Skill or activity based feedback system and / or method of use thereof
The system addresses the limitations of generic feedback by providing user-specific, dynamically modulated feedback that enhances learning by increasing task complexity and adapting to individual user parameters, promoting adaptive motor skills and environmental interaction.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-08
- Publication Date
- 2026-03-12
AI Technical Summary
Existing skill- and activity-based feedback systems rely heavily on generic, prescriptive feedback models derived from elite performers, often oversimplifying tasks and requiring users to interpret complex movements, leading to issues like Internal Focus of Attention and limited learning opportunities.
A system that senses user-specific parameters during an activity, processes this data with micro-processing means, and provides individualized feedback through automatic comparison with a database, allowing for modulation and augmentation of input data to enhance learning pathways and task complexity.
The system offers personalized, dynamic feedback that enhances user engagement and learning by increasing task challenge, promoting adaptive motor patterns and skills, and allowing interaction with varied environmental conditions, thereby enriching the learning experience.
Smart Images

Figure GB2025051968_12032026_PF_FP_ABST
Abstract
Description
[0001] Skill or Activity Based Feedback System and / or Method of Use Thereof
[0002] The present invention relates to a skill- or activity-based feedback system and / or to a method of use thereof.
[0003] Although the following description refers almost exclusively to skill or activity based feedback system in the form of a golf feedback system, it will be appreciated by persons skilled in the art that the feedback system of the present invention could be used for any sporting activity or non-sporting activity where a user is required to perform a skill or activity and to which a perturbation or constraint could be applied to bring about a change and / or improvement in the skill or activity being performed by the user in use.
[0004] Skill- or activity-based feedback systems are known for use in certain sports, such as for example, football. An example of a known system uses artificial intelligence (Al) to analyse video footage of football tactics and skills performed by players on a football pitch to provide a data input for Al software. The Al system then uses this input data to sample and predict the movements of football players in general to allow coaches and players to evaluate different possible outcomes of different football scenarios. For example, it can be used to analyse different tactical setups of players for a corner kick and can provide generalised feedback on how different tactics could produce different outcomes for a corner kick. This feedback is provided in conventional notarised form, such as for example in text form or as a 2- dimensional image representation, and is generalised in that the feedback data does not relate to a specific player. The coach or player can view the text or image form and personally determine what information they wish to take from the feedback or output data.
[0005] The Applicant designs and manufacturers dynamic movable platforms, particularly for the sport of golf, to create shot and putt scenarios for a golfer to participate in. Examples of these platforms include The Zen Green Stage and The Zen Swing Stage (Zen Green Stage Ltd). The Applicant has a co-pending patent application GB 2404551.0 relating to a graphical user interface (GUI) for use with golf training apparatus. The golf training apparatus includes a physical movable platform and the GUI is arranged for display on an electronic device that is or can be associated with the physical movable platform. The GUI includes a virtual graphical representation (V GR) of at least the physical movable platform and visually displays a user selection that could be made or has been made to the physical movable platform. The apparatus can also include sensing devices that sense one or more actions undertaken by the user on the physical movable platform and visually displays these actions on the VGR. The user is still required to manually select parameters that are to be applied to the physical movable platform and the user is also required to manually analyse the visual images on the VGR themselves and make a personal determination as to how they can improve their golfing skills.
[0006] The Applicant also has a co-pending patent application PCT / GB2024 / 051669 relating to gaming apparatus that can allow one or more games to be played using an electronic device and using sensed data relating to one or more parameters of a user of the apparatus, the physical movable platform and / or an item with which the user interacts with when using the apparatus in use.
[0007] It is an aim of the present invention to provide an improved or alternative skill- or activity-based feedback system and / or method of use thereof.
[0008] It is a further aim of the present invention to provide an improved or alternative golf feedback system and / or a method of use thereof.
[0009] It is a yet further aim of the present invention provide gaming apparatus including a skill- or activity-based feedback system and / or a method of use thereof.
[0010] According to a first aspect of the present invention there is provided a skill- or activity-based feedback system, said system including: sensing means for sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item that the first user interacts with when performing a skill or activity in use, and to provide input data relating to said sensed one or more parameters; micro-processing means arranged to receive and process the input data from the sensing means in use and to provide output data; at least one database containing known data; characterised in that the micro-processing means are arranged so as to compare the input data from the sensing means with respect to the known data in the at least one database in order to provide the output data in use, and said output data is or includes feedback data specific to the first user and / or the item with which the first user interacts with in use.
[0011] Thus, the present invention differs from the prior art in that data input into the system is specific to and / or directly relates to a particular user or item to which the particular user interacts with in use, the data output from the system is also specific and / or directly relates to the particular user (i.e. the feedback data provided is individualised), and the output data includes feedback based on an automatic comparison of the particular user’s input data with the known data. Therefore, the first or end user is automatically receiving feedback via the system that is specific to them. The user is not required to interpret and / or compare the output data themselves in some embodiments. The output data of the present invention is not restricted to being provided in conventional notarised form but can be provided in different forms depending on the user’s requirements, such as for example, being automatically fed back into the system to change one or more variables and / or parameters of the system.
[0012] Prior art systems are overly dependent on prescriptive feedback based on generic stereotype models, usually taken from elite performers. In contrast, the present invention provides different influences on the user to determine a learning pathway for the user. For example, the system of the present invention can augment or modulate the input information / data to provide enhanced output data. The augmentation or modulation can be proportional but is not required to be. Optionally the augmentation or modulation can be scaled and modified according to the user’s / parameter sensed input data. Thus, the system of the present invention provides an increased opportunity for variability in the skill or activity being performed by the user and an abundancy of possible output solutions for the user.
[0013] Prior art systems also tend to employ strategies that break apart and over-simplify task skills and activities undertaken by a user in order to increase the user’s ability to learn these skills and activities. For example, prior art golf systems employ strategies that decompose the complex movements of the golf swing which require explicit instructional notation where the player becomes vulnerable to the known adverse motor coordination issues such as Internal Focus of Attention, this being a state where the golfer is trapped in an overly conscious awareness to their anatomical functionality, as opposed to an External Focus of Attention where the golfer’s attention is focused on the target outcomes. In contrast to prior art systems, the present invention can, in some examples, provide more complex scenarios to encourage a user’s learning opportunity by increasing the task challenge and complexity. This makes the system of the present invention more functional and engaging for the user, thereby allowing them to experience greater enrichment when performing the skill or activity.
[0014] The present invention provides a means for allowing modulation of perceptual or cognitive data in the system. It provides greater interaction between the first user, the activity the first user is undertaking, and their environment. For example, the system allows a user to determine or experience how different environment conditions or parameters, such as for example, the surrounding temperature, climate conditions, environmental conditions, different balls, different clubs, different terrain surfaces and / or the like, can affect their golf. The system can be used to bring about a change in the first user’s behaviour, skill level, interaction with their environment and / or the like when undertaking the activity in use.
[0015] Preferably the feedback data or output data relates, at least in part, to the one or more parameters initially sensed by the sensing means. For example, the feedback data or output data can augment and / or modulate the same sensed one or more parameters providing the input data.
[0016] In one embodiment the one or more parameters being sensed include any or any combination of environment conditions, temperature, wind speed, humidity, lighting, different balls, different clubs, different terrain surfaces, incline, motor activity of the user, activity parameters, item parameters, speed of movement of the user and / or item, direction of movement, angle of movement and / or the like.
[0017] In one embodiment the output data and / or feedback data is augmented and / or modulated compared to the input data and / or the one or more parameters being sensed.
[0018] In one embodiment the output data and / or feedback data is provided continuously or substantially continuously.
[0019] In one embodiment the output data and / or feedback data is used to update the known data in the system, and further preferably this takes place continuously or substantially continuously in use.
[0020] In one embodiment the system can be used as a perturbation system to allow one or more constraints and / or perturbations to be applied to a user, to the one or more parameters being sensed, to their environment and / or an activity the user is undertaking. For example, the system can be used to modulate, augment, modify and / or change data input into the system to provide a modified or different data output.
[0021] In one embodiment the output data or feedback data applies or suggests a constraint or variable that can be manually or automatically applied to the item with which the first user interacts with when performing the skill or activity, which can be applied to the sensing means, which can be applied to the first user, which can be applied to the one or more parameters, to the system and / or the like.
[0022] Thus, in one example, the system of the present invention provides a constraint lead variability system that allows a user to develop new motor patterns and skills based on their current sensed or measured motor patterns and skills. The system and output feedback is unique and individualised for a particular user based on the unique and individualised input data that is fed into / detected by the system.
[0023] Preferably the output data or feedback from the system provides one or more variations or creates variable solutions that can be automatically applied and / or suggested to the user or the system.
[0024] Preferably the system is not just limited to a golfing system but can be applied to any motor skilled based activity undertaken by a user.
[0025] In one embodiment the known data in the at least one database is any or any combination of: previously stored data; previously stored system or first user data; general user data taken from a plurality of different users; item data; skill data; activity data; environment data; data taken from a known event that is being undertaken (i.e. current or live data) or has been undertaken previously and / or the like.
[0026] Preferably the known data relates, at least in part, to the one or more parameters being sensed by the sensing means. For example, the known data can be known parameters which are the same or similar to the parameters being sensed by the sensing means.
[0027] In one embodiment as new input data is provided to, generated by, collected by and / or added to the system, this input data can be stored and added to the at least one database containing known data. This can provide a uniquely evolving system with uniquely evolving output data. For example, the system is able to learn how to stimulate self-organisation of motor skills and / or patterns of a particular user or group of users.
[0028] In one embodiment the feedback or output data is validated feedback or output data in that the relevance of the output data is or has been determined or validated automatically by the micro-processing means, software used by the micro-processing means, one or more algorithms or artificial intelligence (Al) algorithms, autonomous neural networks (ANN) and / or artificial intelligence (Al) used by the microprocessing means, expert data and / or thresholds contained in the at least one database and / or the like.
[0029] In one embodiment the output data and / or feedback data is communicated to a user and / or to the item being used by the user via any or any combination of suitable communication means or device, a graphical user interface (GUI), audio means or device, visual means or device, kinaesthetic means or device, sensory means or device, haptic means or device, electronic means or device, mechanical means or device, wireless means (i.e. WIFI, Bluetooth, infra red), wired means and / or the like.
[0030] In one embodiment the item with which the user interacts with in use can include any or any combination of one or more sporting or non-sporting items, an electronic device, golf club, a golf ball, a football, a bicycle, a netball, a basketball, a cricket bat, a snooker cue, a snooker ball, a cricket ball, a rugby ball, a tennis racket, a tennis ball, a treadmill, weight equipment, a shot put, a javelin, high jump equipment, a hurdle, a dynamic movable platform, a 3-dimensional (3D) or 4-dimensional (4D) performance arena, on or more sensors, one or more force plates or force sensing means, one or more pressure plates or pressure sensing means, computer vision, a camera vision system, biometric reading means, one or more golf ball launch monitors or means, one or more golf club monitors or means, Global Positioning System (GPS) and / or the like.
[0031] In one embodiment the item is a dynamic movable platform, such as for example, a GREENSTAGE® platform (Zen Green Stage Ltd, UK) or a SWINGSTAGE® platform (Zen Green Stage Ltd). Such a platform provides an adjustable golf putting surface designed to simulate different selectable putting surfaces and slopes. It allows golfers to practise putting on a variety of different green types and inclines, providing a realistic and versatile training, playing and / or gaming environment.
[0032] Preferably the output or feedback data is used to manually or automatically change one or more settings, parameters and / or variables of the dynamic movable platform, thereby changing the constraints placed on a user of the dynamic movable platform in use.
[0033] Preferably reference to a 3-dimensional (3D) or 4-dimensional (4D) performance arena is an interactive theatre or locality in which environment, constraints and / or settings can be manipulated and / or controlled in use in a live, real-time manner, in a virtual reality setting and / or in a mixed reality setting, and in which a user can undertake an activity or sporting activity in use.
[0034] Preferably the output or feedback data is used to manually or automatically change one or more settings, parameters and / or variables of the 3D or 4D performance arena, thereby changing the constraints placed on a user of the 3D or 4D performance arena in use.
[0035] In one embodiment the item used in the system includes one or more force plates, force sensing means or means to measure ground reaction forces. These are typically a type of measurement device or sensor used to assess the location, magnitude and / or direction of forces generated or exerted by a user in contact with the same. However, video or image capture devices can also be used to measure ground reaction forces in some examples. The forces measured are preferably 3-dimensional forces, such as for example horizontal, vertical, rotational torque and / or lateral forces. They can be used to generate data relating to the analysis of user movement, such as walking, running, jumping and / or balancing. They can also be used to calculate impulses and moments, which allows data to be provided on how forces change over time. Preferably the output or feedback data is used to manually or automatically change one or more settings, parameters and / or variables of the force plate or force sensing means.
[0036] In one embodiment the item used in the system includes one or more pressure plates or pressure sensing means. These are typically a type of measurement device or sensor used to map the distribution of pressure exerted by an item and / or user on a surface in use. They can be used to analyse load distribution over a surface and track how load distribution changes over time during an activity.
[0037] Preferably the output or feedback data is used to manually or automatically change one or more settings, parameters and / or variables of the pressure plates or pressure sensing means.
[0038] In one embodiment the item includes computer vision, which is a form of Al that enables interpretation and / or decision making based on visual data it receives to extract visual data that can be used, at least in part, to provide the input data for the system. For example, computer vision can be used to provide any or any combination of the following image processing: image filtering, edge detection, segmentation; objection detection and recognition; pattern recognition; motion analysis; 3D reconstruction; image classification, feature extraction and / or the like.
[0039] Preferably the output or feedback data is used to manually or automatically change one or more settings, parameters and / or variables of the computer vision.
[0040] In one embodiment the item includes a camera vision system or image capture system, which can be in the form of a hardware and / or software arrangement that uses one or more cameras to capture visual data for analysis and / or real time processing.
[0041] Preferably the output or feedback data is used to manually or automatically change one or more settings, parameters and / or variable of the camera vision system or image capture system. In one embodiment the biometric reading means includes any means or device that allows secure and accurate verification of a user based on one or more of the user’s unique biological characteristics and / or behavioural characteristics. Preferably the biometric means can include one or more sensors for monitoring and / or recognising a user’s fingerprint, facial features, iris patterns, retina, vein(s), voice, gait, hand geometry, behaviour biometrics and / or the like. For example, the biometric reading means can allow for data capture, data processing, user feature extraction, comparison, decision making and / or the like.
[0042] In one embodiment, one or more visual sensors or sensing means are provided that measure the user’s eye tracking behaviours. For example, the one or more visual sensors can include any device that can measure and / or analyse movement of a user’s eye or gaze in 3D and / or 4D. Once the input data is passed through the system of the present invention, the output data in one example could be used to bring about a change in a reality headset worn by a user, in mixed media, in a brain computer interface, in augmented reality and / or virtual reality.
[0043] In one embodiment, one or more 3D kinematic sensors or sensing means are provided that measure the user's anatomical degrees of freedom or behaviours. For example, the one or more kinematic sensors can include any device that can measure and / or analyse movement of a user’s golf swing, such as for example, any or any combination of topology, head, joint, limb, spine, feet, hand, as well as a tool and / or surface attachment, grip and / or interaction.
[0044] In one embodiment a golfball launch monitor or means is any means or device used to measure and / or analyse one or more flight characteristics of a golf ball in use. It preferably allows data to be captured relating to a ball’s trajectory and / or performance, such as for example, launch angle, ball speed, spin rate, spin axis, carry distance, total distance, peak height, flight time and / or the like.
[0045] In one embodiment a golf club monitor or means is any means or device used to measure and / or analyse movement and / or impact characteristics of a golf club during a golf swing. It preferably allows data to be captured relating to a golf club’s speed, swing path, club face angle, attack angle, dynamic loft, impact location, speed, timing and / or the like.
[0046] In one embodiment one or more sensors and / or measuring devices are provided and are used to capture neural imaging data. For example, such sensors or devices can include any means or device used to measure and / or analyse any or any combination of perception, neural activity, motor control, being conscious and / or otherwise.
[0047] In one embodiment GPS is used to provide data relating to any or any combination of course mapping, distance measurement, shot tracking, golf hole overview, score keeping, statistics and / or the like.
[0048] In one embodiment the micro-processing means uses any or any combination of software, hardware, machine learning technology, artificial intelligence (Al), one or more algorithms, one or more Al algorithms, autonomous neural networks (ANN) and / or the like.
[0049] Preferably the micro-processing means is arranged to allow the processing, comparison, validation and / or output of data, input data, known data and / or output data in use.
[0050] In one embodiment the micro-processing means is arranged to allow the output data to automatically adjust one or more parameters of the system (for example, to adjust the one or more sensed parameters that provide the input data).
[0051] Preferably machine learning technology is any means or device which allows any or any combination of data collection, data processing, algorithm selection, model training, model evaluation, prediction and / or decision making, continuous learning and / or the like. It can further preferably include supervised learning, unsupervised learning, semi-supervised learning, reinforcement learning and / or the like. In one embodiment the micro-processing means, one or more Al algorithms or ANNs are arranged to identify one or more patterns in the input data, in the known data and / or the comparative data.
[0052] In one embodiment, the micro-processing means, when comparing the input data with the known data, are arranged to identify one or more patterns in the data and / or to provide a score, value and / or weighting to the data to influence or provide, at least in part, the feedback data or output data to the first user and / or one or more items that the first user interacts with in use.
[0053] In one embodiment the comparison uses a scoring matrix or method which takes one or more variables or values in the input data and scores then against or given them a value and / or weighting with respect to one or more variables and / or values associated with the known data.
[0054] In one example, the one or more variables or values could be key performance indicators (KPI) of the user and / or the item the user is interacting with in use.
[0055] In one embodiment the comparison could identify one or more patterns and / or divergence of the input data with respect to the known data and use these patterns and / or divergence to provide, at least in part, the output data or feedback data. For example, the feedback data could be used to help a user change, move towards or away from a known pattern identified.
[0056] Preferably the one or more patterns identified are used to influence or provide, at least in part, the feedback data or output data to the first user and / or one or more items that the first user interacts with in use.
[0057] In one embodiment the feedback data and / or output data provides any or any combination of one or more instructions, constraints, perturbations, modifications, enhancements, modulations, diminutions, solutions and / or the like to the first user, the environment in which the user is located in use and / or the item with which the first user interacts with in use. In one embodiment, once the feedback data and / or output data is fed back to the first user and / or the item with which the first user interacts with in use, this produces a different set of data can be used as new input data into the system. In this manner, the system can learn and develop further, and preferably continuously or substantially continuously, using this feedback data loop. For example, the new input data can be added to the comparison data and / or to the known data stored in the at least one database.
[0058] In one embodiment the micro-processing means consists of, includes and / or is associated with one or more computers, servers, iPads, electronic devices, mobile phones, mobile phone Applications (APPS), hand held electronic devices and / or the like.
[0059] Preferably the micro-processing means includes one or more servers and further preferably the one or more servers are provided in the cloud.
[0060] In one embodiment the skill- or activity- based feedback system forms part of, is associated with or is included in electronic gaming apparatus.
[0061] In one embodiment data acquired via electronic gaming apparatus can be communicated to the micro-processing means of the system and used as part of the input data acquired for the first user and / or the known data that is stored in the at least one database in use. For example, data generated in an electronic game can be used by the system of the present invention.
[0062] In one embodiment the output data can be communicated to and / or used by electronic gaming apparatus to allow an electronic game to be played in use. This could be electronic gaming apparatus for example, as described in the Applicant’s co-pending patent application PCT / GB2024 / 051669, the contents of which are incorporated herein by reference.
[0063] In one embodiment the output data and / or feedback data is communicated to a user via auditory, visual, haptic and / or kinaesthetic means. In one embodiment the system is able to monitor the success of the output data and / or feedback on the user’s performance to provide a further input or data input to the system, thereby allowing further challenges or perturbations to be generated by the system and to be provided as output data.
[0064] In one embodiment user self-assessment or self-judgement could also be used as input data into the system to generate augmented output data. For example, a user could input self-assessment data by any suitable means , such as via a keyboard, selection tool, touch screen display and / or the like.
[0065] According to a second aspect of the present invention there is provided a method of using the skill- or activity- based feedback system, said method including the steps of: sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item that the first user interacts with when performing a skill or activity in use to provide input data relating to said sensed one or more parameters; receiving and processing the input data from the sensing means using microprocessing means and providing output data; providing known data in at least one database of the system; characterised in that the method further includes the steps of: comparing the input data from the sensing means with respect to known data contained in at least one database to provide the output data, and said output data is or includes feedback data specific to the first user and / or the item with which the first user interacts with in use.
[0066] 1. According to a further aspect of the present invention there is provided gaming
[0067] 2. apparatus including a skill- or activity-based feedback system; said gaming apparatus including at least one electronic device including microprocessing means via which the one or more games are at least partly played in use; sensing means for sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item the first user interacts with when performing a skill or activity in use and to provide input data relating to said sensed one or more parameters; the gaming apparatus or the at least one electronic device arranged to allow the first user to become a virtual participant in the one or more games relating to the skill or activity in use; the gaming apparatus further including means for allowing data relating to at least one non-virtual event to be communicated to, broadcast to and / or utilised by the one or more games in use; wherein the data relating to the at least one non-virtual event is used, at least in part, to affect an outcome of the one or more games that can be played by the user on the gaming apparatus in use; and wherein the micro-processing means are further arranged to receive and process the input data from the sensing means in use and to provide output data that can be used as part of the one or more games in use; wherein the apparatus includes at least one database containing known data; characterised in that the micro-processing means are arranged to compare the input data from the sensing means with respect to the known data in the at least one database to provide the output data, and said output data includes feedback data specific to the first user and / or the item with which the first user interacts with in use and which can be used as part of the at least one game. In this aspect of the present invention, gaming apparatus can be played, at least in part, via an electronic device, but which uses real-life, non- virtual input data relating to a specific first user of a game, in combination with data from a non-virtual event, to provide at least some of the data for the game. Preferably the data from the nonvirtual event and / or the feedback data or output data affect, at least in part, an outcome of the game played via the gaming apparatus. This significantly increases the realism and / or interest of the game to a user. For example, the non-virtual event can be in the form of a sporting event and the first user can play and / or simulate the sport at a remote location from where the non-virtual event is taking place or has previously taken place. The gaming apparatus of the present invention in one embodiment allows the first user to become a virtual participant in the non-virtual sporting event; with the input data from the first user, the at least one physical item, the feedback data, output data and / or the non-virtual sporting event data being used to affect, at least in part, the outcome of the first user’s game being played via the gaming apparatus.
[0068] In one embodiment, in addition to the non-virtual event data, the output data, feedback data and / or input data is used by the gaming apparatus, at least in part, to affect an outcome of the one or more games that can be played by the user on the gaming apparatus in use.
[0069] Preferably the sensing means senses real-life or non-virtual actions and / or parameters of the first user and / or the at least one non-virtual (i.e. real) item which the first user physically, actually and / or non- virtually interacts with when participating in or performing the at least one activity or sporting activity in use.
[0070] Preferably the sensing means senses the real or non-virtual actions and / or parameters of the first user and / or the at least one non-virtual (i.e. real) item which the first user physically, actually and / or non-virtually interacts with in real time. Further preferably, data generated as a result of the parameter sensing via the sensing means is provided as input data and can be processed by the micro-processing means of the apparatus and used to at least partly implement the one or more games played via the gaming apparatus.
[0071] In one embodiment the gaming apparatus is electronic gaming apparatus that uses, or automatically uses, at least in part, data generated as a result of real or non-virtual sensed actions and / or parameters of the first user and / or the at least one non-virtual item which the user interacts with to perform a gaming function within the electronic gaming apparatus.
[0072] In one embodiment, the gaming apparatus is arranged to allow the first user to undertake a real time motor skill based activity at a first location while, shortly after or following observing and / or perceiving, via the gaming apparatus, a nonanimated, non-virtual motor skill based activity being undertaken by a second user at a second (preferably remote) location during and / or as part of the game. For example, in the human brain, there is a distinctive class of visuospatial neurons called mirror neurons, which are believed to be activated when an individual executes a motor action and when the individual observes another individual performing the same or similar motor action. This allows one human to develop and learn interactions and motor skill activities from another human simply by observing them and trying to copy their actions. The gaming apparatus of the present invention, in one embodiment, is based on utilising and activating a user’s mirror neurons to provide enhancement of the user’s own motor skills by watching another real organism (such as for example a person and / or animal) performing the same or similar motor action, via the gaming apparatus, at a preferably remote location. This leads to improved reorganisation of the user’s motor skills and actions when undertaking the activity. It also helps the user to be more fully immersed in the game they are playing because they are interacting with a real non-animated person and not simply interacting with animations or avatars. Thus, the first user becomes a suffused player within the game and they are not just an observer or partaking in a passive third party experience, as is the case with some prior art systems. In one embodiment the present invention provides a non-animated, real time, nonabstract gaming and / or training experience for the first user. For example, the first user and / or non-virtual item can be displayed or represented as a mirror animated or non-animated player and / or item of the game via the gaming apparatus; the first user can be displayed or represented so as to mirror the real world players movement; and / or the non-virtual event can be displayed or represented as a nonanimated event via the gaming apparatus.
[0073] In one embodiment one or more games played via the gaming apparatus can use any or any combination of reality, non-virtual or real data and virtual or non-real data.
[0074] In one embodiment one or more games played via the gaming apparatus can be entirely virtual (i.e. animated, not real and / or the like). Thus, in one example, the gaming apparatus can be arranged to play virtual games, real life games and / or games using a combination or virtual and non-virtual data.
[0075] In addition, or as alternative, the system and / or apparatus of the present invention can be used to provide a valid ecological dynamic training method, as is explained in more detail below. It allows a first user to self-organise their motor actions in respect of a game or activity they are participating in. The first user can take motor action cues relating to the activity directly from a real person undertaking the same or similar activity, in one example, via non-animated video data displayed via the gaming apparatus.
[0076] For example, the gaming apparatus can utilise what is known as the ‘Tlawthorne Effect”, whereby a user modifies an aspect of their behaviour in response to being observed, (or in the scenario of the present invention - data being observed, recorded and / or sensed about them). Therefore, the provision of the sensing means as part of the gaming apparatus, which could include an image sensing means or camera in one example, can in itself act as a means of perturbation or constraint placed on the first user in a game played via the gaming apparatus and / or system. Thus, in one embodiment, the sensing means can be used to monitor the first user to create one or more constraints or perturbations to be placed or imposed on a first user of the gaming apparatus and / or system. This allows for a deeper, more immersive experience for a user of the gaming apparatus and / or system.
[0077] Furthermore, the apparatus and / or system of the present invention can be used to help the player / user undertake kinaesthetic imagery or visualisation, simulation of a golf swing task without a golf ball and / or the rehabilitation of golf swing motor skills.
[0078] The present invention removes problems associated with prior art gaming systems or feedback systems where a user may have a disembodied perception of their experience.
[0079] In one embodiment the present invention can take the form of a golf training apparatus or a golf feedback system that can be used to bring about an improvement in skill acquisition, movement education and / or the performance of a user or athlete. As such, the term gaming apparatus or skill / activity based feedback system can be used interchangeably throughout this application with golf training apparatus or golf feedback system. The present invention can also be used to augment player / user undertaking kinaesthetic imagery of a golf swing task without a golf ball and / or the rehabilitation of the golf swing motor skills. In particular, the present invention can be used to improve the adaptive movement patterns of a user or athlete using theory based, at least in part, on ecological dynamics.
[0080] Ecological Dynamics is a scientific framework focussed on how living organisms form processes of action, behaviour and cognition in the environment that the organism is operating in, rather than independently of the organism’s environment. This framework has allowed an athlete training method to be developed called “Constraints-Led Approach” or CLA. The CLA method of training takes a holistic and individual approach to learning by considering the interactions between different “constraints”; the performer, the environment and the task being performed. The present invention provides a means non-virtual event provides different environments, constraints and / or settings that can be reproduced and / or experienced, at least in part, in the user’s locality via the apparatus and / or system.
[0081] Preferably the data sensed and / or being communicated / broadcast / utilised via the gaming apparatus and / or the feedback system can be used to control, at least in part, the adaptive terrain platform and / or 3D or 4D performance arena. For example, the sensed data, feedback or output data can be used to control the mechanical actuators of the adaptive terrain platform to control movement of the platform in use, to provide proportional or non-proportional control of one or more environment constraints and / or settings within the performance arena and / or the like.
[0082] Preferably the data that is being sensed by the sensing means to provide the input data can include physical data, mechanical data, audio data, visual data, kinaesthetic data and / or the like.
[0083] Preferably the gaming apparatus uses the data that is sensed and / or communicated to provide the output data, feedback data, an audio output, visual output, kinaesthetic output and / or haptic output for the game. For example, the audio, visual, kinaesthetic and / or haptic output via the game can be in a physical or electronic form.
[0084] The three underlying concepts of the CLA training method are: a) Interacting constraints — including performer constraints, such as for example height, strength, mood or motivation; environmental constraints, such as for example weather, terrain, gravity, obstacles and the like; and task constraints, such as for example, equipment, rules, objectives and the like. b) Perception- Action Coupling — the learning pathway of an athlete as they link perception and action in a given task directly and sequentially. c) Human body self-organization in order to produce functional movement. The apparatus and / or system of the present invention can be used in either or both an indoor or outdoor environment and provides augmented feedback to the first user (also referred to as an athlete, player or performer) of the apparatus and / or system. The feedback data or output data can include physically recorded data feedback, digital, sensory, visual and / or cognitive feedback. The apparatus can be used to control, challenge and / or adjust one or more of the three underlying concepts in one example.
[0085] The present invention and the feedback or output data produced by the apparatus can be used in a way to improve the adaptive movement of the user or athlete.
[0086] In one embodiment the present invention can be used for motor learning, skill acquisition and / or rehabilitation by a user.
[0087] Preferably input data relating to, generated and / or derived from the sensed one or more actions and / or parameters is used in combination with the data from the nonvirtual event and / or comparison data to affect an outcome of the at least one game in use or to affect the feedback output data.
[0088] For example, the sensed input data can provide the apparatus with the data necessary for actuating a first player in an electronic game played via the apparatus, and the data from the non-virtual event can provide the data necessary for actuating a second player in the electronic game.
[0089] Preferably the non-virtual event includes or consists of at least one non-virtual participant or person and the data from the non-virtual event that is communicated to, broadcast and / or utilised by the at least one game includes, consists or comprises of data relating to the at least one non-virtual participant, person, an activity or sporting activity the non-virtual participant is participating and / or performing in, and / or at least one non-virtual item that the non-virtual participant interacts with when participating in and / or performing in the non-virtual event in use. In one embodiment the non-virtual participant or person forms a part of the game and / or is at least a second player of the game (the first player preferably being the user of the gaming apparatus).
[0090] Preferably a non-virtual event and / or participant refers to a non-animated, real person being shown in an image and / or video format via the game.
[0091] Preferably the non-virtual event relates to, is associated with and / or the non-virtual participant is undertaking the same or substantially the same at least one activity, motor skill activity or sporting activity that the first user is participating and / or performing as part of the game in use.
[0092] Preferably the at least one non-virtual participant interacts with the same, similar or substantially the same type of at least one non-virtual item as the first user interacts with when participating and / or performing the at least one activity or sporting activity in use.
[0093] In one embodiment the at least one non-virtual participant of the non-virtual event is not aware of and / or is not actually participating in the game being played via the user of the gaming apparatus.
[0094] Further preferably the non-virtual participant of the non-virtual event is playing in a real game at the time the video and / or image footage was filmed or recorded and it is this filmed and / or recorded video and / or imagery that is used, partly used or adapted for use in the game in which the user is a virtual participant.
[0095] Thus, in one embodiment, although the first user and the non-virtual participant can be virtual players within the game, both are performing real motor skill activities and the data from these motor skill activities is used to play the game and / or effect an outcome of the game.
[0096] In one embodiment the at least one non-virtual participant of the non-virtual event is aware of and / or is actually participating (i.e. is a player) of the game being played via the first user of the gaming apparatus. Preferably the gaming apparatus and / or the feedback system is provided at the location of the first user.
[0097] In one embodiment the data relating to the at least one non- virtual event is, consists of or includes live or real-time data. For example, the first user can join in with a live sporting event. Thus, the game is being played live using live and / or real time action.
[0098] In one embodiment the data relating to the at least one non- virtual event is, consists of or includes recorded or pre-recorded data. For example, the data from the nonvirtual event could include recorded or pre-recorded video and / or image data.
[0099] Preferably the data relating to the at least one non- virtual event and / or the sensed data is, consists of or includes digital data, image data, video data, audio data, sensory data, kinaesthetic data, haptic data and / or auxiliary data.
[0100] In one embodiment the digital data is linear digital data.
[0101] In one embodiment the digital data is non-linear data.
[0102] In one embodiment the at least one game can utilise part or all of the digital data, video data, audio data, image data, sensory data, kinaesthetic data, haptic data and / or auxiliary data.
[0103] In one embodiment the data relating to the at least one non- virtual event is broadcast data, such as for example, broadcast television data or live broadcast television data. This provides a unique feature of the game as the outcome of the non-virtual event at the time of the broadcast may not be known to the first user and so the first user of the game has the anticipation of competing in a real time and / or live event that they do not know the outcome of. For example, the first user can be a virtual golf player taking part in a PGA tournament against non-virtual PGA golf players in the tournament. The first user can take actual golf shots in their home environment and the sensed data relating to these actual golf shots can be used to influence the outcome of a game relating to the PGA tournament that the first user is playing via the gaming apparatus. In one embodiment the data being broadcast is broadcast from an official television broadcaster. However, it will be appreciated that broadcast data can originate from a domestic recorded video taken on a domestic recording device, such as for example a mobile phone, which is broadcast via suitable broadcast means.
[0104] In one embodiment the auxiliary data relating to the non- virtual event that is communicated as part of the game is in the form of or includes any or any combination of 3D kinematic displacement, ground reaction forces, vision, neural imagery, psycho-physiological and / or the like.
[0105] In one embodiment the data relating to the non-virtual event is any form of data relating to the event that is capable of being communicated via communication means to the gaming apparatus.
[0106] In one embodiment the gaming apparatus and / or feedback system includes communication means to allow data to be transmitted and / or received to / from the same in use. Preferably the communication means can be arranged to allow one way, two way or multi-way communication. For example, the communication means can allow broadcast data to be received in use. In one example, the communication means allows data to be communicated to one or more other users and / or to a central server in use. This could be used to allow a plurality of remotely located users to be part of a game and / or the feedback system in use.
[0107] In one embodiment the communication means and / or the sensing means sensing one or more parameters and / or conditions at the non-virtual event include any or any combination of one or more data capture devices capable of capturing and / or communicating data in use, objecting tracking means or devices, pose estimation means or devices.
[0108] Preferably the communication means can include one or more transmitters, receivers, transceivers, aerials, Internet, Bluetooth, radio frequency signals, WIFI, wireless means, wired means, infra-red, electrical cables and / or the like. Preferably the gaming apparatus is arranged such that a game being played via the apparatus allows or requires the first user to perform and / or simulate the activity or sporting activity in use, as if they are a participant of the at least one non-virtual event.
[0109] Preferably the activity undertake by the first user could be any activity, such as for example, a knitting activity, a craft activity, a sewing activity, a drawing activity, a cooking or baking activity, pilates or yoga activity, a dance activity, a sporting activity and / or the like.
[0110] Preferably the sporting activity is any sport or any sport that involves an interaction with a physical or non-virtual sporting item in use, such as for example, golf, football, tennis, snooker, cycling, netball, basketball, cricket, lacrosse, rugby, athletics, running, weight lifting, shot put, javelin, high jump, hurdling and / or the like.
[0111] In one embodiment, one or more conditions, settings, movements and / or parameters of the adaptive terrain platform and / or 3D or 4D performance arena is automatically controlled by the gaming apparatus and / or feedback system to manipulate or adapt the same in use to provide suitable settings for the game and / or system. For example, the adaptive terrain platform, 3D or 4D performance arena can be controlled to replicate or simulate conditions corresponding to the nonvirtual event and / or the like.
[0112] In one embodiment, one or more conditions, settings, movements and / or parameters of the adaptive terrain platform and / or 3D or 4D performance arena is at least partially controlled by the first user making one or more selections via the apparatus and / or system to manipulate or adapt the same in use to provide suitable. For example, the adaptive terrain platform, 3D or 4D performance arena can be controlled, at least partly via one or more user selections or user actuated settings, to replicate or simulate conditions corresponding to the non-virtual event and / or the like. For example, the gaming apparatus may receive data relating to the non- virtual event or the system can receive feedback or output data but the apparatus / system can only act on or use this data if the user accepts the changes via the apparatus / system that will be made to the adaptive terrain platform and / or 3D or 4D performance arena to reflect the received data. This can be for safety reasons so that the adaptive terrain platform does not suddenly move on receipt of data but allows a user to be informed of an imminent movement action and requires a user to accept this so they can prepare themselves for the imminent movement action.
[0113] In one embodiment the auxiliary data relating to the non- virtual event that is communicated to, broadcast and / or utilised by the at least one game and / or stored in the at least one database includes terrain data, weather data, illumination data (artificial and / or natural), wind speed data, temperature data, humidity data, player data and / or the like.
[0114] Preferably the gaming apparatus and / or feedback system is arranged to use the data that is communicated to, broadcast and / or utilised to wholly, or at least partially, define and / or control the conditions, such as for example, the lighting, the temperature, the terrain and / or the like, of a playing environment in which the user is playing the game in use.
[0115] Thus, for example, the data that is communicated to, broadcast and / or utilised by the at least one game can be used to at least partly or wholly control the lighting, temperature and / or other environmental factors in the locality of the user. This could be done via the gaming apparatus being communicatively coupled to an air conditioning unit or to devices of the 3D and / or 4D performance arena for example.
[0116] Preferably the gaming apparatus is electronic gaming apparatus.
[0117] Preferably the at least one game is an electronic game that is played via at least one electronic device.
[0118] Preferably the feedback system includes at least one electronic device. Preferably the user is performing and / or participating in real activities or sporting activities separate to and / or independent of the electronic game, feedback system or gaming apparatus but the data from the sensing means is automatically input into the electronic device, feedback system or gaming apparatus to affect the actions of the user using the apparatus, game or system.
[0119] In one embodiment one or more settings, parameters and / or conditions can be manually input into the electronic device, gaming apparatus and / or feedback system by the first user of the same. Thus, for example, the first user can at least partly determine the level of difficulty or rules of the game they are playing via the apparatus by manually manipulating certain conditions or making certain selections in the game or feedback system.
[0120] Preferably the game can be played at the time the activities or sporting activities are undertaken by the user or the data sensed from these activities can be saved for playing the game at some point in the future, or the data from historical events are used to alter, impose, modulate or regulate the conditions, control parameters, perceptual information array or flow of information of the current event.
[0121] Preferably the perceptual information array can include any data that can be perceived by the first user in use and measured or detected by the apparatus, such as for example, anything a user can sense, including conscious or non-conscious data.
[0122] Preferably the one or more actions and / or parameters being sensed by the sensing means include any or any combination of speed, distance, position and / or direction of movement of at least part of the first user and / or the item being used by the user; the environment in which the user and / or the item is being used, such as for example, humidity, temperature, terrain, wind speed, weather conditions, illumination (artificial and / or natural) and / or the like.
[0123] Preferably the sensing means is any means, device or mechanism for sensing, detecting and / or measuring the one or more actions and / or parameters of or associated with the user and / or item in use. For example, the sensing means could include any or any combination of one or more temperature sensors, cameras, image capturing devices, cameras, light detection sensors, Global Positioning System (GPS), wind speed measuring devices, humidity sensors, Inertial Measurement Units (IMUs), accelerometers, gyroscopes, microphones, force plates, eye tracking devices, grip pressure sensors, ball tracking technology and / or the like.
[0124] In one embodiment the gaming apparatus and / or feedback system is arranged to allow an image or representation of the first user (i.e. as the virtual participant in the game or system) and / or the at least one non- virtual participant and / or non- virtual event to be displayed on display means included or associated with the gaming apparatus, the feedback system and / or electronic device in use.
[0125] Thus, in one embodiment the gaming apparatus and / or feedback system include display means or a display device for displaying one or more images, visual representations thereon and / or the like.
[0126] Preferably the game, the first user, the non- virtual event and / or non-virtual participant can be displayed on the display means directly and / or can be projected onto the same via projection means.
[0127] In one embodiment the data relating to the non-virtual event or the feedback or output data is transmitted directly to the brain, body and / or performance environment (i.e. to the adaptive terrain platform and / or the 3D or 4D performance arena) of the first user to facilitate motor learning, skill acquisition and / or rehabilitation of the first user.
[0128] Preferably the display means or display device includes or consists of any or any combination of a television screen, a mobile phone screen, a touch screen display, liquid crystal diode (LCD) display, projector screen, glasses, a light emitting optical array, a light reflecting optical array, an augmented optical array and / or the like. In one embodiment the image or representation of the first user (as the virtual participant in the game or shown on the GUI) and / or the non-virtual participant are shown on the display means as non-virtual players of the game (i.e. as real people). For example, real video and / or image data of the user and video and / or image data of the non-virtual participant can be shown and / or combined together for display on the display means as part of the game and / or system.
[0129] In one embodiment the first user and / or the non-virtual participant are shown on the display means as virtual players or avatars of the game and / or feedback system. For example, sensed data (conscious or non-conscious) of the first user and / or data of the non-virtual participant can be shown and / or combined together for display as avatars, virtual characters or similar on the display means.
[0130] In one embodiment one of the first user or the non-virtual participant is shown on the display means as an avatar or virtual player and the other of the first user or the non-virtual participant is shown on the display means as a non-virtual player of the game. For example, an avatar can be shown as competing against a real person in the game and / or system.
[0131] In one embodiment the background landscape in the game and / or system can be video data, rendered data, create a virtual environment, reproduce the landscape and / or environment at the non-virtual event and / or the like.
[0132] In an embodiment where the first user and / or non-virtual participant is represented as an avatar in the game and / or system, preferably the avatar is arranged to perform the same or substantially the same motor patterns as the first user and / or non-virtual participant is performing or is sensed / detected as performing in use. For example, the avatar of the first user can be any or any combination of digital twin, homunculus, sensory homunculus, actualised or motor representation of the first user. By providing an avatar that more closely resembles the actual detected movements of the user during the game, this allows the first user to learn by watching their avatar at the time and / or on playback of the avatar’s movements at some point in the future. This is in contrast to conventional avatars used in electronic games or GUIs, where the prior art avatar is merely a graphical representation of a generalised view of a user and does not represent or provide actual or specified motor movements of the user (i.e. the representations are pre-determined).
[0133] Preferably the visual appearance of avatar is constantly or substantially constantly emerging or adaptable based on incoming data, the output data or feedback data received via the gaming apparatus and / or system in use.
[0134] Preferably the visual adaptable nature of the avatar is arbitrary or non-pre- determined in that it adapts based on data it receives rather than based on predetermined imagery pre-saved within the gaming apparatus and / or feedback system.
[0135] Preferably the visual appearance of the avatar mimics exactly or substantially exactly or is visually synergistic with the behaviour of the first user and / or virtual participant that is being sensed by the sensing means in use. For example, the avatar can be a digital twin of the actual first user and / or participant.
[0136] In one embodiment the gaming apparatus and / or feedback system is arranged to allow the one or more games played via the gaming apparatus or data output from the feedback system to be recorded to allow playback of the same, such as for example for perceiving, watching and / or analysis by a first user and / or third party.
[0137] Preferably a first user and / or third party can watch and / or perceive the avatar or visual representations of the first user / players and learn, enhance and / or develop one or more skills via this perceptual process. This allows, for example, users to become an active learner rather than a passive learner as a result of the gaming apparatus and / or feedback system.
[0138] Preferably the avatar of the first user can be arranged to have the same or similar physical appearance to the first user, or it can be arranged to have a different physical appearance to the first user. Thus, in one example, the avatar is an ecologically valid avatar that allows ecological learning of one or more skilled relating to the activity, event, sport and / or the like.
[0139] Preferably one or more characteristics of the avatar, such as for example one or more motor movement characteristics, can be adapted, modified and / or changed via the gaming apparatus and / or feedback system as a result of a user using the same in use. Thus, the avatar of the first user can be trained to do different things.
[0140] Preferably one or more constraints can be placed on and / or changed for the first user and / or avatar as part of the game and / or feedback system, such as for example topography and / or environmental constraints, to allow a change and / or adaptation in the performance of the first user playing the game and / or undertaking the activity.
[0141] In one embodiment the gaming apparatus can be arranged such that the first user is competing against the at least one non-virtual participant of the non- virtual event in the game according to a set of rules pre-determined by the gaming apparatus and / or pre-selected by the first user.
[0142] In one embodiment the gaming apparatus can be arranged such that the first user is mimicking a non-virtual participant of the non-virtual event in the game, so as for example, to act as a training aid or a single player game.
[0143] Preferably the first user of the game is remotely located to the non-virtual event and / or the at least one non-virtual participant of the event in use.
[0144] In one embodiment the at least one game can include a plurality of users and / or a plurality of non-virtual participants of the non-virtual event in use.
[0145] In one embodiment the gaming apparatus and / or feedback system includes a user interface or graphical user interface (GUI) to allow a first user to play the one or more games and / or interact with the system.
[0146] Preferably the user interface or GUI is accessed and / or displayed via the electronic device and / or displayed on the display means associated with the electronic device. Preferably the user interface or GUI is provided between the non-virtual event data, the live digital and / or the broadcast data and a first user to allow the user to interact with the non-virtual event data, the live data and / or broadcast data in use. Preferably the user interface is arranged to inform a user of progression and / or outcome of the one or more games being played.
[0147] In one embodiment the user interface or GUI can be a brain computer interface (BCI), a visual interface, an audio interface and / or the like.
[0148] In one embodiment the micro-processing means processes data relating to the at least one game, the feedback data, the output data, the sensed data, the data being communicated, broadcast and / or utilised by the at least one game in use, and / or the like.
[0149] For example, the micro-processing means can include or be part of a mobile phone, a computer, a server, a gaming server, a lap top computer, a hand held electronic device, an electronic gaming device, such as for example a Nintendo®, a Wii®, a Play Station® Device, Xbox® device, a virtual reality device, a virtual reality headset, cinema, headset, mixed reality headset or device, augmented reality headset or device, Virtual reality glasses, a heads up display, and / or the like.
[0150] Preferably software and / or a mobile phone Application is provided and utilised by the micro-processing means and / or gaming apparatus to allow the generation and implementation of the data, selection of data, one or more games and / or rules of the game(s) in use.
[0151] It will be appreciated that the gaming apparatus and / or feedback system can be arranged to provide different levels or orders of experience for the first user. For example, a relatively low level or low order of experience may involve a user taking golf swings at a driving range, sensing devices provided at the driving range monitor the golf swings and the data from the monitored golf swings is communicated to the micro-processing means, which in one example could be the user’s mobile phone. For example, the first user’s golf swing data can be incorporated into a game being played on the gaming apparatus by the first user that is using golf swing data and / or outcome data being broadcast live from a PGA tournament.
[0152] For example, a relatively middle level or middle order of experience may involve a user taking golf swings on an adaptive terrain device in their home and the data from the monitored golf swings and / or adaptive terrain device is communicated to the micro-processing means. For example, broadcast live data from a PGA tournament is also being communicated to the micro-processing means and can be used to interact with the adaptive terrain device to allow replication or near replication of the conditions at the PGA tournament. The first user’s golf swing data can be incorporated into a game being played on gaming apparatus by the first user that is also using golf swing data being broadcast live from the PGA tournament.
[0153] For example, a relatively high level or high order of experience may involve a user playing golf in a theatre with wrap around screens or using a virtual headset with data being shown on wrap around screens or virtual headset, thereby making the user feel they are actually present at an event.
[0154] In one embodiment the level, mode, one or more rules or order of the game and / or system is selectable by the user via the gaming apparatus and / or feedback system. Alternatively, the level, mode, one or more rules or order of the game and / or system is determined or pre-determined by the gaming apparatus and / or feedback system. For example, it could be determined by previous levels or orders the first user has achieved or experienced in use.
[0155] In one example, the first user may pay a subscription within the game to allow access to one or more non-virtual events that the first user can select to be a virtual participant in.
[0156] Preferably the first user is remotely located with respect to the non-virtual event. In one embodiment the first user, as the virtual participant in the game, can perform their action and / or sport at the same time, substantially the same time or at a different time to the one or more non-virtual participants of the non-virtual event.
[0157] In one embodiment Artificial Intelligence (Al) algorithms could be used to provide aspects of the game.
[0158] Thus, in one embodiment the present invention allows at least two non-virtual players to be portrayed and / or interact within a gaming environment based on digital content that is about to happen or is live.
[0159] In one aspect of the present invention there is provided gaming apparatus wherein the data used to play the game relating to an activity includes non-virtual, live data relating to at least two different non-virtual players performing the activity in reality, and wherein the data for at least one of the non-virtual players is live broadcast data.
[0160] Preferably the data that is being used to affect the outcome of the game is used to influence the game and / or is used to provide an opponent for the first user to play within the game.
[0161] Preferably the outcome of the game produces a winner, results and / or provides rankings taken from the at least first user, as a virtual participant in the game, and the at least one non-virtual participants. Thus, in one example, the outcome of the game can be a list of positions of players within a sporting tournament and the first user is one of the players listed in the game outcome.
[0162] In one embodiment the gaming apparatus is part of golf training apparatus or sports training apparatus. Preferably the game is played via a graphical user interface within the golf or sports training apparatus in use.
[0163] In one embodiment the gaming apparatus includes means to factor participants performance capacity and capability.
[0164] In one embodiment the gaming apparatus is arranged such that a game can be played via the apparatus according to a set of gaming rules. The set of rules can be implemented by software, Al, one or more algorithms provided in and / or associated with the micro-processing means of the gaming apparatus and / or the like.
[0165] Preferably the input data being sensed by the sensing means for the first user and / or the data being communicated relating to the non-virtual event can be weighted and / or given a score, value and / or performance rating to affect, at least in part, the outcome of a game being played by the gaming apparatus in use. In one embodiment the gaming apparatus includes at least one electronic device provided with and / or associated with the user. For example, preferably this electronic device is the device on which the user plays the game in use.
[0166] In one embodiment the gaming apparatus includes at least one electronic device that acts as a game server(s) that typically receives, processes and / or communicates the non-virtual event data and / or sensed data. The game server(s) can then preferably communicate with the first user associated at least one electronic device.
[0167] Preferably one or more pre-determined sets of rules are pre-stored in the gaming apparatus and are used to determine, at least in part, the game play of the one or more games in use.
[0168] In one embodiment the one or more user actuated control means are provided on and / or associated with the at least one user electronic device. This allows the user to interact with the at least one user electronic device in a conventional manner. For example, the user actuated control means could include one or more joysticks, actuation members, keyboard, gaming controls, touchscreen display, switches, buttons, dials and / or the like.
[0169] In one embodiment the gaming apparatus is arranged such that the first user of the gaming apparatus competes against one or more professional players or one or more other players, the data for which is incoming from the non-virtual event. Preferably the idea of this game is that the user attempts to achieve the best score they can within the game. For example, a series of golf shots undertaken by a golfing professional shown via the streaming media of the non-virtual event can be used and selected via the user and the user has to make the same or similar shots to the professional golfer. The professional golfer and the user can be allocated or given a score which can be used to determine the outcome of the virtual game being played.
[0170] In one embodiment the gaming apparatus is arranged such that a first user selects one of a number of possible golf players from the non-virtual event that they wish to play against via their gaming apparatus. The gaming apparatus is set up to mimic the same or similar golf shots being undertaken by the selected non-virtual event golf player to allow the user to try and replicate the same shots via the gaming apparatus.
[0171] Preferably the micro-processing means applies the selected set of rules to the sensed input data and / or data relating to the non-virtual events to allow the game to be played or progress and to affect, at least in part, the outcome of the game.
[0172] According to a further aspect of the present invention there is provided a method of using gaming apparatus including a skill- or activity-based feedback system; said gaming apparatus including at least one electronic device including microprocessing means via which the one or more games are at least partly played in use; said method including the steps of: sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item the first user interacts with when performing a skill or activity in use and to provide input data relating to said sensed one or more parameters; the first user becoming a virtual participant in the one or more games relating to the skill or activity; communicating, broadcasting and / or utilising data relating to at least one non-virtual event to the gaming apparatus and using this data in the one or more games; using the data relating to the at least one non- virtual event, at least in part, to affect an outcome of the one or more games being played by the user on the gaming apparatus; receiving and processing the input data from the sensing means using the microprocessing means, providing output data and using this output data as part of the one or more games; providing known data in at least one database of the gaming apparatus; characterised in that the method includes the step of: comparing the input data from the sensing means with respect to the known data in the at least one database to provide the output data, and said output data includes feedback data specific to the first user and / or the item with which the first user interacts.
[0173] It will be appreciated that any aspect or feature of the present invention mentioned above can be used alone or in combination with any other aspect or feature mentioned above and still fall within the scope of the present invention.
[0174] Embodiments of the present invention will now be described with reference to the following figures, wherein:
[0175] Figure 1 is a simplified general overview of the system architecture according to an embodiment of the present invention; and
[0176] Figure 2 is a simplified overview of the system according to a specific embodiment of the present invention.
[0177] Referring firstly to figure 1, there is illustrated a general overview of system architecture for a golf feedback system 2 according to an embodiment of the present invention. The golf feedback system 2 includes an item in the form of a dynamic movable platform 4 on which a first user 6 stands on and interacts with when performing one or more golf activities in use, such as for example practising one or more golf swings. Known examples of a dynamic movable platform include the GREENSTAGE® or SWINGSTAGE® (Zen Corporation Ltd, UK). An electronic device is associated with the movable platform 4 and includes a graphical user interface (GUI) 8 for display on a display screen of the electronic device. The GUI 8 can be used by the user to manually or automatically select one or more parameters relating to the movable platform 4 and to control and / or visualise the same via the GUI 8, as per the description set out in the Applicant’s co-pending patent application GB2404551.0, the entire contents of which are incorporated herein by reference. The user 6 can also directly control the movable platform 4 via control means provided with and / or associated with the movable platform 4. Communication between the GUI 8, the user 6 and the movable platform 4 can be one way, two way or multi-way, as shown by arrows 10, 12, 14 in figure 1.
[0178] The movable platform 4 and / or a plurality of sensors or sensing means provided on and / or associated with the movable platform or in the immediate player’s environment are arranged to sense one or more parameters relating to the platform, the local environment and / or the user 6, such as for example the slope of the platform, the green type of the platform, the pressure and / or force applied to the platform surface via the user, imagery of the user, speed and / or direction of movement of the user, the temperature and humidity conditions of the local environment in which the platform and player are located, illumination conditions, ambient lighting and / or the like. This sensed data can be communicated to the GUI 8 and / or to central micro-processing means 16.
[0179] Communication between the GUI 8 and movable platform 4 is typically via the central micro-processing means 16, which in this illustration is shown as a central server 16.
[0180] The central server 16 can act in a conventional manner in that it takes input data from at least one of the movable platform 4, the sensing means and / or the GUI 8 and communicates output data to the other of the at least one movable platform and / or the GUI 8, as shown by arrows 18, 20.
[0181] The sensed input data in one example can include user data 22 sensed as a result of the user undertaking a golfing activity and / or interacting with the movable platform, and / or environment data 24 relating to the movable platform itself and / or environment in which the user is playing in use.
[0182] In accordance with an embodiment of the present invention, the micro-processing means 16, and in particular an Al algorithm or autonomous neural network (ANN) used by the micro-processing means 16, receives the input data and compares the same with known data contained in at least one system database 26. The known data can include user specific data that has previously been sensed and stored by the system, and also data taken from a general golf population including other golf users 28 in one example.
[0183] The system then provides output data in the form of feedback data providing one or more constraints or variables to the system that can be applied back to the user, the movable platform, to the environment in which the user is playing in, to the golf apparatus the user is using or interacting with and / or the like. These constraints or variables can be communicated by any suitable communication means and can allow manual or automatic implementation in use.
[0184] The principles of ecological dynamics are typically applied to the comparative data . The principles of ecological dynamics can also be referred to as non-linear pedagogy and are used to determine which teaching methods are best applied to the comparative data in order to provide the output feedback data. The principles include: a) Information-movement coupling b) Attentional focus c) Constraint manipulation d) Representative design e) Functional variability
[0185] The Al algorithm or ANN process steps undertaken by the system or microprocessing means are shown by steps 30-38 in figure 1. They represent the machine learning feedback loop which uses the ecological dynamic principles to adjust a user’s activity or motor activity based on their activity performance over time.
[0186] For example, the application of ecological dynamics in step 30 could be in the form of a scoring matrix which takes the variables identified from the user’s key performance indicators (KPI) or input data and outputs a score against each of the nonlinear pedagogy principles. For example, the variables could include which data visualisations were used, the golf shot distance, the time taken.
[0187] The KPIs means the metrics which define the challenge or environment the user is operating in. In respect of the user, the KPIs could for example relate to a session length, frequency, shots, hardware used, feedback shown, data points captured, what game or challenge mode has been selected or is being used by the user and / or the like. In respect of the machine learning, the KPIs could for example relate to patterns in datasets. In respect of the challenges, the KPIs could relate to task objectives, success rates of the user or users, content creators (i.e. who made the challenge — the manufacturer or whether it is self-made by the user), the environment conditions and / or the like.
[0188] In step 32, the system compares the user’s actual performance against the results from the nonlinear pedagogy matrix.
[0189] In step 34, the system identifies how much of the challenge to the user was self- determined or pre-determined / set by the system.
[0190] In step 36, the system correlates any biometric data with the outputs of the data processing in steps 30-34 to identify particular points in a user’s golf learning journey. For example, one or more points could be identified if a golf task or skill has become too difficult after allowing the user to define their own variables. In step 38, the system uses all the outputs from steps 30-36 to define a suggested constraint, variable or challenge that could be applied to the user, the environment in which the user is operating in, to the moving platform, to golfing equipment used by the user and / or the like.
[0191] In step 40, the suggested constraint, variable or challenge is communicated to the server 16 which can then be applied or communicated to the user, the movable platform, to the environment in which the user is operating in, to golfing equipment used by the user and / or the like.
[0192] Thus, the machine learning feedback allows relevant and individualised constraints to be fed back to a user via communication means or automatically actuated to allow one or more constraints to be placed on a user or the system in which the user is interacting with in use. This allows constraint lead learning to take place by the user. It takes account of the huge variability of human individuals and their central nervous systems to allow new motor patterns specific to a user to be developed for a skill or activity. The constraint lead learning is not restricted to a single solution but variable solutions can be provided for the same user task.
[0193] Figure 2 is an illustration as to how the present invention can be incorporated into other known golfing systems or gaming apparatus. For example, the Applicant has a co-pending patent application PCT / GB2024 / 051669 relating to gaming apparatus that the present invention can be used in conjunction with to provide an enhanced system which allows amplification and augmentation of information available to the user.
[0194] More particularly, the electronic gaming apparatus 102 allows a non-virtual or real user 104 to play at least one game of golf via the apparatus 102. It allows the real or non-virtual user 104 to undertake real or non-virtual golfing activities and actions at a first location, and for data sensed from these golfing activities and actions to be automatically communicated to micro-processing means 106 of the gaming apparatus to form the actions / activities of a first player of a golfing game to be played via the electronic gaming apparatus.
[0195] The gaming apparatus 102 also receives data from one or more non- virtual golfing events 124 or from other non-virtual golf players located at a second location, typically remote from the first location (although this does not necessarily have to be the case).
[0196] The gaming apparatus 102 is able to use the data communicated from the non-virtual golfing eventl24 or other non-virtual golf players to effect an outcome of the game being played by the first player via the gaming apparatus. For example, the gaming apparatus can use the data from the first player and the data from the non-virtual golfing event or players to create a second player, with the first player and second player playing against each other within the electronic game. Alternatively, for example, the gaming apparatus 102 can set up the game so that the aim of the game is for the first player to try and mimic or reproduce actions undertaken by the second player as closely as possible, such that the first player is in effect playing a single player game and using the gaming apparatus as a training tool.
[0197] In the simplified illustration of figure 2, the apparatus includes one or more remote gaming servers 140 that receives the data 128 from the non-virtual golfing event 124 via suitable communication means, such as for example via broadcast communication means 126. The broadcast data 130 is received by the remote servers 140 and processed, such that relevant portions 138 of the non-virtual event data is communicated to the micro-processing means 106. Other portions of the non-virtual event data 128 is captured and stored in databases 148 associated with the gaming servers 140. The purpose of this will be explained in more detail below. The micro-processing means 106 is typically a gaming unit associated with the user, such for example, a mobile phone, having gaming software or a gaming App provided thereon. As part of the game, the non- virtual user 104 is able to take one or more non-virtual golf shots using a non-virtual golf club 108 and a non-virtual golf ball 110 on a nonvirtual adaptive terrain platform 112. In one example, the adaptive terrain platform can be in the form of a GREEN STAGE® adaptive terrain platform (supplied by Zen Green Stage Ltd).
[0198] The GREEN STAGE® adaptive terrain platform 112 conventionally allows a user to select one or more pre-determined or user selectable variables of the platform, such as putt hole position, gradient, terrain and / or the like, via suitable software provided on and / or associated with the same so that the user can change the platform conditions they practise golf on.
[0199] The micro-processing means 106 uses and / or controls the platform 112 as part of the gaming apparatus 102 and game. Thus, platform 112 is preferably in two-way communication with micro-processing means 106 via wired or wireless communication means as required. A user can set the conditions of the movable platform 112 but can also use the data associated with the selected platform conditions as part of the game to be played via the electronic gaming apparatus 102. In addition, or as an alternative, data received from the non-virtual golfing event 124 can be communicated to the platform 112, as shown by arrow 114 and used to control and / or move the movable platform 112, such as for example in order to mimic or simulate the same or similar conditions of the non-virtual golfing event 124, which allows the user 104 to participate in a golf game under the same or similar conditions as the non-virtual golfing event 124.
[0200] One or more sensing means are provided and can form part of the gaming apparatus to allow one or more actions and / or parameters relating to the user 104, the user’s golf club 108 or golf ball 110 and / or the platform 112 to be sensed and / or measured. For example, the sensing means can include inertial measurement units that can be provided on the user 104 and / or on the user’s golf club 108 to allow one or more movement parameters to be measured relating to the user’s golf swing, such as for example, the position, direction and / or speed of movement of the golf club. This sensed data is communicated to the micro-processing means 106, as shown by arrow 120, via suitable communication means. Other sensing means can be used, such as for example, in the form of image capturing devices or cameras 18 can be used to capture and send real image data to the micro-processing means 106, as shown by arrow 122. If the platform 112 forms part of a 3-dimensioanl (3D) or 4- dimensional (4D) performance arena or interactive suite 142, this data can also be communicated to and from the micro-processing means 106, as shown by arrow 144.
[0201] The gaming software on the micro-processing means 106 allows the user 104 to become a virtual participant in an electronic game played by the user via the gaming apparatus 102. In addition, the gaming software allows the digital data collected from the sensing means relating to the user 104 and / or their golf shot to be automatically processed and input into the electronic game to form part of the game. For example, the data collected on a user’s actual golf swing can be used to move the user as a virtual participant in an electronic game being played via the gaming apparatus.
[0202] Live broadcast data can be broadcast from the non-virtual event 124, such as for example a live televised golf tournament, and is received by the micro-processing means 106. For example, digital data, including video, audio and / or auxiliary data can be transmitted from the event 124 via the broadcast transceiver tower 126 or via other communication means, as shown by arrow 128. The transceiver tower than transmits the live broadcast data to the game servers 140. The live event footage received by the game servers 140 can be captured and processed into physical replications of golf shots made by professional golfers at the live golfing event for communication to the micro-processing means 106.
[0203] At least part of the digital data of the non-virtual event is then used by the microprocessing means 106 to affect an outcome of the electronic game being played via the gaming apparatus 102 by the user 104. For example, digital video data of the non-virtual players can be shown to the user of the game. The ability of a user to observe real, non-animated players playing real non-animated golf is believed to simulate a learning process using the user’s mirror neurons. Thus, the gaming apparatus of the present invention can be used as a training tool by the user. The golf swing data of the professional golf players can also be fed into the gaming software and can act as the opponent player data in the electronic game being played by the user. Thus, the gaming software allows a game to be played whereby the user is, in effect, playing a live non-virtual game of golf against live non-virtual golf players that are remote to the user, but the representation of the game is provided in a virtual game setting. Real video images of the golf tournament and / or the user can be shown via the gaming apparatus, such as on the mobile phone display screen, to form part of the game, thereby making the game more realistic for the user. In the present invention, non-virtual golf actions, swings and / or putts being made by the user using non-virtual golf equipment are being used as the data input for a user’s character in the electronic game of the present invention. At least one opponent of the user in the game is based on data from live broadcast digital data, from a nonvirtual event, such that the user is, in effect, playing live against a non-virtual golf player located remotely to the user.
[0204] The video, audio and / or auxiliary data from the non-virtual event can come from a plurality of different sensing devices provided at the location of the non-virtual event, such as for example image capturing devices, wind speed detectors, temperature gauges, humidity gauges, inertial measurement devices and / or the like. Data relating to the terrain of the golf course that non-virtual participants are playing on can be included in the auxiliary digital data feed and this data, once received by the micro-processing means 106 can be used to adjust the adaptive terrain platform 112 to allow similar or the same terrain conditions to be reproduced for the user when they play their golf shot as part of the game. Other auxiliary digital data that can be sent can include any or any combination of player data, equipment data, golf green data, weather conditions and / or the like. This auxiliary digital data, in addition to the video and / or audio data, can be used to provide features of the game being played by the user 104 in use.
[0205] In accordance with an embodiment of the present invention, the gaming servers 140 are arranged to take input data 146 received from the micro-processing means 106 relating to the sensed data 120 from the user 104, the sensed image data received from the cameras 118, the user 104, and the environmental data 144 received from the interactive suite 142, and compare the input data 146 with respect to known data stored in at least one database 148 in or associated with the gaming servers 140. The known data can include user specific data from user 104, known golfing data from a plurality of different users, the non-virtual event data 128, known environmental data and / or the like.
[0206] One or more Al algorithms or ANN, such as for example of the type described in figure 1, can be provided in or associated with the gaming servers 140 and used to process, analyse and contextualise the received data 152, including the known user specific data as part of a comparison process to provide output data, as shown by arrow 150 . The output data 150 is typically in the form of or includes feedback, one or more instructions, perturbations, modifications and / or constraints that are fed back to the micro-processing means 106. The micro-processing means then communicates this output data to the user 104 via a GUI for example, or via other communications means, such as one or more transceivers, Internet, Bluetooth, WIFI, radio frequency signals, electrical cables and / or the like, to the interactive suite 142 to change one or more environmental conditions and / or to move the platform 112 to change one or more conditions of the same. The output data is typically specific to the user 104 as at least part of the input data is specific to the user 104. As such, this data can be embedded into the gaming environment to provide a change of outcome, define one or more parameters of the game and / or the like. The path the game takes can be determined by the output or feedback data provided by the system. It can identify motor skill and / or behaviour patterns being acquired during the game to generate different results, outcomes or levels of the game.
Claims
Claims1. A skill- or activity- based feedback system, said system including: sensing means for sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item that the first user interacts with when performing a skill or activity in use, and to provide input data relating to said sensed one or more parameters; micro-processing means arranged to receive and process the input data from the sensing means and to provide output data in use; at least one database containing known data; characterised in that the micro-processing means are arranged so as to compare the input data from the sensing means with respect to the known data in the at least one database in order to provide the output data in use, and said output data is or includes feedback data specific to the first user and / or the item with which the first user interacts with in use.
2. The skill- or activity-based feedback system of claim 1, wherein the output data or feedback data applies or suggests any or any combination of a constraint, instruction, solution, variable, modification, perturbation, enhancement, diminution, or modulation that is automatically applied or can be manually applied to the item with which the user interacts with when performing the skill or activity, which can be applied to the sensing means, which can be applied to the first user, which can be applied to the one or more parameters and / or to the system.
3. The skill- or activity-based feedback system according to any preceding claim, wherein the known data in the at least one database is any or any combination of: previously stored data; previously stored system or first user data; general user data taken from at least one other user or a plurality of different users;item data; skill data; activity data; environment data; or data taken from a known event that is being undertaken or has been undertaken previously.
4. The skill- or activity- based feedback system according to any preceding claim, wherein as input data is provided to, generated by, collected by and / or new input is added by the system, this input data can be stored and added to the at least one database containing known data.
5. The skill- or activity- based feedback system according to any preceding claim, wherein the output data and / or feedback data is communicated to a user via any or any combination of communication means, graphical user interface (GUI), audio means, visual means, kinaesthetic means, haptic means, sensory means, electronic means, mechanical means, wireless means, or wired means.
6. The skill- or activity- based feedback system according to any preceding claim, wherein the item with which the user interacts with in use includes any or any combination of one or more sporting or non-sporting items, an electronic device, golf club, a golf ball, a football, a bicycle, a netball, a basketball, a cricket bat, a snooker cue, a snooker ball, a cricket ball, a rugby ball, a tennis racket, a tennis ball, a treadmill, weight equipment, a shot put, a javelin, high jump equipment, a hurdle, a dynamic movable platform, a 3-dimensional (3D) or 4-dimensional (4D) performance arena, on or more sensors, one or more force plates or force sensing means, one or more pressure plates or pressure sensing means, computer vision, a camera vision system, biometric reading means, one or more golf ball launch monitors or means, one or more golf club monitors or means, or Global Positioning System (GPS).
7. The skill- or activity- based feedback system according to any preceding claim, wherein the micro-processing means uses any or any combination of software, hardware, machine learning technology, artificial intelligence (Al)one or more algorithms, one or more Al algorithms, autonomous neural networks (ANN) to allow the processing, comparing, validation and / or output of data, input data, known data and / or output data in use.
8. The skill- or activity- based feedback system according to any preceding claim, wherein the micro-processing means, when comparing the input data with the known data, is arranged to identify one or more patterns in the data and / or to provide a score, value and / or weighting to the data to influence or provide, at least in part, the feedback data or output data to the first user and / or one or more items that the first user interacts with in use.
9. The skill- or activity- based feedback system according to any preceding claim, wherein data acquired via electronic gaming apparatus can be communicated to the system and / or micro-processing means and used as part of the input data acquired for first user and / or the known data stored in the at least one database; and / or the output data from the system and / or micro-processing means can be communicated to and / or user by electronic gaming apparatus to allow an electronic game to be played in use.
10. The skill- or activity- based feedback system according to any of claims 1-8, wherein the skill- or activity- based feedback system forms part of, is associated with or is included in electronic gaming apparatus.
11. The skill- or activity- based feedback system according to any preceding claim, wherein the input data includes user self-assessment data.
12. A method of using the skill- or activity- based feedback system, said method including the steps of: sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item that the first user interacts withwhen performing a skill or activity in use to provide input data relating to said sensed one or more parameters; receiving and processing the input data from the sensing means using microprocessing means and providing output data; providing known data in at least one database of the system; characterised in that the method further includes the steps of: comparing the input data from the sensing means with respect to known data contained in at least one database to provide the output data, and said output data is or includes feedback data specific to the first user and / or the item with which the first user interacts with in use.
13. Gaming apparatus including a skill- or activity-based feedback system; said gaming apparatus including at least one electronic device including microprocessing means via which the one or more games are at least partly played in use; sensing means for sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item the first user interacts with when performing a skill or activity in use and to provide input data relating to said sensed one or more parameters; the gaming apparatus or the at least one electronic device arranged to allow the first user to become a virtual participant in the one or more games relating to the skill or activity in use; the gaming apparatus further including means for allowing data relating to at least one non-virtual event to be communicated to, broadcast to and / or utilised by the one or more games in use;wherein the data relating to the at least one non-virtual event is used, at least in part, to affect an outcome of the one or more games that can be played by the user on the gaming apparatus in use; and wherein the micro-processing means are further arranged to receive and process the input data from the sensing means in use and to provide output data that can be used as part of the one or more games in use; wherein the apparatus includes at least one database containing known data; characterised in that the micro-processing means are arranged to compare the input data from the sensing means with respect to the known data in the at least one database to provide the output data, and said output data includes feedback data specific to the first user and / or the item with which the first user interacts with in use and which can be used as part of the at least one game.
14. The gaming apparatus according to claim 13, wherein in addition to the nonvirtual event data, the output data, feedback data and / or input data is used by the gaming apparatus, at least in part, to affect an outcome of the one or more games that can be played by the user on the gaming apparatus in use.
15. The gaming apparatus according to claims 13 or 14, wherein the gaming apparatus is arranged to allow the first user to undertake a real time motor skill based activity at a first location while, shortly after or following observing and / or perceiving, via the gaming apparatus, a non-animated, non-virtual motor skill based activity being undertaken by a second user at a second location during and / or as part of the one or more games.
16. The gaming apparatus according to any of claims 13-15, wherein the gaming apparatus is arranged so that the one or more games played on the apparatus in use follow a set of rules.
17. The gaming apparatus according to any of claims 13-16, wherein the input data being sensed by the sensing means and / or the data being communicated relating to the non-virtual event is weighted and / or given a score, value and / or performance rating to affect, at least in part, the outcome of the one or more games that can be played via the gaming apparatus in use.
18. The gaming apparatus according to any of claims 13-17, wherein the output data or feedback data applies or suggests any or any combination of a constraint, instruction, solution, variable, modification, perturbation, enhancement, diminution, or modulation that is automatically applied or can be manually applied to the item with which the user interacts with when performing the skill or activity, which can be applied to the sensing means, which can be applied to the first user, which can be applied to the one or more parameters and / or to the apparatus.
19. The gaming apparatus according to any of claims 13-18, wherein the known data in the at least one database is any or any combination of: previously stored data; previously stored system or first user data; general user data taken from at least one other user or a plurality of different users; item data; skill data; activity data; environment data; or data taken from a known event that is being undertaken or has been undertaken previously.
20. The gaming apparatus according to any of claims 13-19, wherein as input data is provided to, generated by, collected by and / or new input is added by the apparatus, this input data can be stored and added to the at least one database containing known data.
21. The gaming apparatus according to any of claims 13-20, wherein the output data and / or feedback data is communicated to a user via any or anycombination of communication means, graphical user interface (GUI), audio means, visual means, kinaesthetic means, haptic means, sensory means, electronic means, mechanical means, wireless means, or wired means.
22. The gaming apparatus according to any of claims 13-21, wherein the item with which the user interacts with in use includes any or any combination of one or more sporting or non-sporting items, an electronic device, golf club, a golf ball, a football, a bicycle, a netball, a basketball, a cricket bat, a snooker cue, a snooker ball, a cricket ball, a rugby ball, a tennis racket, a tennis ball, a treadmill, weight equipment, a shot put, a javelin, high jump equipment, a hurdle, a dynamic movable platform, a 3-dimensional (3D) or 4-dimensional (4D) performance arena, on or more sensors, one or more force plates or force sensing means, one or more pressure plates or pressure sensing means, computer vision, a camera vision system, biometric reading means, one or more golf ball launch monitors or means, one or more golf club monitors or means, or Global Positioning System (GPS).
23. The gaming apparatus according to any of claims 13-22, wherein the microprocessing means uses any or any combination of software, hardware, machine learning technology, artificial intelligence (Al) one or more algorithms, one or more Al algorithms, autonomous neural networks (ANN) to allow the processing, comparing, validation and / or output of data, input data, known data and / or output data in use.
24. The gaming apparatus according to any of claims 13-23, wherein the microprocessing means, when comparing the input data with the known data, is arranged to identify one or more patterns in the data and / or to provide a score, value and / or weighting to the data to influence or provide, at least in part, the feedback data or output data to the first user and / or one or more items that the first user interacts with in use.
5. A method of using gaming apparatus including a skill- or activity-based feedback system; said gaming apparatus including at least one electronic device including microprocessing means via which the one or more games are at least partly played in use; said method including the steps of: sensing one or more parameters relating to a first user when they are performing a skill or activity and / or an item the first user interacts with when performing a skill or activity in use and to provide input data relating to said sensed one or more parameters; the first user becoming a virtual participant in the one or more games relating to the skill or activity; communicating, broadcasting and / or utilising data relating to at least one non-virtual event to the gaming apparatus and using this data in the one or more games; using the data relating to the at least one non-virtual event, at least in part, to affect an outcome of the one or more games being played by the user on the gaming apparatus; receiving and processing the input data from the sensing means using the micro-processing means, providing output data and using this output data as part of the one or more games; providing known data in at least one database of the gaming apparatus; characterised in that the method includes the step of: comparing the input data from the sensing means with respect to the known data in the at least one database to provide the output data, and said output data includes feedback data specific to the first user and / or the item with which the first user interacts.
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