one embodiment, each athlete may wear a radio frequency identification tag (RFID tag) containing identification data that may be read by the data recording system 202 to identify each athlete. In either embodiment, the data recording system 202 may include face or shape recognition processing to assist in identifying and following each athlete after the match or competition has begun. Alternatively, or in addition, facial or shape recognition processing may facilitate the creation of one or more avatars that may represent each player during a reenactment of an event, match, or competition and / or as part of a video game as described in more detail below.

[0039] 5 and 6 show that the data recording system 202 may know the position of each player and the ball or puck during an event, match, or competition. The respective movements may be calculated as the rate of change of the respective positions measured by the data recording system 202. After the data recording system 202 captures and calculates the positions and movements of each player and the ball or puck, the resulting position and movement data may be stored for later analysis or streamed in real time to an end user. For each embodiment, the position and movement data may be analyzed for later or real time replay of the event, match, or competition. For example, the bandwidth required to stream the position and movement data for reconstruction into a virtual event, match, or competition by a computer user watching the event, match, or competition in real time, for example, via the Internet, may be substantially less than the bandwidth required to stream a live video feed.

[0040] Data / Display Engine An event, contest, or match may be recorded as at least the position and movement of one or more players and a ball, puck, or other athletic equipment, and then analyzed, viewed, and / or otherwise replayed. More specifically, the data engine 204 or display engine 204 may receive and interpret data provided by a data recording system. In general, the data engine 204 and / or display engine 206 may enable an event, contest, or match to be viewed from multiple angles. The data engine 204 and / or display engine 206 may also provide coaching tools based on the athletic performance of players or teams. The data engine 204 and / or display engine 206 may also generate, modify, and / or improve a sports video game. While each aspect will be discussed in turn, in one aspect, the data engine 204 or display engine 204 may also perform multiple or all of each of the functions described above. Thus, the recorded data from the recording system 202 is transferred to the display engine 204, which can then render the data, such as in a video format, and display such data as shown in the following figures.

[0041] 7 illustrates that once the data recording system 202 has captured and recorded an event, match, or competition (i.e., the position and movement of each player and the ball, puck, or other athletic equipment), it can be analyzed in a variety of ways. For example, the data recording system 202 in one embodiment allows players to analyze individual events, matches, or competitions in which they participated, including by viewing a virtual replay of the event, match, or competition. For example, the data recording system 202 may calculate, for a particular event, match, or competition, each player's total distance run, each player's average and top speed, each player's endurance (e.g., as measured by at least a combination of total distance run and average speed), the accuracy of each player's actions, such as throwing, passing, kicking, and / or hitting, etc.

[0042] 9, the data recording system 202 may also generate a map of how often each player occupies a particular portion of the arena, field, or athletic field. For example, such a "heat map" may be useful in determining whether players are occupying locations on the arena, field, or athletic field that correspond to each player's position, etc. In addition, the heat map may be correlated with, for example, stamina and accuracy of throwing, passing, kicking, and / or hitting to determine whether players are spending too much time running around with or without a ball, puck, or other athletic equipment, and whether each player is having more success throwing, passing, or hitting in particular portions of the arena, field, or athletic field.

[0043] FIG. 8 illustrates that once the data recording system 202 has captured and recorded data relating to the positions and movements of players and contestants, the data engine 204 may utilize the data to reconstruct the event, contest, or match, either after some time or in real time. For example, the streaming data (e.g., via the Internet) is then reconstructed by the display engine 204 on the viewer's computer, e.g., through the exemplary computing system described above, so that the viewer can watch the event, contest, or match in substantially real time without requiring bandwidth that may be required by streaming video capture or recording. Additionally, the display engine 204 may enable alternative perspectives or viewing angles. For example, it may be desirable to view different plays or parts of an event from different perspectives to enhance visualization of team formations, etc. This may also enable a viewing experience from the perspective of a contestant participating in the event, contest. Thus, a viewer may experience the perspective of a football quarterback throwing a touchdown pass in the Super Bowl, a soccer forward scoring a goal in the World Cup, or a baseball batter hitting a home run in the World Series, among other contestants and events.

[0044] As the display engine 204 reconstructs the event, contest, or match from the data recorded and / or streamed in substantially real-time from the data recording system 202, each player may be played as an avatar. The avatar may be a virtual representation of the player's own appearance, or any other suitable avatar. For example, a viewer may enjoy replacing the avatar of a star soccer or football player with an avatar that resembles or reflects the viewer himself. On the other hand, a coach may desire simpler avatars when analyzing team formations, etc. For example, a football coach may utilize "X" and "O" avatars to represent offense and defense in a football game.

[0045] When viewing or replaying an event, competition, or match, a viewer may select an individual athlete or team to view their athletic performance metrics, as described above. As shown, for example, in FIG. 10, when an individual is selected (e.g., by mouse over), the display engine 204 may display the athlete's name, number, or other identifier, and one or more summary statistics related to the athlete's athletic performance. Additionally, as shown in FIG. 11, a viewer may choose to view more detailed athletic performance statistics and / or details related to the athlete's team and location. For example, the athletic performance metrics may represent current or real-time athletic performance (e.g., current speed), or may reflect accumulated or average athletic performance (e.g., total distance traveled, average speed, etc.). The display engine 204 may also generate heat maps showing how frequently an athlete occupies a particular portion of an arena, field, or area of ​​a field. Such heat maps may be similar to color-coded two-dimensional topographical maps of the athlete's locations. Areas that are frequently occupied by players may be represented, for example, in red, and areas that are less frequently occupied by players may be represented, for example, in blue.

[0046] FIG. 13 shows further details of an event, competition, or match. For example, the display engine 204 displays a comparison between two teams and / or between one or more individual players. More specifically, the display engine 204 may display a cumulative heat map for each team. In addition, the display engine 204 may display statistics related to each team. For example, in a soccer (American soccer / European football) match between two teams, the display engine 204 may display the number of goals, shots on target, shots off target, blocked shots, corner kicks won, total fouls, offsides, yellow cards, and red cards. The display engine 204 may display different and / or additional details depending on the nature of the event, competition, or match.

[0047] 13 shows that the display engine 204 may also display details related to each team's best player. In doing so, the display engine 204 may display an avatar for each player and details associated with each player. For example, if each player is a soccer player, the display engine 204 may display each player's name, age, country of origin (and / or team), goals scored, games won, games lost, and / or position. The display engine 204 may display different and / or additional information depending on the nature of the event, competition, or match.

[0048] FIG. 13 illustrates that the display engine 204 may also display a graphical representation of one or more performance metrics. The performance metrics may be cumulative performance metrics for a team or individual performance metrics for one or more individual players (in one embodiment, the best player for each team). The performance metrics may include metrics related to speed (e.g., based on each team's / player's top speed and / or average speed), stamina (e.g., based on each team's / player's maintenance of speed throughout the event, competition, or match), and / or accuracy / skill (e.g., passing accuracy, hitting accuracy, shooting accuracy, etc.) for each team / player. FIG. 13 also illustrates that the data may be represented as a pie chart, with it being understood that the data may also be displayed as other graphs.

[0049] 25 and 26 show another graphical representation of an event, competition, or game including one or more performance metrics associated with the event, competition, or game. More specifically, FIG. 25 and FIG. 26 show that an embodiment of the display engine 204 and display 206 can display a virtual representation of one or more athletes in a sports arena, stadium, or field 210. For example, each player of a team can be represented by a marker or the like in the virtual representation in the sports arena, stadium, or field 210. Each player can also be represented by their uniform number. Additionally, each member of another team can be identified by the color and / or symbol of each member's marker. The virtual representation of an event, competition, or game in the sports arena, stadium, or field 210 can be a static or dynamic representation. For example, the display engine 204 can display a video of the virtual event, competition, or game. A viewer may play and / or pause the video to snapshot the game action (e.g., player locations) at a given elapsed time of the event, competition, or match. The display engine 204 may also provide a timeline for the event, competition, or match, where significant events (e.g., scoring events, etc.) are identified on the timeline. For example, a timeline of an event, competition, or match may display individual times when goals were scored, allowing a viewer to skip through the timeline to the event, competition, or match at that time.

[0050] 25 and 26 further illustrate that the display 206, in conjunction with the data engine 204, may provide statistical and / or analytical feedback of individual athlete and / or team performance. For example, the display engine 204 and display 206 may display athletic performance statistics, athletic performance analysis, athletic performance history, scoring details (e.g., goals or points scored, relative rankings or goals or points scored, etc.), and links to communities where data, information, comments, personal messages, audiovisual content, etc. may be shared.

[0051] More specifically, FIG. 25 illustrates that the analysis may include, among other features, a display of locations within an arena, field, or athletic field from which individual players or team members attempted to score (e.g., shots on target, passes, kicks, etc., depending on the sport). Successful attempts to score may be represented with markers having different colors and / or patterns. The display engine 204 may also display a descriptive commentary and / or summary of the athletic performance of the individual players and / or teams. Based on the athletic performance of the individual players and / or teams, the display engine may suggest one or more training programs. For example, as shown in FIG. 25, an individual player may attempt many shots on target, but only score rarely or on an isolated occasion. In such a situation, the display engine of an embodiment may recommend one or more training programs designed to improve the accuracy of the shot. The display engine 204 may also display a graphical representation of the athletic performance for which the display engine 204 recommended training. Such a graphical representation may include a historical view and / or analysis so that the individual players can track their progress. For example, if individual players embark on an accuracy training program, the display engine may provide a graphical representation of each player's accuracy over several games (e.g., a bar graph displaying the percentage of successful shots on target). Other graphical representations of athletic performance are possible, depending on the sport and / or training program.

[0052] 26 illustrates another statistical information and / or analysis provided by the display engine 204 of an embodiment. For example, the display engine 204 and display 206 may provide one or more bar graphs showing individual player and / or team statistics such as speed, stamina, accuracy, strength, ball control, consistency (depending on the sporting event, competition, or match in which the individual player and / or team participates). The athletic performance of the individual player and / or team may be displayed as a numerical value or as a percentage of a maximum value. Additionally, the cumulative athletic performance of the individual player and / or team may be displayed as a single numerical and / or symbolic metric. The cumulative athletic performance display may be in terms of one or more of the individual player and / or team statistical values ​​such as speed, stamina, accuracy, strength, ball control, consistency (depending on the sporting event, competition, or match in which the individual player and / or team participates).

[0053] FIG. 26 further illustrates that an embodiment of the display engine 204 may provide comparisons between individual players, teams, opponents, and the like. For example, the display engine 204 may list one or more athletic performance metrics for an individual player, such as top speed, goals scored, assists, shots on target, shots off target, total fouls, offsides, and yellow cards. The display engine 204 may display different and / or additional performance metrics depending on the sporting event, competition, or match in which the individual player participates. For each performance metric, the display engine 204 may also display an indication of the team average, opponent average, league and / or overall average, and professional level. Thus, not only can individual players compare their performance to the team average and / or opponent average, but they can also get an indication of how their athletic performance compares to that of professional players.

[0054] 14 illustrates that based on the data collected by the data recording system 202 and analyzed by the data engine 204, the display engine 204 may provide virtual coaching and / or training tools. For example, the display engine 204 may indicate that individual athletes' and / or teams' speed, stamina, and / or accuracy / technique need improvement based on the generated performance metrics. The display engine 204 may also provide a narrative description of the individual athletes' and / or teams' performance and why improvement is needed (e.g., based on threshold performance and / or comparison to other individual athletes or teams).

[0055] More specifically, the display engine 204 may provide coaching tools based on data accumulated from an event, competition, or match, and in response to an analysis of the match, such as that shown in FIG. 12. For example, the data engine 204 may reveal that the average or maximum speed of an individual player or team of players is slowing toward the end of the match. In response, the display engine 204 may indicate to a coach or viewer that a particular player or team of players may consider additional conditioning or endurance training. The data engine 204 may further reveal that soccer or football passes between particular players are less successful than passes between other combinations of players. The display engine 204 may suggest, in this example, accuracy training, and the like. There are countless such examples depending on the nature of the sport that are captured by the data recording system 202, analyzed by the data engine 204, and presented by the display 206.

[0056] The display engine 204 may further provide instructional comments, videos, etc. based on the training recommended by the display engine 204. For example, if the display engine 206 recommends accuracy training to an athlete, one or more instructional videos may also be presented for the athlete to view. For a given ability improvement (e.g., speed, stamina, accuracy, finesse, etc. depending on the sport), there may be multiple training / coaching videos to be selected from based, for example, on the athlete's and / or team's level of experience and the extent of improvement required. The display engine 204 may also track an athlete's performance over a period of time (e.g., a season) to identify trends in athletic performance and / or to determine whether training is improving the athlete's performance.

[0057] FIG. 15 illustrates a display engine 204 providing exemplary training / coaching videos to improve an athlete's and / or team's accuracy. In one embodiment, the display engine 204 may provide additional explanatory information to supplement the video in text form. Additionally, the video and / or explanation may also provide equipment recommendations. For example, if the data engine 204 determines that an athlete is slipping or otherwise losing momentum (e.g., during running, kicking, etc., depending on the sport), the display engine may recommend that the athlete and / or team change their equipment, such as footwear selection, spike length, etc., to improve performance. FIG. 17 illustrates that the display engine may provide one or more training / coaching videos to a portable device, such as a digital music player, a mobile phone, or any other portable electronic device, in addition to a computer, etc.

[0058] 16 and 24 show an exemplary user journey. For example, a user can use the system to obtain performance statistics and training tips. A user can also use another matching system to find opponents and use the system of the present invention. A user can also create highlight videos, connect content to other networking services, and play their team against other virtual teams. The system can also be used to find real opponent teams that correspond to virtual teams in the system. Additional features of the system and display engine 204 are shown in FIG. 24, such as providing users the ability to link to organize matches with other teams, obtain training information, and view previous performances.

[0059] FIG. 18 illustrates that data accumulated by the data engine 204 for multiple individual athletes and / or teams may be compared to generate individual and / or team matchups. For example, two or more individuals and / or two or more teams may be compared by one or more performance metrics (e.g., speed, stamina, accuracy, finesse, etc., depending on the sport) to determine whether the individuals and / or teams compete relatively. Other performance metrics may also be applied. For example, a team's performance metrics may be limited to offense and / or defense. Thus, a team with high offensive ability and mediocre defense will be competitively matched with a team with high defensive ability and mediocre offensive ability. Other combinations of individual and / or team relative strengths and weaknesses may also be useful to generate matches between favorable individuals and / or teams.

[0060] In addition to facilitating a competition between two or more individuals and / or two or more teams, the data engine 204 may also be combined with the display 206 to facilitate a virtual competition therebetween. The virtual competition may provide a viewer with a simulation of a match between two or more individuals and / or two or more teams. Alternatively or additionally, data analyzed by the data engine 204 regarding the performance of one or more individual athletes and / or one or more teams may be provided as input for a sports video game. For example, the display engine 206 may further generate, modify, and / or improve the sports video game. In particular, the real-life performance of one or more individual athletes and / or one or more teams collected by the data recording system 202 and measured by the data engine 204 may contribute to the performance of those individual athletes and / or one or more teams when they are virtually competing in a sports video game. For example, if an athlete exhibits inaccurate passing in a real-life match, the passing accuracy of that individual video game player will likewise exhibit inaccurate passing. Improving the athletic performance of each athlete's virtual sports video game player may require the athlete to improve his or her real-life athletic performance, such as by viewing coaching videos suggested by the display engine 206 in response to the display engine 204 identifying areas in which the athlete's athletic performance needs improvement, as described above.

[0061] The display engine 204 may also allow a sports video game player to experience a real-life event, contest, or match as if he or she were competing in the event, contest, or match. For example, a video game player may substitute another player in the real-life event, contest, or match for himself or herself (e.g., using an avatar and a set of athletic abilities that, in one embodiment, are determined by the player's real-life abilities as described above). Alternatively, a video game player may substitute players from other teams or eras into the video game based on each player's predetermined athletic abilities or athletic abilities captured and calculated by the data recording system 202 and data engine 204 in one embodiment.

[0062] As also shown in FIG. 19, athletes may also add commentary to a match and may compose post-match interviews based on the match. For example, the display engine 204 may generate a virtual interview in which one or more athletes are represented by their avatars. In one embodiment, the virtual interview may include audiovisual information (e.g., video). Alternatively, or in addition, the display engine 204 may present the virtual interview in a text or narrative format. In one embodiment, the display engine 204 may receive and display comments from other athletes, teams, or viewers. Additionally, the display engine 204 may link to one or more videos, e.g., depicting plays by the athlete currently being virtually interviewed. The display engine 204 may also provide links to related videos, such as videos depicting the interviewed athlete's plays in other events, competitions, or matches. Alternatively, or in addition, the related videos may include videos of other athletes in the same event, competition, or match. Furthermore, the display engine 204 may, in one embodiment, present links to promotional videos, which may promote another event, competition, or match, and / or athletic equipment.

[0063] As previously described, athletes may use the display engine 204 to replay and view events, competitions, or matches, and performance metrics and / or statistics associated with performance metrics. The data engine 204 and / or the display 206 may also communicate with other systems, such as social networking websites and team-oriented websites. For example, FIG. 20 illustrates example systems with which the data engine and / or the display engine 204 may communicate. More specifically, the data engine 204 and / or the display 206 may exchange data, statistics, performance metrics, audio content, video content, and / or the like with forum websites, video websites, photo websites, fan sites, team-oriented websites, social network services, and / or sports network services. The aspects are not limited to this description.

[0064] It is further understood that the system 200 may be installed in a retail store or commercial establishment, where a customer may briefly film themselves performing a sports action, and the display engine 206 may display the action to the customer individually immediately after the action is filmed. For example, FIG. 21 shows a customer in a retail store performing an athletic action that may be recorded by the data recording system 202. The display 206 may interface with the data engine 204 to insert a representation of the customer (e.g., an avatar, etc.) into a virtual event, competition, or match setting. For example, as shown in FIG. 21, the data recording system 202 records the customer shooting at a soccer goal. Myriad other virtual event, competition, or match settings may be displayed according to the display engine. Based on the analysis by the data engine 204, the display 206 may then display whether the customer has scored a goal, as shown in FIG. 22. The display 206 may also provide an indication of the customer's athletic performance. For example, in addition to indicating whether the patron scored a goal, the display engine may further display the accuracy of the shot, the angle of the shot, the speed of the shot, and the overall rating and / or score of the shot. The display 206 may also present additional and / or alternative displays depending on the sport and / or setting of the virtual event, competition, or match.

[0065] 23 illustrates that the data recording system 202 may collect positional data and / or athletic performance data from one or more sources. As previously described, the sports arena, stadium, or field 210 may be covered by multiple computer-controlled cameras (e.g., camera assemblies 212, 214) that interoperate and utilize stereoscopy or similar measurement technology to capture, process, and pass on the three-dimensional coordinates (e.g., (x,y,z)), velocity, and acceleration of each moving object within the sports arena, stadium, or field 210 in the form of a data feed to the data engine 204. The moving objects include individual athletes, including referees or umpires, participating in an event, competition, or match at the arena, stadium, or field 210, as well as balls, pucks, or similar athletic equipment specific to the event, competition, or match.

[0066] The data recording system 202 may collect data separate / in addition to the data collected by the one or more cameras (e.g., camera assemblies 212, 214). For example, each individual athlete may be equipped with one or more sensors and / or wireless repeaters. More specifically, one or more wireless receivers positioned adjacent to and / or within the sports arena, playing field, or athletic field 210 may receive location information from wireless repeaters coupled to one or more individual athletes and / or athletic equipment. For example, the wireless repeaters may be coupled to a Global Positioning System (GPS) receiver to transmit location information. Alternatively, the location of the wireless repeaters may be calculated by the one or more wireless receivers (e.g., based on the time difference between reception of the wireless repeaters by multiple wireless receivers, or similar methods). Still other sensors (e.g., accelerometers, heart rate monitors, blood oxygen saturation monitors, etc.) may provide alternative and / or additional data relating to the location, movement, and / or biometric information of individual players that may be transmitted in substantially real time or recorded for later correlation with other location and / or athletic performance data. The sensors may be attached to the player's shoes, clothing, or otherwise attached to the person. The ball or puck, as well as other parts of the playing field or field, may also include sensors.

[0067] The present invention provides several benefits. The simplicity of the system allows even amateur teams and athletes to obtain valuable performance-related data. Each athlete is therefore more willing and motivated to participate in more matches and events, thus improving their level of skill and overall fitness. In addition, athletes are further entertained by the ability to view "replays" of their immediately played matches in a unique manner, including in video format and through the use of avatars. Athletes can also receive useful training advice that is more based on the more accurate performance data associated with each athlete. Training advice is therefore more targeted and more likely to have a positive effect on the athletes.

[0068] The aspects of the present invention have been described as exemplary embodiments of the present invention. Numerous other aspects, modifications, and variations are within the spirit and scope of the appended claims. For example, in accordance with the aspects of the present disclosure, the steps shown in the figures may be performed in an order other than that described, and one or more steps shown may be optional. Of course, the methods and systems of the above aspects may also include other additional elements, steps, computer-executable instructions, or computer-readable data structures. In this regard, other aspects are disclosed herein that may be implemented in part or in whole on a computer-readable medium, for example, by storing computer-executable instructions or modules, or by utilizing computer-readable data structures.

Claims

1. receiving electronically recorded data on an athletic performance from a data recording system, said data including athletic performance metrics from at least one athlete involved in said athletic performance; processing, by a data engine, the electronically recorded data on the athletic performance; generating a virtual reproduction of the athletic performance based on processing of the data; generating an avatar for the at least one player, the avatar including a virtual representation of the at least one player; adding the avatar to the virtual representation in a user-selectable manner such that the avatar of the player is user-selectable within the virtual representation when the virtual representation is displayed; receiving a user selection for the avatar within the virtual representation; and In response to receiving the user selection, displaying an athletic performance analysis portion including a performance analysis of the at least one athlete based on the athletic performance metrics. The method includes:

2. 2. The method of claim 1, wherein the data includes video data of a first athlete from a first camera and video data of a second athlete from a second camera, and processing the data includes determining one or more athletic performance statistics of the first athlete and the second athlete based on the video data.

3. 2. The method of claim 1, wherein the data comprises sensor data from one or more sensors worn by the at least one athlete involved in the athletic performance.

4. The method of claim 3 , wherein the one or more sensors include at least one of a hand position sensor or a shoe sensor.

5. 2. The method of claim 1, wherein the performance analysis includes one or more proposed training programs for the at least one athlete based on the athletic performance metrics.

6. The method of claim 1 , wherein the data includes position data of at least a portion of athletic equipment in the athletic performance.

7. 2. The method of claim 1, wherein the data includes location data tracked to the at least one athlete involved in the athletic performance.

8. generating a map of the frequency of area occupancy by said at least one athlete while performing an athletic movement; 2. The method of claim 1, further comprising:

9. generating a map of speeds associated with the at least one athlete while performing an athletic movement; 2. The method of claim 1, further comprising:

10. The method of claim 1 , wherein the virtual recreation includes views of the athletic performance from multiple angles.

11. 2. The method of claim 1, wherein generating the virtual reenactment comprises generating a timeline of the athletic performance, the timeline including one or more visual indicators of one or more events occurring during the athletic performance.

12. receiving a request for the virtual recreation specific to the at least one athlete, the virtual recreation being generated in response to the request, the virtual recreation being generated by reconstructing the athletic performance according to athletic performance metrics from the at least one athlete involved in the athletic performance; 2. The method of claim 1, further comprising:

13. 2. The method of claim 1, wherein the virtual replay comprises a replay from the perspective of the at least one athlete in the athletic performance.

14. generating a second avatar of a second athlete involved in the athletic performance, the second avatar comprising a virtual representation of the second athlete; and adding the second avatar to the virtual representation, the virtual representation including a virtual representation of the second avatar and the avatar of the at least one athlete performing an athletic movement; 2. The method of claim 1, further comprising:

15. 2. The method of claim 1, wherein the performance analysis comprises an evaluation of one or more attributes of the at least one athlete.

16. 2. The method of claim 1, wherein the performance analysis includes a speed of the at least one athlete.

17. 2. The method of claim 1, wherein the performance analysis includes a distance traveled by the at least one athlete.

18. 2. The method of claim 1, wherein the performance analysis includes the number of times the at least one athlete exceeds a boundary.

19. The method of claim 1 , wherein the performance analysis includes the at least one athlete's accuracy on a piece of sports equipment.

20. 10. The method of claim 1, wherein the virtual recreation includes a display of metrics of actions taken by the at least one athlete while performing an athletic movement.

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