VR Baseball Pitcher Replication for Batting Training

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Solution Overview

Problem

Conventional virtual reality sports simulators fail to provide meaningful training experiences and feedback for athletes, particularly in sports like American football, as they do not accurately replicate the real-life scenarios and pitcher deliveries, limiting the effectiveness of practice sessions.

Innovation Solution

A virtual reality projection system that generates a realistic baseball environment with a digitized image of a real-life pitcher, replicating their pitching sequence and trajectory, allowing users to practice batting in a first-person perspective, complete with accurate release points and pitch types, enhancing the realism and effectiveness of training.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If conventional virtual reality sports simulators are used, then users can experience simulated sporting events, but they do not provide meaningful training experiences and feedback

Engineering Contradiction:
Improvetraining effectivenessVSAvoidfeedback quality
Core Design Contradiction:
ReliabilityVSLoss of information

Solution Approach 1:

The system incorporates multiple feedback mechanisms including visual feedback through the virtual reality display showing pitch trajectory and release point, auditory feedback through pitch sounds, and performance feedback by comparing user swing timing against optimal timing data. This multi-sensory feedback loop transforms the conventional simulator into an effective training tool that provides meaningful information about user performance.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system creates accurate digital copies of real pitchers including their pitching sequences, release points, and pitch trajectories. By replicating real-life pitching scenarios with high fidelity, the system provides authentic training experiences that mirror actual game conditions, thereby improving training effectiveness while maintaining information accuracy.

Inventive Principle:
Principle #26Copying

2Reliability

If conventional virtual reality simulators are used, then users can practice sports movements, but they do not accurately replicate real-life scenarios and pitcher deliveries

Engineering Contradiction:
Improvescenario realismVSAvoidpitch replication accuracy
Core Design Contradiction:
ReliabilityVSManufacturing precision

Solution Approach 1:

The system pre-captures and stores accurate pitching data including release points, trajectories, and timing information from real pitchers before the training session. This preliminary data collection ensures that when users practice, they encounter highly accurate replications of real-life scenarios, resolving the contradiction between realism and precision.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system adjusts various parameters including pitch speed, release point location, trajectory angle, and timing to accurately match real-life pitcher deliveries. By dynamically controlling these parameters based on captured real pitcher data, the system achieves both high scenario realism and precise pitch replication.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11826628B2Virtual reality sports training systems and methods
Publication Date: 2023.11.28 WIN REALITY LLC
  • US11826628B2 patent drawing
  • US11826628B2 patent drawing
  • US11826628B2 patent drawing

AI summary

Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides performance feedback based on the user's decisions and timing. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills. Some embodiments include various pitch recognition training, which may be against replicated real-life pitchers.