Sensor Puck Training With Mobile Feedback for Stickhandling
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Solution Overview
Problem
Existing stickhandling tools lack spontaneity in challenging players with unexpected patterns, require costly video cameras for sensing, force players to look down, lack mobile compatibility, cannot recalibrate sensors, and do not allow users to create personalized training patterns.
Innovation Solution
A puck with a color sensor and wireless transmitter that senses the game surface, transmitting data to a mobile device for game-like training, allowing players to create and challenge personalized patterns, and featuring recalibration capabilities.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If video cameras are used to sense the puck and playing surface, then sensing capability is improved, but system cost increases significantly
Solution Approach 1:
The patent replaces the mechanical/optical video camera system with an electromagnetic field-based solution using transponders embedded in the puck and base stations with antennas. This substitution uses radio frequency electromagnetic fields to detect puck position, eliminating the need for expensive video cameras while maintaining sensing capability.
Solution Approach 2:
The patent uses transponders in the puck that communicate with base stations, creating a simplified signal-based representation of puck position rather than requiring direct visual copying through cameras. This allows position detection through electromagnetic signal exchange instead of optical imaging.
2Ease of operation
If players practice stickhandling on their own without external challenges, then training simplicity is maintained, but training effectiveness decreases due to lack of spontaneity
Solution Approach 1:
The system provides real-time feedback through the mobile device, displaying which color section the puck should be on and giving immediate feedback when the player successfully moves the puck to the correct section. This automated feedback loop maintains training simplicity while significantly improving effectiveness by providing spontaneous, unpredictable challenges.
Solution Approach 2:
The training program dynamically generates unpredictable color sequences that change during practice sessions, creating spontaneous challenges that adapt to the player's performance. This dynamic element maintains ease of use while improving training effectiveness through unexpected pattern recognition.
3Measurement precision
If players must look at the game floor to determine where to move the puck, then puck control accuracy is improved, but player safety and overall game awareness deteriorate
Solution Approach 1:
The system introduces a mobile device as an intermediary that displays color information to the player, eliminating the need for the player to look down at the floor. The mobile device acts as a mediator between the training system and the player's vision, allowing the player to maintain head-up position while receiving directional guidance.
4Device complexity
If fixed game floors are used, then device simplicity is maintained, but training versatility decreases
Solution Approach 1:
The system uses dynamic software-based training programs that can generate unlimited color sequences and patterns on a fixed physical floor. This allows the fixed floor to support variable training scenarios through software control, achieving versatility without increasing physical device complexity.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enhances stickhandling training by providing spontaneous challenges, maintaining eye contact, supporting mobile use, and enabling personalized pattern creation and analysis, thus improving player skills.
Implementation Method 1
a puck with a color sensor and wireless transmitter that senses the game surface
Implementation Method 2
transmitting data to a mobile device for game-like training
Data Source
AI summary
A system for sports training comprising an object comprising one or more sensors that allows the system to identify the location of the object. The object also may have a microprocessor and wireless transmitter to allow for transmission of the sensor data via wireless transmission to an external electronic device. A software application running on the electronic device, such as a mobile phone or tablet, receives the sensor data and incorporates the information into a game-like or training application. This application can display to the user which location the object should be for the game. This application can also analyze which patterns the player has difficulties with and suggest certain patterns and other advice to help the player to improve their skills. Use of ultra-wideband communication between objects and base stations can determine the position of objects for use in training in hockey or soccer.


