Athlete Reaction Training System
What is new in this invention is the capability to reproducibly measure athlete's reaction times and virtual save/intercepts to actual competition intercept positions, using a computer display of simulated sports projectiles and their direction, and contact, magnetic, or light triggered position detectors in actual athlete intercept positions, using their own equipment, and incorporating the critical first step. Also new is software to calculate the reaction time and virtual save/intercept from a visual cue to the appropriate intercept position, and real time reporting of the reaction times permitting real time adjustments, in reproducible ways has not been available for sports other than track and swimming. The training system enabled by this new invention consists of sessions of prescribed, measurable reaction training for athletes—which has not been previously available—random and sequence sessions for positioning, reaction time, and virtual save/intercept, with reporting allowing standardized reaction time comparisons over time and between athletes.
Latest Patents:
Provisional Patent Application No. 60/863,345 Filed Oct. 27, 2006 Athlete Reaction Training System (ARTs) Thomas Clark Hawkins, inventor
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENTNot Applicable
REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER PROGRAM LISTING COMPACT DISK APPENDIXNot Applicable
BACKGROUND OF THE INVENTIONAn athlete's reaction time to a specific intercept position is one critical skill of ball/puck sports such as hockey, field hockey, lacrosse, soccer, squash, and others—particularly for goalies, and especially for close in shots. With the current art, there is no realistic, reproducible, measurable way for an athlete to improve their reaction times from ball/puck visualization to correct glove/stick/racquet intercept positions. Current art ball/puck interception training consists of someone or a machine hitting/throwing to the athlete in repetitions, trying to be both consistent for training, and variable to reproduce game conditions. This process does not isolate or improve one central performance skill, reaction time—from visualization to attempted contact. Also with the current art, there is no way to reproducibly feedback correct first step foot position corresponding to simultaneous correct glove/stick/racquet placement.
For goalies to make critical game saves, or other athletes to make close range intercepts through improved reaction time to specific positions in games, it is difficult with the current art to improve the basic skill with shooting practice or game experience. Coaches can work with goalies one on one with position/stance and movement, but there is no way for them to reproducibly monitor on their own what they have been taught—using personal, immediate feedback.
There are no other products—not in lacrosse or hockey catalogs, sports performance web sites—for training reaction time to specific locations. There are track, swimming timing products with contact pads, auditory stimuli, designed for large meets, less for repetitive individual improvement, with the spatial movements accounted for by Athletes. Games involving reaction times are not usable for athlete training even as a basis for modification.
Swim timing contact pads are not durable enough for contact sports and other inventors have described light-based position detectors, but not the system of visual cues and athlete position specific reaction time training. More recently, a game accessory firm built a dancepad (foot contact pads) for a dance game. Scientific research firm specializing experiments and web site design can measure and reported reaction times, but they didn't have a sports application. This inventor's original idea GRAx (goalie reaction time training) was three years ago, and since then the concept has been revised, and the application broadened to other athletes and less expensive position detection now available.
What's needed for realistic athlete reaction time training is a portable (indoor/outdoor), self-operated (no one else needed) system using an athlete's own equipment, their actual positions to intercept, with immediate feedback of reaction time to be viewed in real time. In addition for coaches and athletes, a reproducible, unbiased (anticipation eliminated through random sequencing), standardized training system—monitored for improvement using standard protocols—will improve the level of athlete performance and evaluations.
BRIEF SUMMARY OF THE INVENTIONThis invention addresses the need for a reproducible, unbiased, standardized way for athletes to improve several core skills in hitting/catching/stopping an incoming ball or puck: coordination needed to place the athlete hand/foot/stick in the correct position to intercept the ball or puck, and in quick enough time to make the intercept. Athlete reaction time performance improvement requires reaction time (speed) training specific to the position the athlete needs to achieve for ball/puck interception position (muscle memory) in competition.
This Athlete Reaction Training System (also ARTs) is the computer generated visual ball/puck direction display, athlete position detectors, timing mechanism, and training system designed to improve an athlete's reaction time to specific intercept positions. Such sports include but are not limited to lacrosse, hockey, baseball, and soccer goalies and field players. Athlete ball/puck interception skills can be reproducibly and measurably improving these basic skills:
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- 1. Position achievement—the muscle memory to get stick, glove, or racquet in the correct intercept position, simultaneously with the correct first foot step
- 2. Reaction time—from visual trigger through detection by the appropriate position detector
- 3. Virtual Intercept or Miss—combining reaction time/position detection with calculated ball/puck speed/distance
The ARTs reaction timing system begins with a flashed ball/puck simulation, and its direction to one of eight simulated positions around an athlete on a computer screen facing the athlete. Timing stops when athlete triggers a position around them corresponding to the simulated position on the computer screen. Process is repeated with time feedback to the athlete attempting to reduce the reaction time or improve the virtual save/intercept percentage.
The ARTs training sequence consists of ARTs sessions which combine sequential, individual position, and random drills of three skills (position achievement, reaction time, and virtual intercept/save) to each sport-specific intercept position, moving from basic improvement through game simulation. The random position sequences ensure unbiased reaction times which reflect actual competition and are not influenced by biased muscle tone and premature movement. ARTs is a tool which fits within an overall athlete coaching program of position, stance, movement, footwork, clearing, game strategy—and supports, not replaces, several of the basic skills within an athletes overall performance. The system also permits coaches to evaluate this basic reaction time skill across athletes and settings in a reproducible, unbiased, measurable manner. Importantly, this system permits this skill improvement indoors, in short sessions, and without requiring other players.
As detailed below, the ARTs overall apparatus layout is displayed in
In
In
The sequence utilizing the apparatus is as follows:
The sequence utilizing the specific components, as seen in
Timing stops when athlete triggers an APD/C (230) or APD/LM (231) position detectors corresponding to the SAIP 123 on the computer display. Immediately upon APD triggering, Computer Immediate Results Display 130, is displayed, as shown in
The process is repeated with the athlete trying different muscle tone, initial feet position, or other changes with reaction time feedback to reduce the position-specific reaction time. After all the desired intercept positions 220 have been tested, as described in the ARTs Training Sequence 300 below, and the session ends, the Computer End of Session Summary Display 140, as seen in
An ARTs Training Sequence 300, detailed below, uses the immediate feedback and session summaries in sequences of, first, position achievement 124 training sessions, then reaction time 131 training sessions, and finally virtual saves/intercept/miss 132 training sessions, as seen in
Referring now by characters of the drawings, progressing from computer display, to athlete, to software, and finally to training related components:
The Computer 100 shown in
A Computer Shot Display 120 shown in
The Computer Shot Display 120 can be displayed a laptop, Desktop, Game Apparatus, Notebook screen, or a projected image.
An Impending Shot Indicator 121 (ISI) at the center of the Computer Shot Display 120, as shown in
A Simulated Ball/Puck Direction Indicator 122 (SBDI) is flashed after an Impending Shot Indicator 121, in one of the eight Directional Segments 120.1 in the Computer Shot Display 120, as shown in
Simulated Athlete Intercept Positions 123 (SAIP) as shown in
Simulated Foot Positions (SFP) 123.1 as shown in FIGS. 3,4,5, and 6, across the bottom of Computer Shot Display 120, the Computer Immediate Results Display 130, and the ARTs End of Session Summary Display 140, are six segments in mirror image to the positions 1-6 on the Foot Position Detector 230.1 (a seen in
A Computer Immediate Results Display 130 as shown in
Position Achievement Status (PAS) 124 as shown in
Foot Position Achievement Status (FPAS) 124.2, as shown in
A Reaction Time Display 131, a display of a specific SAIP 123 and corresponding IP's Reaction Time Calculation 152 in milliseconds within the appropriate Directional Segment 120.1, on a Computer Immediate Results Display 130 (see
A Reaction Time Trend Indicator (RTTI) 131.2 as shown in
Virtual Save/Intercept Status (VSIS) 132 as shown in
A Computer End of Session Display 140, as shown in
SAIP Session Summary (SSS) 118.1, a small 2×2 table (as seen in
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- OR
SAIP Session Summary Trendplot (SSST) 118.2, a small graph (as seen in
A Connector System 170, as shown in
The Athlete related components include the Athlete 200, and the Athlete's Glove/Stick 201 The Athlete's Stick/Glove/Racquet is their own equipment, the same weight and length used in competition
An Athlete Controller 202 as shown in
An Athlete Frame of Reference 210 (AFR) as shown in
Intercept Positions 220 (IP) as shown in
Athlete Position Detectors/Contact 230 (APD/C) A-H, as seen in
Athlete Position Detectors/Light or Magnetic 231 (APD/LM) A-H as seen in
A single Light or Magnetic Position Emitter 232 (LMPE) is attached to the Athlete's stick/glove/racquet, only if APD/LMs 231 are being used as seen in
A Foot Position Detector (FPD) 230.1, with positions 1-6, lays on the floor/grass/artificial turf in front the Athlete, as shown in
ARTs Computer Software 110 is a PC, MacIntosh, or Game-based program, for laptop/desktop/notebook installation. Program activation starts with onset of a signal from the Athlete Controller 202, to the Connector 171. A signal from Connector 171 to the computer/game apparatus initiates the Sequence Activation Program 112, launching the Simulated Shot Program 113, then Timing Program 114—which ends with a signal from the Athlete Position Detector matching the SBDI 122, that the appropriate position was achieved, reading out results PAS 124, Reaction Time Display 131/Trend Plot 131.2, and Virtual Save/Intercept Status 132 immediately to the screen display with the Immediate Results Display Program 117. At the end of training session, the ARTs Software 110 displays a Session Summary 140, and results stored in a database 111 for later use in the Training Results Program 119. The specific software components are as follows:
A Database and Program Manager 111 manages the prior results database all the following software components, and maintains Session Best Reaction Times 131.3, and Prior Best or External Benchmark Reaction Times 131.4.
An Activation Program 112 initiates the Computer Shot Screen 120 after a command from the Athlete Controller 202, and then the Simulated Shot Program 113—triggering components 121 (ISI), 122 (SBDI) and launching the Timing Program 114.
A Timing Program 114 calculates Reaction Time 152 and times necessary for the Virtual Save/Intercept or Virtual Miss Program 116, and works in conjunction with Position Achievement Program 115. A Timing Program 114 calculates:
Reaction Time Calculation 152=SBDI to appropriate APD contact time (displayed as Reaction Time 131)
Average Reaction Time calculation 131.1=sum all RTs 152 for one SAIP/IP divided by the number of positions achieved at that SAIP/IP, for one session
Reaction Time Trend Indicator (RTTI) 131.2=current RT 152 compared to most recent and prior bests from the Database and Program Manager 111
Position Achievement Programs 115 convert position detector signals into computer and software acceptable signals—for the Reaction Time 152 and Virtual Save/Intercept 116 programs, and displays the PAS 124 by changing the background SAPI color to green. The Position Achievement Programs 115 also calculate the Foot Position Achievement Status 124.2, and displays the result as a SFP 123.1 color change from white to grey. The programs also calculates a Position Achievement Status Percentage (PAS Percentage) 124.1, for each IP/SAIP, and a Foot Position Achievement Status Percentage (FPAS %) 124.3, for a Computer End of Session Summary Display 140 and a Training History Summary Printed Report 141.
A Virtual Save/Intercept or Miss Program 116 calculates:
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- Virtual Save/Intercept calculation (VS) 153=RT=<BT (assuming appropriate position was achieved)
- Virtual Miss calculation (VM) 154=RT>BT
- Ball Time (BT) calculation 155=time from SBDI to a specific SAIPI, calculated to match the speed and distance of a ball or puck from visualization (represented by SBDI) to when it would be in the indicated SAIPI. Example: shot direction detected 50 feet out, 90 miles an hour (132 ft/sec), arrives in 0.379 seconds, or 379 milliseconds
- VSI Percentage calculation 132.1=number of VS 153 divided by the number of successful PAS 124 for each SAIP 123/IP 220
An Immediate Results Display Program 117 is launched after each shot, upon the appropriate APD 230 or 231 triggering, and Position Achievement, Foot Position Achievement Status, Reaction Time, and Virtual Intercept calculations complete, and displays all the components of the Computer Immediate Results Display 130, as shown in
A Session Summary Display and Printing Program 118, is launched upon completion of a session, as determined by Training Sequence 300, after the Position Achievement, Foot Position Achievement Status, Reaction Time, Virtual Intercept calculations complete, displays all the components of the Computer End Of Session Summary 140, as shown in
A Training Results Calculation and Printing Program 119 is launched by keyboard command, at any time after at least one random shot session, and reviews data stored in the Database and Program Manager 111, to produce electronic or printed Training History Summary Report 141, as seen in
An ARTs Training Sequence 300 consists of, in sequence of use, intercept position achievement training 310, reaction time training 320, and finally virtual save/intercept training 330 sessions, as seen in
A ARTs Training Sequence 300 is a tool which fits within an overall Athlete coaching program of position, stance, movement, footwork, clearing, game strategy—and supports, not replaces, several of the basic skills within an athletes overall performance. The system also permits coaches to evaluate this basic skill across athletes and settings in a reproducible, measurable manner. The ARTs Training Sequence assumes a coach has specified correct stance, movement, and correct placement of the position detectors for that Athlete. ARTs Sessions may then proceed with and without the coach present, combined with visual/auditory feedback, and reports for review with the coach. This system does not teach technique, but it can report performance of changes in technique, and is no substitute for actual shots training or game experience—where the multiple other factors defining athlete performance come into play. ARTs does however, isolate the most important Athlete skills: position, reaction time, and correct glove/stick/racquet placement—and provide immediate feedback for real time improvement.
Intercept Position Achievement Training 310 sessions, as seen in
An Athlete Frame of Reference 210, a structure holding the APDs, is in a plane aligned with or slightly in front of the athlete (some saves/intercepts are achieved by stepping to the ball puck). The athlete steps/moves correctly to the shot and moves arms/hands/stick correctly, as verified by actual detection by APD/Cs 230 or APD/LM 231s at the IPs 220, and displayed by the color green in the SAIPs 123, and steps forward correctly, with foot position detected by the FPD 230.1, and displayed by the color grey within the appropriate SFP 123.1. All repetitions include a return to the neutral position as defined by the sport. The reaction time and virtual save/intercept functions are off.
ARTs Reaction Time Training 320 begins once intercept achievement position status training 310 is completed, and is designed to improve the reaction time from SBDI 122 visualization, to the position achievement at the IP 220 specific to the SBDI 122. Reaction Time Training 320 consists of a 1. Sequential routine, then 2. Individual position work as needed, and finally, 3. Random drills. Reaction Time Display 131 and Reaction Time Trend Indicator 131.2 are displayed on the Computer Immediate Results Display 130 within one of the eight Directional Segments 120.1 appropriate for the specific SDBI 122 displayed and PAS 124. Reaction time incorporates visual ball/puck identification, resting muscle tone, muscle power and speed to the appropriate IP 220, in addition to components of Intercept Position Achievement Status above. Reaction time can be practiced sequentially/predictably, but reaction times and personal best reaction times are only credible if evaluated randomly, reproducing real game conditions of unknown shot direction and position/muscle tone ready for any shot in any directional segment 120.1, towards any IP. Simple easy to read graphics indicating higher time, lower time, or same as most recent or personal best at that location permit real-time feedback and improvement. Foot Position Status Achievement 124.2 may be inactivated for Reaction Time and Virtual Save/Intercept Training, if Position Achievement training is successful, to avoid unnecessary data feedback overload.
ARTs Virtual Save/Intercept Training 330 is designed to improve save/intercept percentages, by adding a calculated ball speed and distance to the reaction time, using the Virtual Save/Intercept calculation 153 or Virtual Miss calculation 154. Virtual Save/Intercept Training begins once position achievement and reaction times are acceptable for any given skill level. Virtual Save/Intercept is calculated by comparing a preset Ball Time 155 (preset ball/puck speed and distance), with the Reaction Time 152 (SBDI display to APD triggering) as described under the Virtual Save/Intercept Program 116 description. Virtual Save Intercept Status (VSIS) 132 is seen after each shot within the appropriate SAIP 123. Virtual Save/Intercept Training 330 consists of a 1. Sequential routine, then 2. Individual position work as needed, and finally, 3. Random drills. IP-specific Save/Intercept to Miss ratios identified for improvement, or below benchmarks, serve as the starting point with coaches, to start back with specific Position Achievement and Reaction Time Training sessions to improve the core skills of a Virtual Intercept. Standard Virtual Save Sessions (defined by coaches by distance, speed, number of shots, fakes) will permit comparisons and monitoring over time.
Save Session Possible Formats:
Standard program: 5 shots to each IP 220=40 shots, at a 5 second frequency, ball speed=85 mph, distance=50 feet
Multiple variations possible: Sequence v. Random, 1-8 IP 220s tested, 1-5 shots/IP, frequency 3-10 seconds
A Training History Summary Report 141 (as shown in
Athlete Identification Data 141.1, as seen in
Individual Sessions Data 141.2, as seen in
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- For Each Intercept Position 220 (data specific to each IP)
- Session average Position Achievement Percentage 124.1
- Session average Foot Position Achievement Status Percentage 124.3
- Session average Reaction Time 131.1
- Personal Best Reaction Time 131.4 (for this report, this is the same as Prior Best Reaction Time 131.4)
- Session average Virtual Save/Intercept Percentage 132.1
- For Each Intercept Position 220 (data specific to each IP)
Summary Sessions Data 141.3, as seen in
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- For each Intercept Positions 220, averaged over last X sessions, as defined by coaches:
- Average Reaction Time 131.1
- Personal Best Reaction Time 131.4
- For all Intercept Positions 220 combined, averaged over last X sessions, as defined by coaches:
- Average Position Achievement Percentage 124.1
- Average Virtual Save/Intercept Percentage 132.1
- For each Intercept Positions 220, averaged over last X sessions, as defined by coaches:
Claims
1. An athlete reaction training apparatus and software for ball/puck sports consisting of a computer or game display, with an athlete position detection apparatus corresponding to sport-specific ball/puck intercept position, and first step position requirements, which assists athletes in improving their reaction time and intercept percentages to specific stick/glove/racquet positions, using the athlete's own stick/glove/racquet.
2. Computer simulated athlete intercept positions, a method related to claim 1, which mirror the actual coach or sport determined athlete intercept positions for correct glove/stick/racquet/foot placement.
3. Intercept position-specific reaction time, a method related to claim 1, calculated from initial presentation of a computer simulated, position-specific visual projectile (e.g. ball, puck, etc), to the time the athlete triggers a position detector at the appropriate intercept position, which is immediately displayed to the athlete and recorded.
4. Comparative reaction time graphic and auditory indicators, a method related to claim 3, simple, large or loud messages indicating if the reaction time was greater or less than the last reaction time at that intercept position, viewed during training sessions to permit real-time adjustments in muscle tone, stance, position, vision, grip, and to see the impact on reaction time.
5. Athlete compatible position detectors, apparatus related to claim 1, special adaptations of existing timing contact pads or light or magnetic detectors to the forceful conditions of an athlete's stick (and for hockey: glove and foot) and sport-specific mounting requirements, upon triggering generate a position achievement signal, starting the reaction timing sequence
6. Computer simulated incoming sports projectiles (e.g. ball, puck, etc) combining a trigger for movement initiation and reaction timing, and indication of direction to a specific athlete intercept position.
7. Virtual intercept/miss, a calculation of reaction time to a specified intercept position compared to preset ball/puck speed and distances, determining a virtual intercept or miss, and an average intercept percentage for multiple shots, for each intercept position.
8. Real time virtual intercept messages, a method related to claim 7, for each virtual intercept corresponding to an intercept position: simple, large visual or auditory cue indicating if there was a virtual intercept or miss, based on reaction time compared to a preset ball/puck speed and distance, viewed or heard during training sessions to permit real-time adjustments in muscle tone, stance, position, vision, grip, and to see the impact on virtual intercept percentages.
9. Intercept position achievement status, a calculation comparing an indicated intercept position directed by a computer generated ball/puck directional indicator, to the athlete's actual glove/stick/racquet detected position, and an average position achievement percentage for multiple shots, for each intercept position.
10. Real time position achievement messages, a method related to claim 9, for each position achievement corresponding to an intercept position: simple, large visual or auditory cue indicating if indicated position achievement was successful, viewed or heard during training sessions to permit real-time adjustments in muscle tone, stance, position, vision, grip, and to see the impact on correct position achievement.
11. A reaction training sequence for an athlete reaction training apparatus, producing non-biased, reproducible, standardized, measurable, comparable data, with individual components of, and in any combination:
- a. Athlete intercept position achievement training—improving getting the stick/glove/racquet to the correct intercept position, and the first foot step in correct position
- b. Reaction time training—improving the reaction time to the intercept positions in response to a visual cue
- c. Virtual intercept training—improving the percentage of virtual intercepts based on reaction time to specific intercept positions and preset projectile distances and speeds
- each consisting of sequential and repeat individual intercept position work matching athlete practice routines, and random intercept position work which simulates competition and eliminates direction anticipation and biased results, permitting reliable improvements and comparable measurements for coaches
12. A component of claim 11, a standardized training history summary report generated by the software of reaction training apparatus, reports the credible (random shots only) and comparable (standardized intercept positions and preset projectile speed and distances) results of an athlete's reaction position, time, and virtual intercept training by tamper-proof software, to the athlete for credible comparison over time, and to coaches for credible comparison over time and between athletes.
Type: Application
Filed: Jan 31, 2007
Publication Date: May 1, 2008
Applicant: (Marblehead, MA)
Inventor: Thomas Clark Hawkins (Marblehead, MA)
Application Number: 11/669,878
International Classification: A63B 69/00 (20060101);