Real-Time Play Call Adjustment for Wearable Sports Devices
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Solution Overview
Problem
Current data analytics in sporting activities are static and inadequate in accounting for rapidly changing circumstances, leading to delayed distribution of relevant intelligence to players, which reduces the value and applicability of data analytics in dynamic games.
Innovation Solution
An automated system that generates and distributes adjusted play calls in real-time using current game circumstances, allowing for timely updates to wearable player devices, such as pitch calls and positional adjustments, based on comparisons with real-time data frames and game variables.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If data analytics are applied statically to generate play calls, then the system complexity is reduced and ease of operation is improved, but the adaptability to rapidly changing game circumstances deteriorates and the value of data analytics is decreased
Solution Approach 1:
The system transitions from static play call generation to dynamic real-time adjustment by continuously monitoring game circumstances (score, time, down-and-distance, player positions) and automatically modifying play calls through wearable devices. This enables the system to adapt to rapidly changing game states while maintaining automated operation.
Solution Approach 2:
The system implements feedback loops by continuously gathering real-time game data, comparing current circumstances against original play calls, and automatically generating adjustments. The wearable devices provide a feedback mechanism to deliver updated instructions to players, ensuring the system responds dynamically to changing conditions.
2Adaptability or versatility
If real-time data analytics are used to generate adjusted play calls, then the adaptability to changing circumstances is improved and the value of data analytics is increased, but the device complexity and processing requirements increase
Solution Approach 1:
The system divides the play call generation process into distinct modules: data collection from multiple sources, circumstance evaluation, play call adjustment logic, and distribution through wearable devices. This segmentation allows complex real-time analytics to be managed through specialized components, reducing overall system complexity while maintaining adaptability.
Solution Approach 2:
Wearable devices serve as intermediaries between the central analytics system and players. They receive, display, and transmit play call adjustments without requiring complex processing at the player端, thus reducing device complexity while enabling real-time adaptability through the central system.
3Loss of time
If play calls are distributed without real-time adjustments, then the loss of time in processing is reduced, but the loss of information relevance occurs as game circumstances change, decreasing the value of distributed intelligence
Solution Approach 1:
The system implements periodic updates by continuously monitoring game circumstances and automatically generating play call adjustments at relevant intervals or when threshold changes are detected. This periodic action ensures information remains relevant without requiring constant communication, balancing time efficiency with information freshness.
Solution Approach 2:
The system pre-establishes adjustment rules and algorithms that automatically trigger based on predefined game circumstance thresholds. This preliminary configuration allows rapid response to changing conditions without real-time complex decision-making, minimizing time loss while maintaining information relevance through automated rule-based adjustments.
Data Source
AI summary
A method includes sending a play call to a first player wearable player electronic device; comparing the play call to sporting activity game circumstance data; based on the comparison and using the sporting activity game circumstance data, generating an adjusted play call; and sending the adjusted play call to at least one of the first player wearable player electronic device and a second, different player wearable player electronic device.


