Movable Athletic Goal for Dynamic Eye-Hand Coordination Training
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Solution Overview
Problem
Conventional athletic training systems fail to provide an optimal training experience that simulates real-world, in-game variable movement within a compressed training area, leading to fatigue and inadequate development of dynamic eye-hand coordination.
Innovation Solution
A robotically controlled moveable athletic training device equipped with sensors and a user interface, allowing the goal or target to move dynamically, enabling players to practice without the fatigue associated with accelerating and decelerating their body, while tracking and analyzing eye-hand coordination development and muscle memory.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If players practice dynamic shooting by moving their bodies to simulate in-game movements, then dynamic eye-hand coordination is improved, but player fatigue increases
Solution Approach 1:
The goal is made movable instead of fixed, allowing it to dynamically adjust its position and simulate in-game movements. This enables players to practice dynamic shooting without physically moving their bodies, thereby improving eye-hand coordination while reducing fatigue. The movable goal can be controlled by coaches or programmed to replicate various game scenarios.
Solution Approach 2:
The movable goal acts as an intermediary between the player and the training objective. Instead of the player directly moving their body to simulate game movements, the goal moves to create the same training effect, serving as a mediator that transfers the training stimulus without requiring player physical exertion.
2Device complexity
If conventional fixed goals are used for training, then training area is simplified, but real-world in-game variable movement simulation is inadequate
Solution Approach 1:
The goal transitions from a fixed, static structure to a dynamic, movable one that can change position and orientation. This allows the training equipment to simulate various in-game movement scenarios while maintaining a relatively simple training area setup. The goal can be moved along tracks or rails to create different training configurations.
Solution Approach 2:
The movable goal system serves multiple functions: it can simulate different player movements, create various shooting scenarios, and adapt to different skill levels. A single piece of equipment can replace multiple fixed training stations, providing versatile in-game movement simulation within a compact training space.
3Ease of operation
If players repeatedly accelerate and decelerate their bodies for each dynamic practice shot, then dynamic shooting skills are improved, but training efficiency decreases
Solution Approach 1:
The training system dynamically adjusts the goal position to match the desired shooting scenarios, eliminating the need for players to repeatedly accelerate and decelerate. Players can maintain a more stable position while the goal moves, allowing for continuous practice without the energy-wasting motion cycles, thereby improving training efficiency.
Solution Approach 2:
The movable goal serves as an intermediary that absorbs the movement requirements, allowing players to focus on shooting technique rather than body movement. This mediator approach enables players to practice dynamic shooting skills more efficiently by eliminating redundant acceleration and deceleration cycles.
Data Source
AI summary
A computer implemented personified sporting goal apparatus, system, method and/or computer program product may provide electronically and programmably controlled personification attributes to a sporting or intermediary goal. Certain embodiments include robotic, animatronically moveable appendages, emotions, and/or gestures, via audio, visual, or enhanced features. A personified sporting goal apparatus can include: sporting goal device, including processor(s); memory coupled to the processor; input or output device(s) coupled to the processor; a sporting goal; a personified feature, attribute, or movement; and user interface coupled to the device, including: a display device, the input device, the output device, a keyboard, or a touchscreen, and is configured to: enable a user to interact with the sporting goal device; receive a selection of a sporting goal routine; or receive instructions to control the sporting goal device. Embodiments include a robot, display(s) and/or speech bubbles.


