Immersive basketball gaming system and method
The basketball gaming system addresses the lack of immersion in existing systems by incorporating advanced technology for customizable gameplay and interactive features, providing an enhanced and engaging experience for users.
Patent Information
- Application Number
- PCT/US2024/047767
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-22
- Filing Date
- 2024-09-20
- Publication Date
- 2025-03-27
AI Technical Summary
Existing basketball gaming systems lack immersive and interactive features, failing to provide an engaging and customizable experience for users.
A basketball gaming system that includes a control system with a processor and memory, capable of receiving shot information and displaying gameplay information. The system features a variable hoop switching mechanism, a hoop placement system, and uses projectors, LED walls, and audio devices to create an immersive environment with computer-generated graphics and sounds.
The system provides an immersive and customizable basketball gaming experience, allowing users to interact with virtual environments, receive real-time feedback, and engage in competitive gameplay with enhanced graphics and sound effects.
Smart Images

Figure US2024047767_27032025_PF_FP_ABST
Abstract
Description
Atty. Dkt. No.: 11679-003WO1 P.C.T. PATENT APPLICATION for IMMERSIVE BASKETBALL GAMING SYSTEM AND METHOD Inventor(s): Daniel Brown Paul BrownAtty. Dkt. No.: 11679-003WO1 IMMERSIVE BASKETBALL GAMING SYSTEM AND METHOD CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of and priority to U.S. Provisional Patent Application Serial No. 63 / 539,854, filed September 22, 2023, the entirety of which is hereby incorporated herein by reference. BACKGROUND
[0002] The present disclosure relates generally to recreation equipment, and more particularly the present disclosure relates to game systems for ball sports and ball games. SUMMARY
[0003] In some aspects, the techniques described herein relate to a basketball gaming system, ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^ ^^^^^ ^^^^ ^^^figured to adjust a ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ a control system including a processor and a memory storing instructions thereon that, when executed by the processor, cause the control system to: receive shot information regarding one or ^^^^^^^^^^^^^^^^ ^^^^^^^ ^^^^^^^^^^^^^^^^^^^^ ^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^ display, gameplay information associated with the received shot information.
[0004] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the basketball hoop is a first basketball hoop, and wherein the basketball goal includes a second basketball hoop coupled with a second backboard.
[0005] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the first basketball hoop has a first diameter, and the second basketball hoop has a second diameter larger than the first diameter.
[0006] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the second backboard is a second backboard display.Atty. Dkt. No.: 11679-003WO1
[0007] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the position parameter includes at least one x-axis coordinate, at least one y-axis coordinate, and at least one z-axis coordinate.
[0008] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the basketball gaming system further includes a variable hoop switching mechanism that is coupled to the basketball goal, and the hoop switching mechanism is configured to variably rotate the basketball goal so as to adjust the basketball hoop in different positions.
[0009] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the gameplay information includes a shot clock and a score.
[0010] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the gameplay information includes a shooters square.
[0011] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the gameplay information includes an image of a user in the stage area.
[0012] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the control system is configured to project, via a projector, one or more icons on a surface of the stage area to guide a user to a portion of the stage area.
[0013] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the stage area includes lighted shapes embedded in a surface thereof.
[0014] In some aspects, the techniques described herein relate to a basketball gaming system, further including a pair of glasses configured to overlay computer-generated graphics onto the user's field of view when worn by the user.
[0015] In some aspects, the techniques described herein relate to a basketball gaming system, further including an audio input device and an audio output device, and wherein the control system is configured to: receive, from the audio input device, sensor data re^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^ output device based on the comparison.Atty. Dkt. No.: 11679-003WO1
[0016] In some aspects, the techniques described herein relate to a basketball gaming system, further including a computer vision system, and wherein the control system is further configured to: receive image data regarding a plurality of users within the stage a^^^^^^^^^^^^^^at least one user (e.g., a first user and a second user) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ score associated with the first user or the second user based on a determination regarding whether ^^^^ ^^^^^ ^^^^^^^^^^^^ ^^^^^^^^^^^^ ^^^^^^^^ ^^^^ ^^^^^^^^^ ^^^^^^ ^^^ ^^ ^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ia a graphical user interface, a message regarding the adjusted score or the comparison of the adjusted score. In some implementations, the scoring or winning is not just threshold based, it could be time based, shot count based. In some implementations, the computer vision is not comparing the scoring.
[0017] In some aspects, the techniques described herein relate to a basketball gaming system, further including a user interface that permits a user to direct the hoop placement system and the variable hoop switching mechanism so as to manually place or orient the hoop.
[0018] In some aspects, the techniques described herein relate to a basketball gaming system, wherein the control system is configured to retain recordings.
[0019] In some aspects, the techniques described herein relate to at least one machine readable medium including instructions for providing an immersive basketball gaming experience that, when executed by at least one processor, cause the at least one processor to perform operations to: adjust, via a hoop placement system, a position of a basketball goal in relation to a stage area ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ shot toward the basketball goal fro^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^ ^^^^ ^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^ ^^^^^^^^^^^^ display, gameplay information associated with the received shot information. In some implementations, gameplay information associated can be presented on any one of the displays.
[0020] In some aspects, the techniques described herein relate to an at least one machine readable medium, further including instructions to: detect, via the computer vision system, a second user of ^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^ ^^^^ ^^^^^ ^^^^^^^^^^^^^^^^ermine, via the computer vision ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^Atty. Dkt. No.: 11679-003WO1 display, an indication regarding the determination. In some implementations, this information could be presented on any one of the displays.
[0021] In some aspects, the techniques described herein relate to an at least one machine readable medium, further including instructions to: receive, from an audio input device, sensor data ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^ output of the audio output device based on the comparison.
[0022] In some aspects, the techniques described herein relate to a method of providing an immersive basketball gaming experience, including: receiving, via a computer vision system, image data regarding a ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ associating a shot attempt with either the identified first user or the identified ^^^^^^^ ^^^^^^ adjusting a score associated with the first user or the second user based on a determination ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ value to determine whether a user of the plurality of ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ displaying, via a graphical user interface, a message regarding the adjusted score or the comparison of the adjusted score. In some implementations, the scoring or winning is not just threshold based, it could be time based, or shot count based.
[0023] In some aspects, a basketball gaming system is disclosed herein ^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^ ^^^^^^^^^^^ ^^^^^ ^^^^^^^^^^^ ^^ ^^^^^^^^^^^ ^^^^^ ^^^^^^^^ ^^^^^ ^^ ^^^^^^^^^^ ^^^^^^^^^ ^^ ^^^^^ placement system coupled with the basketball goal and configured to adjust a position of the basketball goal in relation to the stage area acc^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ comprising a processor and a memory storing instructions thereon that, when executed by the processor, cause the control system to: receive shot information regarding one or more balls shot ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ by shooting a basketball from the at least one stage area to the at least one basketball hoop in which a hi^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ immersive system that uses surrounding sides and rear ball return walls as displays (using projectors, led wall, screens, and / or other display means) to display game information andAtty. Dkt. No.: 11679-003WO1 immersive environments, courts, and / or worlds with associated sounds in accordance with the user’s play of the basketball game.
[0024] This summary is illustrative only and is not intended to be in any way limiting. Other aspects, inventive features, and advantages of the devices or processes described herein will become apparent in the detailed description set forth herein, taken in conjunction with the accompanying figures, wherein like reference numerals refer to like elements. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] FIG.1 is a depiction of a customized basketball gameplay area, according to an exemplary implementation^
[0026] FIGS.2A and 2B are depictions of variable hoop switching mechanisms, according to some implementations. FIG. 2A shows an implementation having two hoops. FIG. 2B shows an implementation having three hoops^
[0027] FIGS.3A and 3B are depictions of a basketball hoop placement system, according to some implementations. FIG. 3A shows a top-down view of a basketball hoop placement system implementation. FIG. 3B shows a side view of a basketball hoop placement system implementation^
[0028] FIG.4 is a depiction of software & systems relationships and functions, according to some ^^^^^^^^^^^^^^^^
[0029] FIG.5 is a depiction of a relationship mapping for gameplay algorithm, according to some ^^^^^^^^^^^^^^^^
[0030] FIG.6 is a schematic diagram of a computing system^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[0031] FIG. 7 is a depiction of a basketball gaming system including sensors and cameras for determining and processing whether a basketball shot has been attempted, missed, or made, ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^Atty. Dkt. No.: 11679-003WO1
[0032] FIG.8 is a perspective view of a basketball goal of the basketball gaming system, according ^^^^^^^^^^^^^^^^^^^^^^^^
[0033] FIG. 9 is a depiction of a basketball gaming system that is providing an enhanced or ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[0034] FIG. 10 is a depiction of a basketball gaming system including an immersive gaming system, ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[0035] FIG. 11 is a depiction of a basketball gaming system including an immersive gaming system^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[0036] FIG.12 is a depiction of a basketball goal with a display backboard presenting a screen of a graphical interface^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[0037] FIG.13 is a depiction of a top view of a shooter stage^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[0038] FIG. 14 is a depiction of a basketball gaming system including a sound system, according ^^^^^^^^^^^^^^^^^^^^^^^^
[0039] FIG.15 is a schematic diagram of a first basketball gaming system and a second basketball gaming system connected to an administrative computing system, according to some ^^^^^^^^^^^^^^^^
[0040] FIG. 16 is a flow diagram of a process for providing an immersive basketball gaming ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[0041] FIG. 17 is a flow diagram of a process for adjusting sound within an affected area such as a restaurant, store or gaming facility, and making data-driven determinations to adjust sound volumes therein, and within the gaming system itself, according to some implementations^
[0042] FIG. 18 is a flow diagram of a process for providing an immersive basketball gaming ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ and
[0043] FIGS. 19-25 are screenshots of a graphical user interface providing an immersive basketball gaming experience, according to some implementations.Atty. Dkt. No.: 11679-003WO1 DETAILED DESCRIPTION
[0044] Before turning to the figures, which illustrate the exemplary implementations in detail, it should be understood that the present application is not limited to the details or methodology set forth in the description or illustrated in the figures. It should also be understood that the terminology is for the purpose of description only. Like reference numerals in the figures may represent and refer to the same or similar element, feature, or function.
[0045] Described in detail herein are systems and methods for immersive basketball gaming. A basketball gaming system and method may provide aspects and features for playing an enhanced or customized basketball game. A basketball gaming system and method may include at least one control system that may communicate with one or more various devices to facilitate differing operations and features of the gaming system. For example, the basketball gaming system and method may include a control system including a processor and a memory, that may interact with cameras, projectors, sound devices, recordings and interactive devices to provide an immersive experience for a user. As further examples, the basketball gaming system may: include a backboard including an electronic display screen in communication with the control system to provide feedback to users ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ provide a control system configured so as to direct an active shooter to a particular location on a shooting stage. As still further examples, the basketball gaming system may further comprise various devices and apparatuses for performing or playing customized basketball games and skills ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^and apparatuses for conducting interactive basketball “ghost games” where a user interacts with previously recorded or co-active games with others. As a yet further example, the basketball gaming system may include detecting, tracking, and other devices to detect if a basketball shot was made on an active basketball hoop, identify which player made a successful shot, and return a basketball to the shooting stage. As will be described herein, the basketball gaming system can be an immersive system that includes projectors, LED walls, speakers, screens, backboards, VR headsets, kiosks, and / or various displays to display game information and immersive environments, courts, and / or worlds with associated sounds in accordance with the user’s play of the basketball game.Atty. Dkt. No.: 11679-003WO1
[0046] FIG.1 is a diagram of a customized basketball gameplay area 10 according to some aspects of the present disclosure.
[0047] The customized gameplay area 10 may contain various elements for users to interact with the Customized basketball gaming system 12. The customized gameplay area 10 may include the Customized basketball gaming system 12 and a lounge area 14 for other users not interacting with the Customized basketball gaming system 12. The Customized basketball gaming system 12 can have any combination of a user stage 16 (e.g., shooter stage), an active court area 18, an active basketball hoop 20, a variable hoop switching mechanism 22, a basketball hoop placement system 24, a ball return system 26, and a controller 80. In some implementations, the Customized basketball gaming system 12 also includes a barrier 30 (e.g., a low-wall) that separates the shooter 16 stage from the active court 18.
[0048] In some implementations, the active hoop 20 is a goal target for an active user shooting a basketball. The active hoop 20 can generally face the player to facilitate the active user aiming and shooting a basketball at the active hoop. The active hoop 20 may be attached to a variable hoop switching mechanism 22 or a basketball hoop placement system 24. The variable hoop switching mechanism 22 may include an active hoop 20 and any number of inactive hoops 34. The variable hoop switching mechanism 22 may include a mechanism for switching the position of the active hoop 20 and one of the inactive hoops 34. In some cases, the active hoop 20 and each of the inactive hoops 34 can be different sizes. Examples of the variable hoop switching mechanism 22 may be described in more detail with regard to FIGS.2A and 2B.
[0049] The basketball hoop placement system 24 may include a series of rails, cables, motors, or wooden frames that move the active hoop 20 or variable hoop switching mechanism 22 to various positions in the active court area 18. The basketball hoop placement system 24 may relocate the active hoop 20 or variable hoop switching mechanism 22 at any point during a game session. An example of the basketball hoop placement system 24 is also shown in FIGS.3A and 3B.
[0050] The Customized basketball gaming system 12 may include a ball return system 26 and a ball delivery system 32. The ball return system 26 may receive balls from the active court area 18 and transfer them via conveyer belts, baskets, or tracks to the ball delivery system 32. The ball delivery system 32 transfers a ball from the ball return system 26 within the active court area 18Atty. Dkt. No.: 11679-003WO1 to the shooter stage 16. The ball return system 26 and ball delivery systems 32 may perform these operations after a single ball is received, or after a group of balls is received in a batching type operation. The ball delivery system 32 returns the ball to the active user at the shooter stage 16.
[0051] The shooter stage 16 is a location where an active user, designated by the controller 80, interacts with the Customized basketball gaming system 12. The active user may be selected from a group of users. The shooter stage 16 allows the active user to receive a basketball from the ball delivery system 32 and attempt to shoot the basketball into the active hoop. A controller 80 may designate the active user from a group of users that are added to a game session. A user setup kiosk 36 may receive input from a user or group of users to be added to a game session. An example of a game session is a single game, or multiple game set. Game sessions and types of games may be best understood with regard to FIG. 5.
[0052] The customized basketball gameplay area may include a lounge area 14 for users not currently designated as the active user. An exemplary lounge area 14 can include a dining space 38, a suite of seating 40, an area for music / media selection 42, and other table games 44.
[0053] FIGS. 2A and 2B are simplified schematic diagrams of variable hoop switching mechanisms 22 according to some aspects of the present disclosure.
[0054] The variable hoop switching mechanism 22 may include multiple hoops of different sizes. In one example, the variable hoop switching mechanism 22 has two hoops (e.g., regulation hoop 46 and large hoop 48) that may be oriented in opposing directions, as illustrated in FIG. 2A. In an example, the variable hoop switching mechanism 22 has a mounting pole 50 to which the multiple hoops are attached. In one example, the mounting pole 50 is centered and the hoops may be attached with mechanical fasteners or bolts. In some implementations, mounting pole 50 could instead be a rotary device and a frame meant to mount backboards together.
[0055] In another example, the variable hoop switching mechanism 22 may have multiple hoops, which in some cases may be three hoops, as illustrated in FIG. 2B. In an example of the variable hoop switching mechanism 22 with a three-hoop configuration, the multiple hoops can be mounted to a mounting pole 50 in a triangular configuration. The variable hoop switching mechanism 22 may have 3 hoops of different sizes (e.g., regulation hoop 46, medium hoop 47, large hoop 48). InAtty. Dkt. No.: 11679-003WO1 some examples, the inactive basketball hoop(s) 34 may fold along a connection point between the basketball hoop and the variable hoop switching mechanism 22 so that the basketball hoop is positioned substantially parallel to the mounting pole 50 as may be illustrated by FIGS. 2A and 2B.
[0056] In yet another example, the variable hoop switching mechanism 22 may have an active hoop 20 with an upper portion and lower portion. For example, the upper portion (i.e., the upper portion of a backboard) may be stationary while the lower portion (i.e., the lower portion of a backboard attached to the basketball hoop) may rotate to change the basketball hoop according to settings of the active hoop.
[0057] FIGS.3A and 3B are simplified schematic diagrams of a basketball hoop placement system 24 according to some aspects of the present disclosure.
[0058] The basketball hoop placement system 24 may include various rails with interlocking teeth, stepper motors, belts, or chains. The basketball hoop placement system 24 may displace the variable hoop switching mechanism 22 around the active court area 18 before, during, and after a gameplay session. For example, the basketball hoop placement system 24 includes a set of rails 52A, 52B, 52C, belts or chains 53A, 53B, 53C, and stepper motors 54A, 54B, 54C to displace the variable hoop switching mechanism 22 in an x-axis (e.g., left or right, as oriented from the shooter stage 16), a y-axis (e.g., vertically up or down, as viewed from the shooter stage 16), or a z-axis (e.g., closer or further from the shooter stage 16). The basketball hoop placement system 24 may displace the variable hoop switching mechanism 22 that may be responsive to commands from the controller 80 based on performance of the active user.
[0059] FIG. 4 is a diagram of a customized basketball gameplay process 58, according to some aspects of the present disclosure.
[0060] The customized basketball gameplay process 58 may begin by a user registering with a user registration system 60 (e.g., a point of sale or user administration system) and association of a user tracking device 61 with a particular user (e.g., an RFID / NFC wristband). The user registration system 60 may add the particular user to a gameplay database 160 of all users of the Customized basketball gaming system 12.Atty. Dkt. No.: 11679-003WO1
[0061] The Customized basketball gaming system 12 may also communicate with other systems within an entertainment establishment. For example, the Customized basketball gaming system 12 may communicate to a Kitchen Management application to order food or beverage items, request a member of the staff to visit, or authenticate and conduct payment transactions. The Customized basketball gaming system 12 can authenticate and conduct payment transactions using stored payment information of the user associated with the user tracking device 61 of the active user.
[0062] In an example, a customized basketball game session may start when a user activates their session by scanning the user-tracking device 61 with an active user scanner 63. Examples of the active user scanner may be RFID scanners, NFC readers, or magnetic code scanners. The Customized basketball gaming system 12 may designate the particular user associated with the user-tracking device as the active user. The Customized basketball gaming system 12 determines the initial player classification rating based on the particular user's previous game sessions stored in the gameplay database 160. In an example where the particular user does not have a previous game session, the Customized basketball gaming system 12 may generate an initial skills test game to determine an initial player classification rating. An example of the initial skills test game is a standardized game to assess the particular user's range, accuracy, and percentage of made baskets. An alternative method of determining an initial player classification rating is by prompting the user to provide a self-reported skill level (e.g., novice, amateur, expert, etc.).
[0063] The Customized basketball gaming system 12 may determine the initial player classification rating of multiple players scanning additional user tracking devices into the customized basketball game session. The Customized basketball gaming system 12 may input some or all of the players into a customized basketball game session. Examples of customized basketball game sessions are a single game, a multi-game time period, or a predefined series of games (e.g., a predefined competition). The Customized basketball gaming system 12 may prompt the multiple users added to the customized basketball game session to select a game type.
[0064] The Customized basketball gaming system 12 may determine the composition of the customized basketball game session with a group of users and one or more game types. The Customized basketball gaming system 12 determines an active user (e.g., an “active player” orAtty. Dkt. No.: 11679-003WO1 “shooter”) to initiate the active user's turn within the customized basketball game session. In some cases, the Customized basketball gaming system 12 may notify the active user through a haptic alert to the user-tracking device of the active user. In additional or other cases, the Customized basketball gaming system 12 may notify the active user through visual cues on a presentation screen or lighting visual aids.
[0065] The Customized basketball gaming system 12 activates the active user's turn when the active user scans its user-tracking device with the active user scanner near the shooter stage 16. The Customized basketball gaming system 12 may activate initial settings on the variable hoop switching mechanism 22 or the hoop placement system 24 based on the active user's player classification rating and the type of game selected. The Customized basketball gaming system 12 may detect that the active user is within the shooting stage area 16 and notify the active user by audio and visual cues that a scored portion of the active user's turn is commencing.
[0066] The Customized basketball gaming system 12 may activate the scored portion and provide a first ball to the active user via the ball delivery system 32. The active user may shoot the first ball towards the active hoop 20 in an attempt to make a basket. A “made basket” is defined by the basketball proceeding through the active hoop. The Customized basketball gaming system 12 may determine that a basketball not detected as proceeding through the active hoop 20 (e.g., detected by the ball return system 26 prior to the active hoop), may be defined as a “missed basket.” The Customized basketball gaming system 12 returns the first ball to the shooting stage via the ball return system 26 and the ball delivery system 32. The Customized basketball gaming system 12 can provide second or additional balls to the active user at the shooting stage while the first ball is in the active court area 18, ball return system 26, or ball delivery system 32.
[0067] In one example, the Customized basketball gaming system 12 can detect a made basket by a mechanical shot detection lever that is displaced by a basketball proceeding through the rim in the direction from a top side of the active hoop 20 to the bottom side of the active hoop. In another example, the Customized basketball gaming system 12 may use a chip detector within the active hoop 20 in combination with a chip in the basketball to detect a made basket.
[0068] The Customized basketball gaming system 12 determines a score of the active user based on a made basket. The Customized basketball gaming system 12 may apply weight or otherAtty. Dkt. No.: 11679-003WO1 adjustments to the score of the active user based on skill level, made basket streak, game type, and other factors.
[0069] The Customized basketball gaming system 12 may move the active hoop 20 via the hoop placement system 24 or change hoop types via the variable hoop switching mechanism 22 based on multiple factors, including the outcome of the most recently scored shot by the active user, a most recent trend of scored shots within a game session, and a general trend of scored shots across multiple game sessions.
[0070] FIG.5 is a flowchart of a customized basketball gaming scoring method, according to some aspects of the present disclosure.
[0071] The Customized basketball gaming system 12 may compute the score of a user, adjust the player classification rating, adjust the skill level, and perform trend analysis for multiple users during a customized basketball game session. The Customized basketball gaming system 12 may determine the settings for the variable hoop switching mechanism 22 and the hoop placement system based on one or more of these computations. One or more of the operations or computations described herein may be performed by one or more computing devices that may be local to the Customized basketball gaming system 12 or remotely accessed by the Customized basketball gaming system 12.
[0072] In an example, the Customized basketball gaming system 12 determines, during a customized basketball game session, that the active user's most recent shot attempt was a successfully made basket. The Customized basketball gaming system 12 stores the made basket in a profile of the active user, such as a gameplay database 160 that stores multiple shot results from the active user. The Customized basketball gaming system 12 computes a short term trend and a long term trend for the active user. It should be appreciated by one of skill in the art that a computation may be performed after each shot attempt or as a series.
[0073] For example, the active user has attempted a series of shots, the results of which are scored as [Made, Missed, Missed, Made, Made, Made]. In some cases, the scoring of the shot attempts can be binary values [1, 0, 0, 1, 1, 1]. The Customized basketball gaming system 12 may compute the short term trend as an improving trend given that a percentage of the shot attempts resulting inAtty. Dkt. No.: 11679-003WO1 made baskets is increasing as the sequence progresses. Examples of the percentages of made baskets to shot attempts in this example would be [100, 50, 33.3, 50, 60, 66.6%]. Accordingly, the short-term trend initially shows a decreasing trend, followed by an increasing trend for the remainder of the series. The Customized basketball gaming system 12 can vary the length of the short-term trend based on game type, skill level, and other factors.
[0074] The Customized basketball gaming system 12 can compute a long-term trend to analyze the active user's performance over multiple customized basketball game sessions, up to and including the entire shot history of the active user including all previous customized basketball game sessions. In some cases, the long-term trend may be a series of percentages as described above, but is not so limited. Other examples of long-term trend computations can include rolling averages of made baskets across multiple customized basketball game sessions, maximum / minimum made baskets in a particular game type, maximum / minimum made baskets across all game types, or statistics about the performance of the active user across a single or multiple time periods (e.g., month-month comparison, year-over-year comparison, etc.).
[0075] The Customized basketball gaming system 12 may determine an adjustment of the settings for the variable hoop switching mechanism 22 or the hoop placement system based on the short- term trend. For example, the Customized basketball gaming system 12 computes a short-term trend for the active user that indicates the active user is decreasing the amount of made baskets. The Customized basketball gaming system 12 may determine that a larger hoop would improve the performance of the active user. The Customized basketball gaming system 12 may cause a hoop selection module to select a larger active hoop. The hoop selection module communicates the new active hoop 20 setting to the variable hoop switching mechanism 22. The variable hoop switching mechanism 22 may adjust the active hoop 20 to reflect the adjusted setting. In a similar example, the Customized basketball gaming system 12 may determine that an active hoop 20 that is closer to the user would improve the performance of the active user. The Customized basketball gaming system 12 may cause a goal movement module to determine a new position for the active hoop 20 closer to the shooting stage 16. The goal movement module communicates the new active hoop 20 setting to the hoop placement system. The hoop placement system may adjust the active hoop 20 to reflect the adjusted setting.Atty. Dkt. No.: 11679-003WO1
[0076] The Customized basketball gaming system 12 may determine an adjustment to the player classification rating or skill level based on the long-term trend. For example, the Customized basketball gaming system 12 computes a long-term trend for the active user that indicates the active user is decreasing the amount of made baskets. The Customized basketball gaming system 12 may determine that a lower skill level would improve the performance of the active user. An example of moving an active user to a lower skill level may be by adjusting the settings of the customized basketball game session (e.g., hoop initializes closer, initializes with larger active hoop, less distraction with lighting, etc.). The Customized basketball gaming system 12 may store the adjustments in the gameplay database 160 associated with the profile of the active user as well as update the skill level or player classification rating associated with the user.
[0077] The Customized basketball gaming system 12 may apply a weighting factor (e.g., a handicap metric) to the active user based on skill level, short-term trend, and long term trend. For example, a first user at a lower skill level (e.g., skill level 2) might receive a similar or greater point value score for a particular shot attempt when compared with a point value score that a second user at a higher skill level (e.g., skill level 7) would receive for an identical shot attempt. The Customized basketball gaming system 12 may also award bonus points for achievements such as streaks of made baskets, total quantity of made baskets, or percentage of made baskets within a customized basketball game session or game type. The Customized basketball gaming system 12 may also position the active hoop 20 for each active user such that a difficulty level approximates a similar shot attempt. For example, the Customized basketball gaming system 12 may present the first user having a lower skill level with an active hoop 20 that is closer to the shooting stage and larger, while the Customized basketball gaming system 12 may present the second user (having a higher skill level) with an active hoop 20 that is more distant from the shooting stage and smaller. The Customized basketball gaming system 12 may also adjust the lighting brightness, sound level, or visual complexity to approximate similar shot attempts based on the skill level of a user.
[0078] The Customized basketball gaming system 12 may also adjust the lighting, sounds, graphical presentations, smoke effects, or laser lighting effects based on the outcome of a particular shot attempt, specific short term or long term trends (e.g., short term streak of 5 consecutive made baskets, long term streak of 90% made baskets, etc.). The Customized basketball gaming system 12 may also prompt the active user to participate in customized basketball game sub-sessionsAtty. Dkt. No.: 11679-003WO1 (“mini games”) within a customized basketball game session. The Customized basketball gaming system 12 may determine a type and length of the mini game, the bonus points achieved during the mini game, and what criteria determine when the active user is prompted to participate in a particular mini game.
[0079] In some examples, the Customized basketball gaming system 12 may track the basketball shot from the shooting stage along the flight path of the basketball. The Customized basketball gaming system 12 can track the ball using a computer vision camera, or object tracking devices (e.g., radar, multiple camera system, etc.). The Customized basketball gaming system 12 can provide visual feedback to the active user based on a flight path of the basketball and deviation from the ideal flight path that would have resulted in a made basket. The Customized basketball gaming system 12 can provide cues to the active player via visual, text, or audio communications to remediate the active user's basketball shot form.
[0080] The Customized basketball gaming system 12 may have multiple game types. Exemplary game types include Traditional, BigHoops, Sharpshooter, Horse, Rapid Fire, Carnival, Around the World, Stayin’ Alive, and 3 Point Shoot Out.
[0081] In some implementations, motion sensors, computer vision, and / or artificial intelligence may track the basketball when a user attempts a shot on the active basket. As an example, computer-generated graphics may display the path of the shot arc, shot statistics such as shot length, basketball goal distance, and / or user success and scoring feedback. The computer- generated graphics may be displayed to the user on a screen and / or on glasses worn by the user which are configured to overlay computer images onto the user's field of view. Furthermore, overlaying computer-generated graphics may support creating additional basketball games for the user. For example, the user may be prompted to participate in a passing challenge where at least one basketball player is computer-generated, and the user is prompted to pass the ball to a teammate in motion without passing to defending players. The overlaying of computer-generated graphics may further enhance the user experience by simulating other basketball game aspects such as crowds, referees, basketball flooring, scoreboards, mascots, cheerleaders, coaches, and other basketball players.Atty. Dkt. No.: 11679-003WO1
[0082] Any suitable computing system or group of computing systems can be used to perform the operations for customizing a basketball game as described herein. For example, FIG.6 is a block diagram depicting an example computing system 80 for executing a Customized basketball gaming system 12.
[0083] The Customized basketball gaming system 12 can include various devices for performing one or more customized basketball game operations described herein. The Customized basketball gaming system 12 can include a processing circuit 81. The processing circuit may include a processor 82 that is communicatively coupled to a memory storage device 83. The processor 82 executes computer-executable program code stored in the memory 83, accesses information stored in the memory 83, or both. Program code may include machine-executable instructions that may represent a procedure, a function, a subprogram, a program, a routine, a subroutine, a module, a software package, a class, or any combination of instructions, data structures, or program statements. A code segment may be coupled to another code segment or a hardware circuit by passing or receiving information, data, arguments, parameters, or memory contents. Information, arguments, parameters, data, etc. may be passed, forwarded, or transmitted via any suitable means including memory sharing, message passing, token passing, and network transmission, among others.
[0084] Examples of a processor 82 include a microprocessor, an application-specific integrated circuit, a field-programmable gate array, or any other suitable processing device. The processor 82 can include any number of processing devices 82, including one. The processor 82 can include or communicate with a memory 83. The memory 83 stores program code that, when executed by the processor 82, causes the processor 82 to perform the operations described herein.
[0085] The memory 83 can include any suitable non-transitory computer-readable medium. The computer-readable medium can include any electronic, optical, magnetic, or other storage device capable of providing a processor with computer-readable program code or other program code. Non-limiting examples of a computer-readable medium include a magnetic disk, memory chip, optical storage, flash memory, storage class memory, ROM, RAM, an ASIC, magnetic storage, or any other medium from which a computer processor can read and execute program code. The program code may include processor-specific program code generated by a compiler or anAtty. Dkt. No.: 11679-003WO1 interpreter from code written in any suitable computer-programming language. Examples of suitable programming language include Hadoop, C, C++, C#, Visual Basic, Java, Python, Perl, JavaScript, ActionScript, etc.
[0086] The Customized basketball gaming system 12 may also include a number of external or internal devices such as input or output devices. For example, the Customized basketball gaming system 12 may include a communications circuit 84. The communications circuit can be an input / output interface that can receive input from input devices or provide output to output devices. A bus can also be included in a Customized basketball gaming system 12. The bus can communicatively couple one or more components of the Customized basketball gaming system 12.
[0087] The Customized basketball gaming system 12 can execute program code that includes the controller 80 and performance scoring engine 85. The program code may be resident in any suitable computer-readable medium and may be executed on any suitable processing device 82. For example, as depicted in FIG.6, the program code can reside in the memory 83. Executing the Customized basketball gaming system 12 can configure the processor 82 to perform the operations described herein.
[0088] In some implementations, the communications circuit 84 can include one or more output devices. One example of an output device is a network interface device. A network interface device can include any device or group of devices suitable for establishing a wired or wireless data connection to one or more data networks described herein. Non-limiting examples of the network interface device include an Ethernet network adapter, a modem, etc.
[0089] The controller 80 can include various devices for performing one or more movement / machine activation operations (i.e., variable hoop switching mechanism, hoop placement system, etc.) described above with respect to FIGS. 1-5. The controller 80 can include a processor 82 that is communicatively coupled to a memory 83. The processor 82 executes computer-executable program code stored in the memory 83, accesses information stored in the memory 83, or both. Program code may include machine-executable instructions that may represent a procedure, a function, a subprogram, a program, a routine, a subroutine, a module, a software package, a class, or any combination of instructions, data structures, or programAtty. Dkt. No.: 11679-003WO1 statements. A code segment may be coupled to another code segment or a hardware circuit by passing or receiving information, data, arguments, parameters, or memory contents. Information, arguments, parameters, data, etc. may be passed, forwarded, or transmitted via any suitable means including memory sharing, message passing, token passing, network transmission, among others.
[0090] As noted above, the basketball gaming system 12 may include any combination of a user stage 16 (“shooter stage”), an active court area 18, or active basketball hoop 20, a variable hoop switching mechanism 22, a basketball hoop placement system 24, a ball return system 26 and a controller 80.
[0091] In some implementations, a basketball gaming system 100 may include various devices and features to customize and enhance a skill-based basketball game, including but not limited to cameras 110 (e.g., cameras with or for computer vision), projectors 108, sound devices 112, a backboard screen 116, screened walls 106, augmented reality functionality and other devices and features to create virtual interactions to provide immersive experience for a user or users of the basketball gaming system and method. In some implementations, the basketball gaming system 100 may include some or all of the features and functions of the basketball gaming system 12.
[0092] Referring to FIGS. 3 - 12, the gaming system 100 may include an active basketball hoop 20 supported on a backboard 114. The backboard 114 is a substantially vertical surface element, a “board”, that may be conventionally made of any suitable material such as acrylic, polycarbonate, tempered glass or plexiglass. The active hoop 20 and backboard may be combined with a user or shooter stage 16. Thus, the active hoop 20 may generally face an active user -- a shooter who may aim and shoot a basketball at the active hoop 20 and backboard 114 of the basketball goal 118. As explained and shown above, the active hoop 20 may be rotationally adjusted. Thus, the active hoop 20 and backboard 114 may be incrementally rotated to different angles relative to the shooting stage 16 so that different portions of the active hoop 20 face the active shooter. For example, the variable hoop switching mechanism 22 may incrementally rotate an active hoop 20 and backboard 114 in such a manner as to simulate a user in the shooting stage 16 traversing on and around the active hoop 20 (e.g., the “three-point line”). And the gaming system 12 may provide multiple hoops (e.g., hoop 46, hoop 47, hoop 48, etc.), and the variable hoop switchingAtty. Dkt. No.: 11679-003WO1 mechanism 22 may rotate the active hoop 20 and backboard 114 so as to change the active hoop 20 (see, e.g., Figures 2A and 2B) to a hoop of a different size.
[0093] FIGS.7-25 show a basketball gaming system 100 configured to provide a user or group of users with an enhanced or immersive gaming experience. As noted previously, the basketball gaming system 100 may include some or all of the features and functions of the basketball gaming system 12. For example, the basketball gaming system 100 may include a gameplay area 10 as shown generally in FIG.1 and further include a shooting stage 16 as shown in FIGS.1 and 8. The basketball gameplay area 10 may be bounded on one or more sides by walls 104.
[0094] In some implementations, at least the active gameplay area 18 is bounded by three walls 104, shown as left wall 104A, back wall 104B, and right wall 104C, each of which may be at least partially viewable from the lounge area 14, including the private suite seating area 40 and / or the dining space 38. The walls 104 may support or be comprised of screens 106, shown as screen 106A, screen 106B, and screen 106C, that are able to receive and display images, including data and visual representations. The walls 104 may be screens 106 that receive and display projected images, or they may be LED display boards, or any other suitable display media and mechanism. For example, a series of projectors 108, (a projector 108A, project 108B, and project 108C), may be provided that communicate with the computer / processor / controller 80. The computer / processor / controller 80 may access memory 83 or a line feed (e.g., via the Internet) to access and cause images to be sent to the projectors 108 for displaying visual graphics and images onto the screens 106 or the walls 104. For example, visual images of a crowd, fans, dancers, players and / or others at a basketball game may be displayed. Such images may be synced (by the computer’s controller / processor) with a sound system (including but not limited to the private sound system 42) to provide appropriate sound in conjunction with such displayed images, such as crowd noise upon a made or missed shot, to enhance the gaming experience.
[0095] In some implementations, the computer / processor / controller 80 may also utilize data provided by a tracking system (including for example, a sensor array 120 provided at or near the hoop 20) to tailor and drive visual screen displays, and provide appropriate sounds. As shown in FIG.7, an array of sensors 120 may be operatively positioned so as to detect a basketball 122 as it passes through a hoop 20. If desired, the hoop 20 may be supported by, fastened to or otherwiseAtty. Dkt. No.: 11679-003WO1 associated with a backboard 114. In such an example, the sensor array 120 may be secured to the backboard 114, to the hoop 20, or to any other convenient device. Such sensors 120 may also be positioned remotely or at any other suitable location so long as the sensors 120 are able to detect a basketball shot, as it passes through the hoop 20. FIG. 7 thus shows one example where the sensor array 120 is positioned near the hoop 20 to detect a basketball shot as it passes or falls through an active hoop 20 (into an associated net 124). The hoop 20 may be of any shape and the basketball 122 may be appropriately sized so as to be able to pass through the hoop 20. The sensor array 120 can thus detect a basketball shot being “made” in an active hoop 20 by sensing the ball 122 passing or falling through the active hoop 20.
[0096] The data collected by the sensor array 120 may be captured and communicated to a controller / processor 80 associated with either the individual basketball gaming system 100 or with a computer controller / processor 80 that may be associated with a broader set or group of basketball gaming systems, or both. The controller / processor 80 will process the data received from the sensor array 120 to indicate and / or reflect a made shot. That indication may be processed, used and displayed in various ways, including on a display screen, a computer screen, a user’s personal smartphone or other computing device, a wall display, etc.
[0097] As shown in FIGS.7 and 13, Player A may attempt a basketball shot from Shooter Position A on the shooter stage 16. The shot is considered to have been successfully made when it passes through the active hoop 20 and sensed by the array 120. That sensor data indicating a made shot is transmitted or otherwise communicated to a controller / processor 80 associated with the active hoop 20 and the goal placement analyzer 130 associated therein so that not only can the data be used to address the skill level of the player, but also used to provide an enhanced or immersive experience for the use. That indication or resulting data may be transmitted to a computer controller / processor 80 to be collected, processed and aggregated for various purposes, including broadcasting to users (e.g., displayed on a screen or wall) and, as shown in FIGS.4 and 5, for use in gameplay such as for determining goal placement, hoop selection, etc. Such data and information may also be stored for use at a later time, such as to retain a record of a user’s gaming experience, including for example made shots, missed shots, etc.Atty. Dkt. No.: 11679-003WO1
[0098] As shown in FIGS. 7-12, the basketball gaming system 100 that includes a shot tracking system 132 that may include a camera or camera system 110 that may utilize computer vision to determine when a user (or player) has attempted a shot at an active hoop 20 and / or when a user has made a shot. The camera 110 may utilize artificial intelligence (AI) so as to be capable of deriving such information from captured images, video, etc. For example, an AI camera may identify and / or track a basketball shot from its origin, i.e., a shooter, to an active hoop 20. The captured AI computer vision data may be communicated to the processor 82 to identify the shooter, associate a shooter with a given shot, track the shot to determine if it was made (i.e., traveled or passed through the hoop), associate that outcome with that shooter, etc. The person of ordinary skill will appreciate that such operations may be accomplished using computational techniques such as diffusion, deep learning, and neural networks. For example, the gaming system 100 may include a camera or camera system 110 that utilizes facial recognition, detects multiple players or users shooting simultaneously and appropriately assigns specific shots to each user who attempted their respective shots, and cooperates with a sensor array 120 to track shots and identify which players or users made which shots. Continuing with the example in Figure 7, Player A and Player B each attempt basketball shots from Positions A and B, respectively, on the shooter stage 16. Player A makes a shot, whereas Player B misses a shot. Both shots may be tracked by a computer vision camera 110 and the respective outcomes determined by a review of captured image data. That data may be stored and / or sent to the computer / display controller / processor for recording, tabulation, and presentation to the users.
[0099] Further to the example illustrated in FIG. 7, once the tracking system 132 detects that a shot is made through an active hoop 20, the computer / processor 80 may cause images of a cheering crowd 134 to be displayed on the screen 106 or walls 104 and the sound system 112 could broadcast such crowd noise. Alternatively, should the tracking system 132 detect that an attempted shot was missed, the computer / processor 80 may cause images of a disappointed crowd on the screens 106 or walls 104 and may cause the sound system 112 to broadcast sounds of disappointment. Thus, the basketball gaming system and method may be configured to provide, by way of computer processing, projectors, screens and associated sound equipment, an enhanced, immersive or virtual environmental experience for the user, including game interactions with recorded and live interactions, graphics and data. It will further be appreciated that the gaming system 100 may utilize augmented reality, including cameras 110 and viewing devices that allow for digitallyAtty. Dkt. No.: 11679-003WO1 overlaid objects and graphics to be displayed on real-time environments, to create an enhanced “real world” environment with computer generated visual elements, sounds and other stimuli. In some implementations, the basketball gaming system 100 may include a virtual reality headset, a mixed reality headset, and / or an augmented reality headset. In some implementations, the controller 80 comprises an immersion engine 190 that drives a mixed reality, augmented reality, and / or virtual reality environment and displays the environment via a compatible headset or glasses worn by a user.
[0100] A screen display 116 may be provided with or as a part of the backboard 114 associated with one or more basketball hoops to further enhance the immersive experience. Such a backboard screen display 116 could display basketball game related information such as a shot clock 140, a move count 142, a score 144, a round count 146. Separately, or in combination with such data, a backboard screen display 116 could present one or more screens showing a virtual shooter square 148 (i.e., the “sweet spot” of the backboard above the rim of the hoop). For example, the shooter square may be a rectangle shape highlighting an area of the backboard 114 situated directly above the hoop 20. In some implementations, the backboard screen display 116 utilizes a camera feed to show the active shooter on the backboard display screen 116. In some implementations, the backboard display 116 is configured to display an image of the user shooting the ball or a video feed of a user shooting the ball. In some implementations, the image of the user is a user profile picture associated with the profile of the user shooting the ball. In some implementations, the image of the user is an image of an avatar associated with the user profile of the active user. In some implementations, the image of the user is displayed within the shooter square 148.
[0101] The backboard display screen 116 could be provided in any suitable manner and / or configuration, such as an electronic display screen covered by protective glass or plexiglass. In some implementations, the screen display 116 could serve as the backboard 114 itself. Alternatively, the screen 116 could be comprised of an LED display mounted to a conventional backboard 114 or use a common frame with the backboard 114. In an example, the backboard screen display 116 would be rotatably coupled to the variable hoop switching mechanism 22 and thus capable of rotating to varying degrees with a basketball hoop, as described herein. In some implementations, the basketball goal 118 includes a first backboard display 116 coupled to a first hoop 46 and a second backboard display 116 coupled to a second hoop 48.Atty. Dkt. No.: 11679-003WO1
[0102] In some implementations, when the basketball goal 118 is moving from a first position to a second position, the control system 80 presents, via the backboard display 116, a textual message regarding the shot. For example, “swish.” “nice shot,” “pizza sauce,” and / or other affirming messages. In some implementations, the message is a popup or overlay on the graphical user interface. In some implementations, the control system 80 may classify shots (e.g., as a bank shot, a swish, etc.) and display a message regarding the classification of a recent shot. In some implementations, the control system 80 may score accordingly based on game mode.
[0103] In some implementations, the basketball gaming system 100 includes a second display backboard. In some implementations, when the first hoop is the active hoop, the first backboard display is active, and the second display is inactive (e.g., dimmed, powered off, holding a single frame, etc.).
[0104] Referring to FIGS. 6 and 18, the basketball gaming system 100 may provide customized “ghost games” and other challenges. For example, the basketball gaming system 100 may include a gameplay manager 117. The computer / processor / controller 80 may include and communicate with a memory 83 that could store and otherwise retain previously recorded games or performances by a given user, other users, and / or other recorded basketball events, such as a dramatic last second winning shot in a collegiate or professional basketball game. For example, the memory 83 may include the gameplay database 160. Such previous recordings could represent and retain various game parameters (e.g., score, difficulty, performance, locations, etc.). Such recorded games and / or performances could be identified by a given name or by the name of the user or otherwise. An example of such a recording could be a user’s “high” or “best” game score. Such recordings could be stored in a local database, retained in the cloud 162 (e.g., a cloud storage device, a cloud computing device, etc.), or maintained in any suitable storage device (e.g., an administrative computing system 164 coupled to one or more basketball gaming systems 100). The user could retrieve a stored game event from any suitable storage device and cause it to be displayed in or on the basketball gaming system 100. The user, as an active shooter, could then shoot or attempt to make shots as done in the previously recorded game to see if the highest or best score can be repeated or even bettered. The computer / processor 80 could compare the active shooter’s most recent performance to the recorded or “ghost game” and the better performance would be retained or stored in the database. In some implementations, the recorded game couldAtty. Dkt. No.: 11679-003WO1 be displayed using projectors 108 and the like to as to provide an immersive experience for the user. For example, the recorded game could be displayed using the projectors 108 and one or more computer-generated graphics displayed on a pair of glasses worn by the user which may be overlaid on the user’s field of view. For example, the recorded game could be at least partially displayed in an augmented reality environment driven by the immersion engine 190. So, for example, if the user’s performance exceeds a recorded game so that the shooter now has a new “best” game, the computer / controller / processor 80 would recognize such by comparing the previous performance to the most recent performance and the screens 106, augmented-reality glasses, and / or backboard display 116, as driven could provide, for example, a cheering crowd or the like to reflect the user’s improvement. The sound system 112 could similarly play sounds reflective of a cheering crowd.
[0105] Referring to FIGS. 7-25, the basketball gaming system can provide ghost games, challenges and immersive gaming. The basketball gaming system 100 can include a basketball machine that may include features such as an immersive gaming capability (e.g., screen displays, projectors, computer vision, etc.), camera(s) and sensors to view and record the action of users, and a computer / controller / processor and memory to provide for ghost games and other interactions with the gaming system. Player Group A plays a game using the basketball gaming system and method. The results of that game are recorded and retained in storage (a database). Thus, the recorded game is available for use at a later date. The recorded game may be retrieved from the database and then played, again using a basketball machine, in conjunction with a new game. The new game may be played by Player Group A, another group that includes Player Group A as a subset, or by an entirely different player group. That new game may then in like fashion be recorded and stored, and maintained in the database for future use by those who played the most recent game or others.
[0106] In some implementations, an user / active shooter is able to manually direct or request the position of an active hoop 20. Referring to FIG.25, using an input device such as a touch screen, a joystick or another control device, the user manually instructs the computer / processor 80 to move the backboard 114 and / or hoop 20 to certain places within the active gameplay area 18. The position may include hoop placement, hoop orientation, backboard orientation, hoop height, hoop angle, active hoop 20 (e.g., small or large), etc. Thus, if a user wished to practice free throws, theAtty. Dkt. No.: 11679-003WO1 hoop 20 and backboard 114 may be placed accordingly. Similarly, if the user / active shooter was a child or a beginning player, a large hoop 48 could be selected and placed closer to the shooting stage 16 at a lower height. Such placement decisions would be made and implemented by the user. For example, the controller 80 drive a display to present a graphical user interface 166. In some implementations, the graphical user interface 166 is presented on a display device 168 of the kiosk 36. As a further example, the user could direct the active hoop 20 to be placed at a distance equal to the collegiate or professional three point line, and then the position of the hoop 20 could be adjusted so as to allow the user to effectively practice the shot from different positions on the three point line as determined by the angle of the active hoop 20 and backboard 114.
[0107] As shown in FIG. 13, the basketball gaming system 100 and method includes challenges that may be directed by the gaming system 100 such that an active shooter is directed to move to different positions on the shooting stage 16. For example, the shooting stage 16 may be divided or apportioned into regions or sub-areas. Alternatively, different icons 170 (e.g., square 170A, triangle 170B, circle 170C, etc.) may be displayed at different locations on the shooting stage floor 16. As shown in FIG. 13, the controller / processor 80 can direct a user / shooter to a particular spot on the shooting stage 16 by prompting using an icon 170^^for example, a triangle icon 170B. For example, the triangle icon 170B may be a lighted shape embedded in the shooting stage floor 16, or may be projected onto the shooting stage 16 by a projector positioned for such a display. Other shaped icons 170 such as numbers, names, or any other suitable indicator, may be utilized. The player’s position may also be prompted using other screens (e.g., a computer display, a backboard screen 116, a wall screen 106, etc.), and / or via the computer generated images presented to a user via glasses and as an overlay on their field of view, and / or via audio information / direction (oral, possibly recorded, instruction given to the shooter). Such oral commands may also relate to actions taken on the shooting stage 16, such as a direction to dribble.
[0108] A camera 110 (can be a camera with or without computer vision) views and captures a shooter’s movement and, in combination with or independently of the controller / processor 80, ensures (or checks to see) that the shooter has moved to the proper icon / position. The camera 110 may also view and capture a shot taken by the shooter while positioned at the subject icon 170, and then track the shot as described herein. Data from the camera 110 may be transmitted to theAtty. Dkt. No.: 11679-003WO1 controller / processor 80 for use in the gaming system 100, such as for use in a ghost game or for scoring purposes or for other uses as described herein.
[0109] As a further example, dribbling moves or skills (e.g., dribble behind the back, between the legs, etc.) may be required on the shooting stage 16. The active shooter is directed to move to a certain spot (e.g., by icon 170) or instructed to perform a dribbling move prior to attempting a shot. The basketball gaming system 100 may thus include indicators identifying or specifying the various points on the shooting stage from which the active shooter is to perform. Such indicators can be prompted by displays on screens 106, objects in an augmented reality environment displayed to the user, illuminated sections or icons 170 on the shooting stage, LED lights, or lights projecting onto the shooting stage 16. An evaluation of whether the move (e.g., move to spot or dribble performance) was completed may be determined by sensor data (e.g., image data), or cameras utilizing computer vision. In like fashion, multiple moves (e.g., dribble behind the back to the next location for shooting on the shooting stage) can be instructed based on a user’s skill level or desire. Any and all resulting scores, video images, performance data or other parameters may be recorded and stored for future use, as in a possible “ghost game.” For example, all resulting scores, video images, performance data or other parameters may be recorded by the gameplay manager 117 and stored in the gameplay database 160.
[0110] FIG. 14 illustrates an example of a sound system 112 that is able to be adjusted in accordance with the present invention. A sensor such as an audio input device 174 (e.g., microphone) is positioned in a location that includes one or more basketball gaming systems 100. The microphone 174 senses the volume of ambient noise in an affected area, such as a restaurant 180. The area is divided into sub-areas, such as a sound quadrant A, sound quadrant B, sound quadrant C, and sound quadrant D. Each quadrant may be provided with a microphone 174 and processor so as to determine the level of sound in decibels in the given quadrant. A sound parameter is established that sets a preferred level of sound, measured by decibels, in each quadrant and the restaurant as a whole. The basketball gaming system 100 is able to adjust the sound level in each quadrant according to the conduct of a given customized game. For example, if players are involved in a customized game in quadrant 1 that is particularly of interest, the sound in other quadrants can be adjusted downward to highlight the customized game being played in quadrant 1. Alternatively, if the sound level in the restaurant as a whole is relatively soft or quiet, the soundAtty. Dkt. No.: 11679-003WO1 in quadrant 1 and other quadrants may be increased so as to drive attention to the customized basketball game being played using the gaming system 100. The person of ordinary skill will appreciate that an in-store video / audio matrixing system may include an HDMI system that controls sounds and visuals seen and heard respectively within the store., including in certain quadrants. The computer / controller / processor 80 would read sensor data that noted the decibel level in a each or a given quadrant or region of the store. That information (decibel reading) could be compared to a previously deemed acceptable or ambient level as maintained in storage 83, e.g., in the gameplay database 160. The computer / controller / processor 80 would then compare the actual sensed decibel level to ambient / acceptable and the sound level may be adjusted accordingly. The computer / processor / controller 80 may repeatedly sample the ambient or adjusted decibel levels and adjust in real time such that the computer system 80 would in effect listen in to the various active games and adjust the volume as desired. So, for example, if there are several basketball gaming systems 100 in play at one time, and in one such active in play system a user is having a noteworthy performance (e.g., breaking a record score level), the computer / processor / controller 80 could increase the sound of that particular game within the facility such that others may be made aware of the user’s noteworthy performance and, if desired, watch or otherwise participate. Each gaming system 100, complete with its own sound system, could also include a manual override in the event that others did not want to hear of or participate in the user’s noteworthy performance.
[0111] Another example of a basketball gaming system 100 and method that incorporates skill includes participation by a separate, second gaming system(s) user or even more users. For example, the gaming systems 100 could interact. Each gaming system 100 would have a computer / processor / controller 80 in communication with other gaming system computers / processors / controllers 80. If desired, a centralized computer / processor / controller, such as an administrative computing system 164, could be utilized to link the individual gaming system computer / processors 80. In a suitable arrangement, the data being collected and processed by the individual gaming system computer / processors 80 may be shared such that performance of an active shooter using the first gaming system may be compared to the performance of an active shooter. Thus, in this manner, once Player Group A’s game is recorded and stored, that game could be accessed and played in a “ghost” game at an entirely different facility by entirely different participants. Thus, for example, if Player Group A consisted of professional basketball player whoAtty. Dkt. No.: 11679-003WO1 demonstrated extreme skill, others could compare themselves to that performance regardless of where such others were using a basketball gaming system and / or method as disclosed. The person of ordinary skill will appreciate that such interactions between multiple basketball gaming systems may be accomplished using a communications network that links the systems and their respective features.
[0112] A basketball gaming system 100 and method may comprise at least one basketball hoop 20 and at least one goal placement analyzer system configured to adjust at least one position parameter of one or more of the at least one basketball hoops according to at least one user parameter associated with at least one user. The basketball gaming system 100 and method may further comprise at least one hoop placement system 24 configured to position the at least one basketball hoop 20 according to at least one position parameter. The at least one position parameter may comprise at least one X – axis coordinate, at least one Y – axis coordinate, and at least one Z – axis coordinate. The basketball gaming system 100 may further comprise at least one hoop switching mechanism 22 configured to select one of the at least one basketball hoops. At least one position parameter of the selected one or more basketball hoops 20 is associated with an active status. The basketball gaming system 20 may then comprise at least one active basketball hoop 20 and at least one variable hoop switching mechanism 22 configured to rotationally adjust the position of the at least one basketball hoop 20.
[0113] A basketball gaming system 100 and method may provide aspects and features for playing an enhanced or customized basketball game. A basketball gaming system and method may include at least one controller 80 that may communicate with one or more various devices to facilitate differing operations and features of the gaming system. For example, the basketball gaming system and method may include a controller 80 including a processor 82 and a memory 83, that may interact with cameras 110, projectors 108, sound devices 112, recordings and interactive devices to provide an immersive experience for a user. As further examples, the basketball gaming system 100 may: include a backboard 114 including an electronic display screen 116 in communication with the controller 80 to provide feedback to users and enhance an immersive ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ one basketball hoop 20 and any associated backboard 114^^^^^^^^^^^^^^^^controller 80 configured so as to direct an active shooter to a particular location on a shooting stage 16. As still furtherAtty. Dkt. No.: 11679-003WO1 examples, the basketball gaming system 100 may further comprise various devices and apparatuses ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ devices and apparatuses for conducting interactive basketball “ghost games” where a user interacts with previously recorded or co-active games with others. As a yet further example, the basketball gaming system 100 may include detecting, tracking, and other devices to detect if a basketball shot was made on an active basketball hoop 20 , identify which player made a successful shot, and return a basketball 122 to the shooting stage 16.
[0114] Referring to FIG. 16, a process 300 of providing an immersive basketball gaming experience is shown, according to an exemplary implementation. The process 300 can be performed using the basketball gaming system 100.
[0115] In a step 302, the process 300 includes receiving, via a computer vision system, image data regarding multiple users within a stage area, according to some implementations. For example, the controller 80 may receive image data from the camera 110. In some implementations, the process 300 continues with step 304.
[0116] In a step 304, the process 300 includes identifying a first user and a second user of the multiple users based on image data, according to some implementations. For example, the controller 80 and / or camera 110 may utilize facial recognition to identify one or more users. In some implementations, the process 300 continues with a step 306.
[0117] In a step 306, the process 300 includes associating a shot attempt with either the identified first user or the identified second user, according to some implementations. In some implementations, the process 300 continues with a step 308.
[0118] In a step 308, the process 300 includes adjusting a score associated with the first user or the second user based on a determination regarding whether the shot attempt was successful, according to some implementations. For example, the controller 80 may determine whether a shot was successful based on image data from the camera 110, and / or sensor data from the sensor array 120. In some implementations, if the shot was successful, the score is increased, and if the shot was unsuccessful, the score remains unchanged or is decreased. In some implementations, the process 300 continues with a step 310.Atty. Dkt. No.: 11679-003WO1
[0119] In a step 310, the process 300 includes comparing the adjusted score to a threshold value to determine whether a user has achieved the threshold value, according to some implementations. For example, the controller 80 may compare the adjusted score against an upper threshold value to determine if a user’s score meets or exceeds a predetermined threshold value based on the selected basketball game type. In some implementations, alternatively or additionally, the controller 80 may compare a value representing a time duration against a threshold value (e.g., a time limit). In some implementations, alternatively or additionally, the controller 80 may compare a value representing a shot count against a shot threshold value. In some implementations, the threshold value is determined based on a selected game type. In some implementations, the controller 80 is configured to compare a real-time value against a corresponding game metric (e.g., a score, a time duration, a shot count, etc.). In some implementations, the process 300 continues with a step 312. In some implementations, a comparison of a score, time duration, or shot count against a corresponding threshold value corresponds leads the controller to determine the game is completed.
[0120] In a step 312, the process 300 includes displaying a message regarding the comparison of the adjusted score, according to some implementations. For example, the message may designate a user as a winner. In some implementations, the message is displayed on the backboard display 116.
[0121] Referring to FIG. 17, a process 400 of providing an immersive basketball gaming experience is shown, according to an exemplary implementation. The process 400 can be performed using the basketball gaming system 100.
[0122] In a step 402, the process 400 includes receiving, from an audio input device, sensor data regarding an ambient noise level, according to some implementations. In some implementations, the process 400 continues with a step 404.
[0123] In a step 404, the process 400 includes comparing the received noise level to a threshold value, according to some implementations. In some implementations, the process 400 continues with a step 406.Atty. Dkt. No.: 11679-003WO1
[0124] In a step 406, the process 400 includes adjusting a volume output of an audio output device based on the comparison, according to some implementations. For example, the audio output device may be a speaker associated with a first location, and if the sound level exceeds the threshold value for the sound level, the controller 80 may reduce or eliminate a volume output of the speaker.
[0125] Referring to FIG. 18, a process 500 of providing an immersive basketball gaming experience is shown, according to an exemplary implementation. The process 500 can be performed using the basketball gaming system 100.
[0126] In a step 502, the process 500 includes receiving shot information regarding one or more balls shot toward the basketball goal from a stage area, according to some implementations. For example, the shot data may include a signal from the sensor array 120 regarding whether a ball passed through the active hoop 20, and / or image data from the camera 110 associated with the active court area 18. In some implementations, the process 500 continues with a step 504.
[0127] In a step 504, the process 500 includes determining whether a shot attempt was successful, according to some implementations. For example, the controller 80 may perform one or more steps of the process 300. For example, the controller 80 may associate a shot attempt with a user based on image data, and may determine whether the basketball passed through the active hoop 20. In some implementations, the process 500 continues with a step 506.
[0128] In a step 506, the process 500 includes prompting a user to a shooting position on the shooter stage 16, according to some implementations. For example, the controller 80 may cause a projector to project one or more icons 170 onto a surface of the shooter stage 16. In some implementations, the controller 80 may drive one or more light emitting devices to illuminate. In some implementations, the light emitting devices are embedded in a surface of the shooter stage 16. In some implementations, the controller 80 may verify whether the shooter is in the position indicated by the prompt. In some implementations, the prompt includes one or more auditory commands. In some implementations, the camera 110 is configured to identify the shapes displayed on the shooting stage 16. For example, the shooting stage 16 may be divided or apportioned into regions or sub-areas. In some implementations, the player’s position may also be prompted using other screens (e.g., a computer display, a backboard screen 116, a wall screen 106,Atty. Dkt. No.: 11679-003WO1 etc.), and / or via the computer generated images presented to a user via glasses and as an overlay on their field of view, and / or via audio information / direction (oral, possibly recorded, instruction given to the shooter). Such oral commands may also relate to actions taken on the shooting stage 16, such as a direction to dribble. In some implementations, the process 500 continues with a step 508.
[0129] In a step 508, the process 500 includes recording the game for future use as a ghost game, according to some implementations. For example, the camera 110 and sensors 120 may record and evaluate the user play during the ghost game, and store it in the gameplay database 160. The gameplay manager 117 may later retrieve the ghost game from the gameplay database 160 and display the previous game or challenge via the projectors 108, screens 107, sound system 112, backboard display 116, and / or an augmented reality headset.
[0130] Referring to FIGS.19-25, the basketball gaming system 100 is configured to drive a display of a set of screens regarding one or more operations of the basketball gaming system 100. For example, the screen 201 may include one or more informational or interactive fields. For example, the screen 201 may include a button 204 regarding a selection of an individual game or a group game, and a button 206 regarding a selection of a team game (e.g., multi-player game, a group game, etc.). In some implementations, the screen 201 includes multiple drag and drop icons 208 configured to move between a first field 210 regarding active participants and a second field 210 regarding available participants (e.g., representing a set of “benched” users). In some implementations, the drag and drop icons 208 are representative of a user profiles stored in the gameplay database 160.
[0131] Referring to FIG. 20, the screen 220 may include user interactive fields 222 regarding a difficulty of the game based on the skill level of the user. For example, the screen 220 may present options on a scale from lowest skill level to highest skill level. For example, a user may be provided a set of selectable options including a “Junior” option, an “Easy” option, a “Medium” option, a “Hard” option, and / or a “Ballin” option. The screen 220 may include a selectable field 224 regarding a size of the active hoop 20. For example, the selectable field 224 may allow a user to manually select a size of the active hoop 20, or permit the basketball gaming system 100 to vary the size of the active hoop 20.Atty. Dkt. No.: 11679-003WO1
[0132] Referring to FIG. 21, the screen 230 may include a user selectable field 232 regarding a selection of the game type. In some implementations, the screen 230 may include at least a partial description 234 of the game type associated with the selectable field 232.
[0133] Referring to FIG.22, the screen 240 may include an informational field 242 regarding one or more parameters of the selected game. For example, a game duration may be displayed. In some implementations, the screen 240 includes one or more selectable field 244 regarding one or more game parameter modifications. For example, the selectable field 244 may include options for a user to modify the duration of the game displayed in the informational field 242.
[0134] Referring to FIGS. 23-24, the screen 250 may include a one or more user selectable fields 252 regarding a selection between one or more virtual environments for the selected game. For example, the selectable fields may include a first 3D environment (e.g., a professional basketball stadium) and a second 3D environment (e.g., an alien world). In some implementations, the immersion engine 190 is configured to display the professional basketball stadium virtual environment having a cheering crowd 134, or a different 3D environment. For example, an alien world images 256 shown in FIGS. 7 and 11. In some implementations, the screen 250 includes a preview field 258 regarding a selectable 3D virtual environment. In some implementations, a user may virtually pan and tilt the virtual viewpoint within the 3D environment. For example, FIG. 24 illustrates that a user may drag a finger along a touch sensitive surface of the display device 168 to rotate the view of the 3D environment displayed in the preview field 258.
[0135] Referring to FIG. 25, the graphical user interface 166 may present a screen 260 including a user selectable field 262 regarding the location, a user selectable field 264 regarding the angle, a user selectable field 266 regarding the size, and a user selectable field 268 regarding the height of the active hoop 30.
[0136] As utilized herein with respect to numerical ranges, the terms “approximately,” “about,” “substantially,” and similar terms generally mean + / - 10% of the disclosed values. When the terms “approximately,” “about,” “substantially,” and similar terms are applied to a structural feature (e.g., to describe its shape, size, orientation, direction, etc.), these terms are meant to cover minor variations in structure that may result from, for example, the manufacturing or assembly process and are intended to have a broad meaning in harmony with the common and accepted usage byAtty. Dkt. No.: 11679-003WO1 those of ordinary skill in the art to which the subject matter of this disclosure pertains. Accordingly, these terms should be interpreted as indicating that insubstantial or inconsequential modifications or alterations of the subject matter described and claimed are considered to be within the scope of the disclosure as recited in the appended claims.
[0137] It should be noted that the term “exemplary” and variations thereof, as utilized herein to describe various implementations, are intended to indicate that such implementations are possible examples, representations, or illustrations of possible implementations (and such terms are not intended to connote that such implementations are necessarily extraordinary or superlative examples).
[0138] The term “coupled” and variations thereof, as used herein, means the joining of two members directly or indirectly to one another. Such joining may be stationary (e.g., permanent or fixed) or moveable (e.g., removable or releasable). Such joining may be achieved with the two members coupled directly to each other, with the two members coupled to each other using a separate intervening member and any additional intermediate members. If “coupled” or variations thereof are modified by an additional term (e.g., directly coupled), the generic definition of “coupled” provided above is modified by the plain language meaning of the additional term (e.g., “directly coupled” means the joining of two members without any separate intervening member), resulting in a narrower definition than the generic definition of “coupled” provided above. Such coupling may be mechanical, electrical, or fluidic.
[0139] References herein to the positions of elements (e.g., “top,” “bottom,” “above,” “below”) are merely used to describe the orientation of various elements in the FIGURES. It should be noted that the orientation of various elements may differ according to other exemplary implementations, and that such variations are intended to be encompassed by the present disclosure.
[0140] The hardware and data processing components used to implement the various processes, operations, illustrative logics, logical blocks, modules and circuits described in connection with the implementations disclosed herein may be implemented or performed with a general purpose single- or multi-chip processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), or other programmable logic device,Atty. Dkt. No.: 11679-003WO1 discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A general purpose processor may be a microprocessor, or, any conventional processor, controller, or microcontroller. A processor may also be implemented as a combination of computing devices, such as a combination of a DSP and a microprocessor, multiple microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration. In some implementations, particular processes and methods may be performed by circuitry that is specific to a given function. The memory (e.g., memory, memory unit, storage device) may include one or more devices (e.g., RAM, ROM, Flash memory, hard disk storage) for storing data and / or computer code for completing or facilitating the various processes, layers, and modules described in the present disclosure. The memory may be or include volatile memory or non-volatile memory, and may include database components, object code components, script components, or any other type of information structure for supporting the various activities and information structures described in the present disclosure. According to an exemplary implementation, the memory is communicably connected to the processor via a processing circuit and includes computer code for executing (e.g., by the processing circuit or the processor) the one or more processes described herein.
[0141] The present disclosure contemplates methods, system and program products on any machine-readable media for accomplishing various operations. The implementations of the present disclosure may be implemented using existing computer processors, or by a special purpose computer processor for an appropriate system, incorporated for this or any other purpose, or by a hardwired system. Implementations within the scope of the present disclosure include program products comprising machine-readable media for carrying or having machine-executable instructions or data structures stored thereon. Such machine-readable media can be any available media that can be accessed by a general purpose or special purpose computer or other machine with a processor. By way of example, such machine-readable media can comprise RAM, ROM, EPROM, EEPROM, or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to carry or store desired program code in the form of machine-executable instructions or data structures and which can be accessed by a general purpose or special purpose computer or other machine with a processor. Combinations of the above are also included within the scope of machine-readable media. Machine-executable instructions include, for example, instructions and data that cause a general purpose computer,Atty. Dkt. No.: 11679-003WO1 special purpose computer, or special purpose processing machine to perform a certain function or group of functions.
[0142] Although the figures and description may illustrate a specific order of method steps, the order of such steps may differ from what is depicted and described, unless specified differently above. Also, two or more steps may be performed concurrently or with partial concurrence, unless specified differently above. Such variation may depend, for example, on the software and hardware systems chosen and on designer choice. All such variations are within the scope of the disclosure. Likewise, software implementations of the described methods could be accomplished with standard programming techniques with rule-based logic and other logic to accomplish the various connection steps, processing steps, comparison steps, and decision steps.
[0143] To the extent necessary, the disclosure as explicitly set forth herein supersedes any conflicting material incorporated herein by reference. Any material, or portion thereof, that is said to be incorporated by reference herein, but which conflicts with existing definitions, statements, or other disclosure material set forth herein will only be incorporated to the extent that no conflict arises between that incorporated material and the existing disclosure material.
[0144] For purposes of this description, certain advantages and novel features of the aspects and configurations of this disclosure are described herein. The described methods, systems, and apparatus should not be construed as limiting in any way. Instead, the present disclosure is directed toward all novel and nonobvious features and aspects of the various disclosed aspects, alone and in various combinations and sub-combinations with one another. The disclosed methods, systems, and apparatus are not limited to any specific aspect, feature, or combination thereof, nor do the disclosed methods, systems, and apparatus require that any one or more specific advantages be present or problems be solved.
[0145] Features or characteristics described in conjunction with a particular aspect, configuration, implementation or example of the invention are to be understood to be applicable to any other aspect, configuration, implementation, or example described herein unless incompatible therewith. All of the features disclosed in this specification (including any accompanying claims, abstract, and drawings), and / or all of the steps of any method or process so disclosed, may be combined in any combination, except combinations where at least some of such features and / or steps are
Claims
Atty. Dkt. No.: 11679-003WO1 mutually exclusive. The invention is not restricted to the details of any foregoing aspects. The invention extends to any novel one, or any novel combination, of the features disclosed in this specification (including any accompanying claims, abstract, and drawings), or to any novel one, or any novel combination, of the steps of any method or process so disclosed. [0146] It is important to note that the construction and arrangement of the basketball gaming system 100 as shown in the various exemplary implementations is illustrative only. The descriptions and disclosures provided in association with one particular aspect or implementation are not limited to that aspect or implementation, and may be applied to any aspect or implementation disclosed. It will understood that various changes and additional variations may be made and equivalents may be substituted for elements thereof without departing from the scope of the invention or the inventive concept thereof. Certain aspects and features of any given aspect may be translated to other aspects described herein. In addition, many modifications may be made to adapt a particular situation or device to the teachings of the invention without departing from the essential scope thereof. Therefore, it is intended that the invention not be limited to the particular implementations disclosed herein, but that the invention will include all implementations falling within the scope of the appended claims.Atty. Dkt. No.: 11679-003WO1 7. The basketball gaming system of any one of claims 1-6, wherein the gameplay information comprises a shot clock and a score.
8. The basketball gaming system of any one of claims 1-7, wherein the gameplay information comprises a shooters square.
9. The basketball gaming system of any one of claims 1-8, wherein the gameplay information comprises an image of a user in the stage area.
10. The basketball gaming system of any one of claims 1-9, wherein the control system is configured to project, via a projector, one or more icons on a surface of the stage area to guide a user to a portion of the stage area.
11. The basketball gaming system of any one of claims 1-10, wherein the stage area comprises lighted shapes embedded in a surface thereof.
12. The basketball gaming system of any one of claims 1-11, further comprising a pair of glasses configured to overlay computer-generated graphics onto the user’s field of view when worn by the user.
13. The basketball gaming system of any one of claims 1-12, further comprising an audio input device and an audio output device, and wherein the control system is configured to: receive, from the audio input device, sensor data regarding an ambient noise level^ compare the received sensor data regarding the ambient noise level to a threshold value^ and adjust a volume output of the audio output device based on the comparison.
14. The basketball gaming system of any one of claims 1-13, further comprising a computer vision system, and wherein the control system is further configured to: receive image data regarding a plurality of users within the ^^^^^^^^^^^ identify a first user and a second user of the plurality of users based on the received image data^ associate a shot attempt with either the identified first user or the identified ^^^^^^^^^^^^ - 41 -Atty. Dkt. No.: 11679-003WO1 adjust a score associated with the first user or the second user based on a determination regarding whether the shot attempt was successful^ compare the adjusted score to a threshold value to determine whether a user of the plurality of ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ and display, via a graphical user interface, a message regarding the adjusted score or the comparison of the adjusted score.
15. The basketball gaming system of any one of claims 1-14, further comprising a user interface that permits a user to direct the hoop placement system or a variable hoop switching mechanism so as to manually place or orient the hoop.
16. The basketball gaming system of any one of claims 1-15, wherein the control system is configured to retain recordings of previous games so as to allow a user to interact with such previous games while using the basketball gaming system.
17. The basketball gaming system of any one of claims 1-16, wherein the control system is configured to compare a score, time duration, or shot count against a corresponding threshold value and determine accordingly whether the game is completed.
18. At least one machine readable medium including instructions for providing an immersive basketball gaming experience that, when executed by at least one processor, cause the at least one processor to perform operations to: adjust, via a hoop placement system, a position of a basketball goal in relation to a stage area according to at least one position parameter^ receive shot information regarding one or more balls shot toward the basketball ^^^^^^^^^^^^^^^^^^^^^^^^^ identify, via a computer vision system, a first user of a plurality of users ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ and present, via a backboard display, gameplay information associated with the received shot information.
19. The at least one machine readable medium of claim 18, further comprising instructions to: - 42 -Atty. Dkt. No.: 11679-003WO1 detect, via the computer vision system, a second user of the plurality of users ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ determine, via the computer vision system, whether a shot attempt of the second user was successful^ and present, via the backboard display, an indication regarding the determination.
20. The at least one machine readable medium of any one of claims 18-19, further comprising instructions to: receive, from an ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ adjust a volume output of the audio output device based on the comparison.
21. A method of providing an immersive basketball gaming experience, comprising: receiving, via a computer vision system, image data regarding a plurality of users within a ^^^^^^^^^^^ identifying, via a computer vision system, a first user and a second user of the ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ associating a shot attempt with either the identified first user or the identified ^^^^^^^^^^^^ adjusting a score associated with the first user or the second user based on a ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ comparing the adjusted score to a threshold value to determine whether a user of the plurality of users has achieved the threshold value^ and displaying, via a graphical user interface, a message regarding the adjusted score or the comparison of the adjusted score.
22. The method of claim 21, further comprising: detecting, via the computer vision system, a second user of the plurality of users associated ^^^^^^^^^^^^^^^^^^^^^^^^^^ determining, via the computer vision system, whether a shot attempt of the second user ^^^^^^^^^^^^^^^^^^^ presenting, via the backboard display, an indication regarding the determination. - 43 -Atty. Dkt. No.: 11679-003WO1 23. The method of any one of claims 21-22, further comprising: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ adjusting a volume output of the audio output device based on the comparison.
24. A basketball gaming system, comprising: ^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ a hoop placement system coupled with the basketball goal and configured to adjust a ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ a control system comprising a processor and a memory storing instructions thereon that, when executed by the processor, cause the control system to: receive shot information regarding one or more balls shot toward the basketball goal from ^^^^^^^^^^^^^^^^ two or more players compete in a basketball game by shooting a basketball from the at least one stage area to the at least one basketball hoop in which a highest scorer, ranking of players, ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ an immersive system that uses surrounding sides and rear ball return walls as displays (using projectors, led wall, screens, and / or other display means) to display game information and immersive environments, courts, and / or worlds with associated sounds in accordance with the user’s play of the basketball game. - 44 -
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