Visual stimulus management
Visual stimuli provided by surfaces of an object are selected based on anticipated viewing angles and activities associated with the viewing angles. Such surfaces can be selected based on identification and observation of significant events in a selected activity. Object zones so identified can be provided with functional ornamentation to enhance performance of one or more activities. Functional ornamentation can be based on gray level contrast, color contrast, or other visual characteristics. Dynamic functional ornamentation in which visual characteristics are a function of ornamentation motion, placement, distortion, of viewing angle can be used. In some examples, almost periodic patterns can be used, and the almost periodic patterns defined with a plurality of tiles.
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The disclosure pertains to methods of managing visual characteristics of team athletic apparel based on activity-specific situations.
BACKGROUNDVisual stimuli produced by apparel and other articles associated with specific activities are generally configured to provide overall visibility, to distinguish one team or group from another (often based on traditional team or group colors), or to provide a pleasing appearance. Frequently the appearance of apparel and other articles is largely dictated by such considerations in combination with considerations of comfort, fit, and safety. For example, sports uniform colors are frequently selected based on traditional team colors such as school or club colors, and have visual characteristics that are customized to provide an appearance that is stylish and up to date. Otherwise, uniform selection is based primarily on player comfort and safety. Many team uniforms are provided in both “home” and “away” versions so that opposing teams having the same team or club colors can be distinguished.
While such traditional uniforms permit identification of home and away teams, and display team colors, the appearance of traditional uniforms provides little if any performance advantage. Visual stimuli provided by such uniforms are largely unrelated to participant performance. As such, traditional apparel can provide comfort and safety, but little else. Accordingly, methods of selecting and managing activity-specific visual stimuli, and apparel and other items and apparatus associated with an activity configured based on such methods are needed.
SUMMARYAccording to representative examples, articles comprise an activity-specific zone having functional ornamentation situated in the activity-specific zone. In some examples, the functional ornamentation is defined based on luminance contrast or color contrast. If additional examples, the article is an article of team sports apparel and the activity specific zone is associated with a side of the article in an as-worn position. In other representative examples, the functional ornamentation is dynamic functional ornamentation that can include an almost periodic pattern, an interrupted periodic pattern, or a spatially chirped pattern that is defined by a plurality of pattern segments secured to the article.
Team uniform components comprise a zone that includes dynamic ornamentation. In some examples, the zone is an activity-specific zone. In additional examples, the dynamic ornamentation is defined by a plurality of tiles that can be specularly reflective or iridescent. In representative examples, the plurality of tiles is situated on a relatively dark background. In further examples, the dynamic ornamentation includes an almost periodic pattern defined by a plurality of tiles arranged in a spatially chirped pattern or an interrupted periodic pattern. In some examples, the team uniform component is an article of apparel such as a jersey, shorts, pants, skirt, or socks.
Representative methods comprise identifying an activity-specific visual zone, and assigning a visual characteristic to a surface associated with the activity-specific visual zone. In some examples, at least one common angle of view is determined, wherein the activity specific visual zone is associated with the at least one common angle of view. In typical examples, the activity-specific visual zone is associated with a selected team sport. In additional examples, the visual characteristic assigned to the activity-specific visual zone is associated with dynamic functional ornamentation, and can include an almost periodic pattern.
These and other features and advantages are set forth below with reference to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
The disclosed methods and apparatus should not be construed as limiting in any way. Instead, the present disclosure is directed toward novel and non-obvious features and aspects of the various disclosed embodiments, alone and in various combinations and subcombinations with one another. Moreover, the methods and apparatus are not limited to any specific aspect or feature, or combinations thereof, nor do the disclosed methods and apparatus require that any one or more specific advantages be present or problems be solved.
Although the operations and function of some of the disclosed methods and apparatus are described in a particular, sequential order for convenient presentation, it should be understood that this manner of description encompasses rearrangement, unless a particular ordering is required by specific language set forth below. For example, operations described sequentially may in some cases be rearranged or performed concurrently. Moreover, for the sake of simplicity, the attached figures may not show the various ways in which the disclosed methods and apparatus can be used in conjunction with other methods and apparatus. Additionally, the description sometimes uses terms like “determine” and “evaluate” to describe the disclosed methods. These terms are high-level abstractions of the actual operations that are performed. The actual operations that correspond to these terms will vary depending on the particular implementation and are readily discernible by one of ordinary skill in the art.
For purposes of this disclosure, the word “including” has the same broad meaning as the word “comprising.” In addition, words such as “a” and “an,” unless otherwise indicated to the contrary, include the plural as well as the singular. Thus, for example, the requirement of “a feature” is satisfied where one or more of these features are present. In addition, the term “or” includes the conjunctive, the disjunctive and both (a or b thus includes either a or b, as well as a and b).
Some specific examples of visual stimulus management methods and applications thereof are described with respect to a particular activity—soccer. This activity is selected as an example because of its worldwide appeal and familiarity. The methods and applications described herein are applicable to other team sports such as basketball, baseball, soccer, lacrosse, hockey, rugby, and football. The described methods and applications are also applicable to activities other than sports, including other commercial and recreational activities. Examples of uniforms and other articles of clothing are described, but other items can be configured in a similar manner.
Assignment of a specific visual stimulus to a particular participant zone can be associated with improved perception, and thus improved decision making by a participant's teammate. For example, a visual stimulus can be selected to increase the accuracy of passes between teammates. In some typical examples, visual stimuli configured for peripheral vision are preferred. Various kinds of visual stimuli can be used. For central vision or peripheral vision, luminance contrast and object detail can be used to provide an appropriate visual stimulus. For central vision perception, color characteristics (such as hue or saturation) can be used. A just noticeable color difference is typically associated with dominant wavelength differences of between about 2 nm to 4 nm, but depends on spectral region. Differences in luminance can also be used, with differences of 1-1.5% typically observable for either central or peripheral vision. For central vision, details as small as about 1 arcmin are legible, while details as small as about 0.5 arcsec can be detected. For peripheral vision, details as small as about 10 arcmin are legible, while details as small as about 0.5 arcsec can be detected. Angular spacings of about 0.6 arcmin or greater permit objects to be perceived as separate objects in either central or peripheral vision. Misalignments of objects can be detected that are as small as about 3-5 arcsec (“hyperacuity”). Peripheral vision can detect flicker at rates as high as about 80 Hz-100 Hz, while central vision can detect flicker at rates less than about 20 Hz. In an example, visual stimuli for central vision, ranked in order from most to least sensitive, are lateral motion, luminance contrast, color contrast, and flicker. For peripheral vision, a similar ranking is lateral motion, flicker, luminance contrast, and color contrast. Visual factors are generally interdependent, and can depend on observer adaptation or recent exposure of the observer to a bright object. Visual stimuli can also be affected by environmental conditions such as stadium lighting, hazy or foggy weather, or direct sunlight. Backgrounds such as grass, stadium seating, spectator apparel can also be significant.
An example visual stimulus management method is illustrated in
In an example, numbers of “through balls” in an attacking third of a soccer pitch were observed and tabulated for premiership football matches. (Through balls are defined as passes that penetrate the defense and allow attacking forwards a scoring opportunity.) In such a tabulation, through balls were noted as a function of pass angle (i.e., angle with respect to the passer's line of sight at the time of the pass), pass distance (distance from passer to intended receiver), and receiver body position. For convenient analysis, pass angles were noted as in a range of 0-20 degrees, 20-40 degrees, or greater than 40 degrees. Pass distances were recorded in ranges of 0-5 m, 5-10 m, 10-15 m, and 15-20 m. Receiver body position was recorded as front (facing the passer), side, or back. In the observed matches, as pass distance increased, passers tended to play more through balls to receivers in wide positions (i.e., at larger angles from the passer's line of sight). The greatest number of through balls was played when the receiver was positioned side-on to the passer. The lowest number of through balls was played to the backs of receiving players. For smaller pass distances, fewer through balls were played at wider pass angles.
A depiction of common view angles is shown in
While common views can be recorded based on activity observation, and visual stimuli associated with these views can be provided by, for example, coloring or otherwise treating player uniform portions, additional considerations can improve the effectiveness of treating player uniform portions in this way. With reference to
Based on body segment zones and characterizations, activity-significant portions of selected body zones can be treated to provide visual characteristics such as zone-specific enhanced visibility. Referring again to
Visual stimuli provided by surfaces of team uniforms can be managed using texture, color, gray level, patterning, surface reflectivity, fluorescence, iridescence, or other visually observable surface properties. To preserve traditional uniform appearance, one or more color parameters such as hue, saturation, and value associated with a selected surface portion can be configured to provide, for example, a selected contrast, while remaining color parameters are selected so that the uniform retains a traditional appearance. For example, a relatively dark surface portion can be configured to contrast with a relatively light surface portion while other color parameters are selected in accordance with traditional team colors, logos, and designs. For visual stimuli targeting peripheral vision, gray values can be used that can provide an intended stimulus in a selected zone while not detracting from a traditional team colors or team appearance.
In a representative example, visual stimuli are provided to selected zones by one or more individual tiles of a heat transferable material arranged in a mosaic layout. Highly reflective tiles (such as tiles having a chrome appearance) typically having areas greater than about 1 cm2 can be applied, while tinted chrome, pearl, or crystal colored tiles typically having areas of about 2.5-3.0 cm2 can be applied. Such tiles can be split into segments as needed to facilitate garment movement or to catch and/or reflect light. Tiles are typically separated by less than about 0.5 cm, and can have various shapes such as square, rectangular, circular, elliptical, polygonal, or other regular or irregular shapes. Tile edges can be linear, curved, dentate, smooth, rough, or other configurations. Such tiles are typically applied to a background portion of a garment in a selected zone of the garment, and can be configured (with the background portion) to provide a selected luminance contrast rather than a color contrast. Background luminance and texture are preferably “opposite” that of the tiles. Some representative combinations of tiles and backgrounds are summarized in the following table.
While tiles can be applied in regular or periodic patterns, irregular, almost-periodic, or chirped patterns can provide a superior visual stimulus. Irregular patterns can be based on an approximately random arrangement of tiles of randomly varying areas. Almost-periodic patterns can have a spatially varying placement frequency. One example can be referred to as a “chirped” pattern in which pattern pieces are regularly situated but become progressively smaller and/or closer together in at least some regions of the pattern. Other almost periodic patterns include “interrupted” patterns in which at least some pattern portions required in a periodic placement are omitted or are configured differently than other pattern portions.
Visual stimuli can be selected based on either central vision, peripheral vision, or both, but in at least some typical examples, selection based on peripheral vision is preferred. For example, visual stimuli can be based on relative differences in apparent darkness, such as a pattern of light areas on a dark background or dark area on a light background to provide luminance contrast. For application to soccer, a high proportion of passes are played to receivers that are at angles of about 20-40° to the passer, and only the receiver's side or front faces the passer. Therefore, visual markers associated with visual stimuli can be assigned to jersey chests, sleeves, and front sides as well as sides of shorts and socks. Alternatively, visual markers can be assigned to one or more of a jersey side, sides of shorts, or sides of socks. Such markers can be applied and selected to aid a passer in rapid location of an intended pass recipient. Visual markers can be defined in one or more zones of, for example, a jersey, shorts, or both. Such markers can be defined by additional materials attached to a garment, textured, colored, or patterned portions of a garment, or combinations of such markings. Marker size can be selected based on anticipated or intended viewing distances so that the marker can be noted during the activity. Some representative marker sizes for various distances are summarized in the table below.
Visual stimulus zone area as a function of passer-receiver separation.
A representative arrangement of zones configured to provide visual stimuli for soccer uniforms is illustrated in
Zone areas listed in the above table generally provide a response accuracy of about 20% when applied to jersey (sides, sleeves, chest), shorts, and socks, and can produce typical player response times that are at least as much as 50 ms faster than response times in the absence of such visual stimuli. When applied only to jersey sides, shorts, and socks, response accuracy is typically about 13-15% but with inconsistent changes in player response time.
While visual stimulus management is particularly well suited for team uniforms, other activities and apparatus that can benefit from visual stimulus management include uniforms for police officers, fire fighters, and military personnel. Portions of apparel for such officers can be selected, and particular visual characteristics assigned to the selected portions in order to, for example, enhance officer visibility in typical emergency situations while maintaining a uniform, professional appearance. Appearance of military uniforms can also be managed to enhance visibility to facilitate unit communication. Some surfaces of apparel portions can be dedicated to visual enhancement while other portions are provided with, for example, conventional camouflage. For example, soldier locations and movements should be communicated to allies, while concealed from enemies.
One or more components of a team uniform such as, for example, jerseys, shorts, pants, helmets, shoes, shin guards, gloves, skirts, or sock can be provided with visually managed surfaces. Alternatively, patterns or other visual stimuli can be applied directly to a player's body. Apparatus associated with sports and other activities can also include visually managed surfaces. In some examples, sporting equipment such as hockey or lacrosse sticks can include visually managed surfaces. Visual management methods can permit enhanced visibility objects to be otherwise configured for aesthetic or other reasons. Visibility of selected object portions can be enhanced for communication with teammates but other selected portions treated conventionally.
Activity-specific surfaces can be visually managed based on luminance contrast provided with black and white (or with colors having a relatively high luminance contrast such as blue and yellow). However, superior results can be obtained using variable visual treatments that provide visual appearances that vary in response to player movement, motion of a portion of the visual treatment, or changes in position or angle from which the visual treatment is viewed. Examples of such visual treatments include deformable reflective surfaces, iridescent materials and surfaces, fringes, tassels, quasi-periodic patterns, patterns based on relative displacements between periodic or regular patterns (e.g., Moire patterns), sets of irregularly spaced or variably energized light emitters, lenticular surfaces, or the like. Such visual treatments can be associated with apparent movement. For example, iridescent surfaces can have spectral reflectivities that vary as a function of viewing angle, and enhance motion perception. Using such patterns on an athletic jersey permits slight changes in jersey shape or position to produce substantial visual stimuli in comparison with, for example, surfaces that are dyed or ornamented with a set of dyed segments. For convenience, such visual treatments are referred to herein as dynamic functional ornamentation.
Representative quasi-periodic patterns suitable for application to activity specific zones are illustrated in
The patterns of
Representative arrangements of activity specific visual zones and visual stimuli patterns provide in the zones are illustrated in
A representative soccer jersey 650 is illustrated in
Another representative soccer uniform is illustrated in
The above examples are representative only, and it will be apparent that these examples can be modified in arrangement and detail without departing form the teaching of the disclosure. Applications of such methods and apparatus to particular team sports are described only for convenience, and such methods and apparatus can be applied to other activities. In general, activity-specific zones of apparel or other items can be selected, and visual characteristics of the zones configured to provide an intended visual stimulus based on a functional ornamentation. Such ornamentation can be based on luminance contrast, color contrast, or other visual effect or combination of visual effects. In some examples, dynamic functional ornamentation can be applied in which ornamentation appearance is based on ornamentation motion, ornamentation distortion, viewing angle, random or distorted periodic placement of ornamentation segments or other ornamentation components. For convenience, ornamentation associated with interrupted periodic patterns, chirped periodic patterns, or other deviations from periodicity (such as distorted periodic placement) can be used, and such ornamentation can be referred to as “almost periodic” for convenience. Accordingly, the disclosed examples are not to be interpreted as limiting, and we claim all that is encompassed by the appended claims.
Claims
1. An article, comprising:
- an activity-specific zone; and
- functional ornamentation situated in the activity-specific zone.
2. The article of claim 1, wherein the functional ornamentation is defined based on luminance contrast.
3. The article of claim 1, wherein the functional ornamentation is defined based on color contrast.
4. The article of claim 1, wherein the article is an article of team sports apparel.
5. The article of claim 1, wherein the activity specific zone is associated with a side of the article in an as-worn position.
6. The article of claim 1, wherein the functional ornamentation is dynamic functional ornamentation.
7. The article of claim 1, where the functional ornamentation includes an almost periodic pattern.
8. The article of claim 7, wherein the almost periodic pattern is an interrupted periodic pattern.
9. The article of claim 7, wherein the almost periodic pattern is a spatially chirped pattern.
10. The article of claim 1, wherein the functional ornamentation is defined by a plurality of pattern segments secured to the article.
11. A team uniform component, comprising a zone that includes dynamic ornamentation.
12. The team uniform component of claim 11, wherein the zone is an activity-specific zone.
13. The team uniform component of claim 12, wherein the dynamic ornamentation is defined by a plurality of tiles.
14. The team uniform component of claim 13, wherein the tiles are specularly reflective.
15. The team uniform component of claim 14, wherein the plurality of tiles is situated on a relatively dark background.
16. The team uniform component of claim 13, wherein the tiles are iridescent.
17. The team uniform component of claim 11, wherein the dynamic ornamentation includes an almost periodic pattern.
18. The team uniform component of claim 17, wherein the almost periodic pattern is defined by a plurality of tiles.
19. The team uniform component of claim 17, wherein the almost periodic pattern is a spatially chirped pattern.
20. The team uniform component of claim 17, wherein the almost periodic pattern is an interrupted periodic pattern.
21. The team uniform component of claim 11, wherein the component is an article of apparel.
22. A method, comprising:
- identifying an activity-specific visual zone; and
- assigning a visual characteristic to a surface associated with the activity-specific visual zone.
23. The method of claim 22, further comprising determining at least one common angle of view, wherein the activity specific visual zone is associated with the at least one common angle of view.
24. The method of claim 22, wherein the activity-specific visual zone is associated with a selected team sport.
25. The method of claim 22, wherein the visual characteristic assigned to the activity-specific visual zone is associated with dynamic functional ornamentation.
26. The method of claim 22, wherein the visual characteristic assigned to the activity-specific visual zone is associated with an almost periodic pattern.
Type: Application
Filed: Jun 20, 2005
Publication Date: Jan 25, 2007
Applicant:
Inventors: Edward Harber (Godalming), Richard MacDonald (Portland, OR), Tina Grace (Surrey), Victoria Morton (High Legh)
Application Number: 11/157,473
International Classification: A41D 13/00 (20060101);