IoT Network Node for Synchronized Sports Gaming Feedback

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Solution Overview

Problem

Existing IoT devices and systems are primarily used for traditional sports and do not effectively encourage physical activity or maximize the utility of smart athletic devices and spaces for improving physical health.

Innovation Solution

A network node in an IoT system that processes data from IoT devices to determine the state of an interactive activity and provides feedback signals to participants across different sites, allowing for competitive or cooperative participation through various interfaces, including both physical and virtual means, using a cloud-based network to maintain a synchronized activity state across disparate locations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If IoT devices are used exclusively for traditional sports, then the existing smart sports equipment can be utilized, but the utility and versatility of the devices is limited and physical activity engagement is not maximized

Engineering Contradiction:
Improveversatility of IoT devicesVSAvoidphysical activity engagement
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The patent applies universality by enabling smart sports equipment to serve multiple functions - both traditional sports activities and video game interactions. The system allows the same IoT devices and spaces to be used for diverse purposes, maximizing utility and encouraging physical activity through engaging game-based interfaces

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Ease of operation

If video game consoles and televisions are used for interactive activities, then participants can engage in virtual activities at home, but the cost is high and meaningful physical activity is not encouraged

Engineering Contradiction:
Improveaccessibility of interactive activityVSAvoidphysical activity
Core Design Contradiction:
Ease of operationVSLoss of energy

Solution Approach 1:

The patent uses copying by creating a virtual representation of the physical sports environment through video game interfaces. The system copies the essence of physical sports activities into interactive digital formats, allowing participants to engage in meaningful physical activity while experiencing the accessibility and engagement of video games

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system implements feedback loops where physical actions are captured by IoT devices, processed into game states, and reflected back to participants through video game interfaces. This real-time feedback encourages continued physical engagement by providing responsive and engaging interaction

Inventive Principle:
Principle #23Feedback

3Device complexity

If data from smart sports equipment is processed locally, then the system is simple, but the synchronization and coordination across multiple sites and players is limited

Engineering Contradiction:
Improvedata processing architectureVSAvoidactivity state synchronization
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent introduces a cloud-based server as an intermediary that coordinates data from multiple IoT devices across different locations. This central mediator processes data from various sites, maintains synchronized activity states, and ensures reliable coordination without requiring complex local processing at each device

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11318377B2Technique for online video-gaming with sports equipment
Publication Date: 2022.05.03 TELEFONAKTIEBOLAGET LM ERICSSON (PUBL)
  • US11318377B2 patent drawing
  • US11318377B2 patent drawing
  • US11318377B2 patent drawing

AI summary

Methods and apparatus for use in an Internet-of-Things (IoT) system are presented. A method performed by a network node in an Internet-of-Things (IoT) system is presenting in an example embodiment. According to this example method, a network node or a plurality of network nodes working collaboratively can obtain data captured by one or more IoT devices and associated with an interactive activity with which different participants interface at different sites. Furthermore, the network node(s) may determine a state of the activity by applying the data to a data model. Moreover, the network node(s) can, in an example method, provide one or more feedback signals to feedback devices associated with one or more of the different sites to actualize the determined state of the activity, where at least two of the different sites have disparate, meaning non-identical, feedback device sets.