Networked Event Input Devices for Real-Time Sports Game Tracking
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Solution Overview
Problem
Existing systems for tracking sports game events are cumbersome and labor-intensive, particularly in fast-paced games like ice hockey, where accurate and real-time data collection is challenging for a single person or a group.
Innovation Solution
A system and method utilizing multiple network-connected event input devices and a communication network to track and simplify the entry of game events, with a server that stores, manages, and combines game events and statistics to create a comprehensive play-by-play of the game.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a single person or small group manually tracks game events, then the process is simple to operate, but the productivity and accuracy of real-time data collection deteriorates in fast-paced games
Solution Approach 1:
The system divides the game event tracking into multiple specialized roles (goal scorer, penalty box official, shot tracker, etc.), each handled by a separate event input device. This segmentation allows parallel processing of different game events simultaneously, dramatically improving productivity in fast-paced games while keeping each individual device simple to operate.
Solution Approach 2:
The server acts as an intermediary that receives data from multiple event input devices, resolves conflicts, and distributes information to client devices. This intermediary layer enables multiple simple devices to work together as a coordinated system, achieving high productivity without requiring each device to be complex.
2Quantity of substance
If multiple people manually record game events, then more data can be collected, but the ease of operation and coordination deteriorates
Solution Approach 1:
The system assigns specific game events to specific roles and devices, eliminating coordination confusion. Each device independently tracks its assigned events without needing to communicate constantly with others, making the system easier to operate while still tracking comprehensive game data.
Solution Approach 2:
The server provides feedback mechanisms that automatically resolve conflicts between multiple devices and notify users of data inconsistencies. This automated feedback system handles the coordination complexity centrally, allowing multiple operators to work independently with ease.
3Productivity
If automated systems are used to track game events, then productivity increases, but the ease of operation and user control deteriorates
Solution Approach 1:
The user interface is segmented into role-specific screens for each event input device. Each screen only displays and requires input for its specific game events, keeping the interface simple and focused. The automation occurs at the server level, while each device maintains a simple, role-appropriate interface.
Solution Approach 2:
Each event input device operates semi-autonomously, self-managing its own event tracking without requiring constant user intervention. The system automatically receives data, resolves conflicts, and distributes information, reducing the operational burden on users while maintaining high productivity.
4Speed
If real-time tracking is implemented, then the speed of data collection improves, but the reliability and accuracy of data entry deteriorates due to human error
Solution Approach 1:
The server continuously monitors data from all event input devices and automatically detects conflicts or inconsistencies. When conflicts are detected, the system generates resolution requests and notifies relevant users, enabling real-time correction of errors while maintaining fast data collection speeds.
Solution Approach 2:
The server as an intermediary validates and cross-checks data from multiple devices before incorporating it into the final game record. This intermediate validation layer filters out human errors while preserving the speed advantage of real-time tracking from multiple sources.
Data Source
AI summary
System and methods for tracking events in a sports game using one or more event input devices. Each event input device tracks a subset of the game events and the devices work together to provide a simplified input experience by sharing input and context from other event input devices. Since the user is only responsible for capturing a subset of the events, and because each device simplifies the input requirements of the other event input devices, the end user is still able to enjoy watching the game while also opening up the input task to users who would not have typically done so. The combined results of the devices provides a complete picture of the game in the form of a game play-by-play for the fans and statistics for the coaches. Integration with the scoreboard, communication system and player devices provide further event input simplification, rich content for viewers and simplification for traditional scorekeepers and sound controllers.


