SYSTEM FOR ESTABLISHING TEAM AND CUSTOMIZING USING SPORTS' MATCH RESULT ON WEB-SITE

The present invention relates to a system for establishing team and customizing using sports match result on web-site, and more particularly, to a system for smoothly proceeding and managing the sports games by classifying the popularity and the subjective and objective level for the variety of the each sports game player, and further for customizing sports products by estimating a response of the user for the sports products which the player wears according to the popularity or the ability of the player, thereby minimizing a total stock by the estimating.

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Description
TECHNICAL FIELD

The present invention relates to a system for establishing team and customizing using sports match result on web-site, and more particularly, to a system for smoothly proceeding and managing the sports games by classifying the popularity and the subjective and objective level for the variety of the each sports game player, and further for customizing sports products by estimating a response of the user for the sports products which the player wears according to the popularity or the ability of the player, thereby minimizing a total stock by the estimating.

BACKGROUND ART

A sports game complies with a mode of determining a winner or a looser by proceeding the game with a counterpart player or team based on a particular rule. It is a many case that competing with the counterpart team, teaming with a specific member such as a ball game, except for sports competing in one-to-one such as a wrestling or an judo. For example, a respective position is set in a member, and a performance of a respective player is determined according to how better the player accompanied its own role according to the respective position.

In general, in the sports game, unlike a professional sports game which the game operated by a comprehensive and objective data classification or rule, pure amateur players are just operated with an acquaintance. Thus, it is in fact difficult to operate the game by selecting a similar level of a team when they selected an adequate team or were on a particular team.

Moreover, especially, in the event of sports proceeding with the team member, estimating the ability for each of positions is a important issue in the amateur sports field that was busy trying to proceed only in the filling of the member

To overcome the above problems, the present applicant is experienced in the application “METHOD FOR ARRANGING SPORTING EVENTS AT THE WEBSITE AND ADVERTISING METHOD THEREIN” filed and issued.

FIG. 1 is a flow chart for explaining a schematic process in a method of matching a sports game and advertizing on a web-site according to a prior art.

As will be seen in FIG. 1, in the prior art, for example in case of a Korean patent no. 422218 which the present applicant becomes the patentee, in the claim 1, there is provided a method of arranging a sporting event at website comprising the steps of (a) establishing a sports website in which types of sports are classified on the Internet, a match arrangement method is prepared according to the classified types of sports and sporting events are operated, and the results of sporting events are displayed for a pre-determined period, (b) obtaining a membership by providing personal information to the website, (c) a member setting information on play of a game including a counterpart selected by an administrator of the sports website, time and place of the game, and a player entry of the game played according to a selected match arrangement method, and (d) having the members play the game at an actual place according to the set game information, and storing the result of the game at the website and displaying the stored result at the website so that the members can see the result.

Therefore, according to the 422218′, it is stated a advantage that since the members and sporting events can be classified by areas, ages, sexes, vocations, the operation of sporting events only by the members in adjacent areas, and a lot of participants are distributed to the respective areas, so that efficiency in operation can be obtained, and also the type of a game suitable for a feature of each person according to the database information for each person is provided.

Of course, it is a sufficiently accepted that the above advantages are derived by the above technology, but according to the above technology, a following insufficient parts are provided:

1) It was described that it evaluates the ability of the team member consisting the team to the high, medium, and low, and however, this evaluating method has a less information than the information that can evaluates a ability concretely, not fragmentarily, and also a evaluating subject is uncertain, thus it cannot ensure the quality and objective of the team member evaluation,

2) it provides more systematic game operation method when the game from one team to another establishes as a reference of a ability that the existing team have, and although the concept operating the game from one team level to another proposes, when the existing team is newly formed by the filling of the team member etc., if the best player forms in too many poor team, then it is no benefit of classifying the team level, permitting the meaning of the team game for each level to weaken, and not designing the concrete limiting manner for this filling of the team member, thus it is limited to continue to operate the high and low league of the team,

3) The advertisement by the choice for the sponsor of the team member represents, but the team member and the sports products of advertisement company does not match directly, simply the name of the sponsor displays, thus it is a insufficient to use the general purchaser' interest feeling a satisfaction by purchasing a same goods as a goods possessing by the certain team member who one likes,

4) a preference of the user for the products which the certain team member wears and a popular rank of the team member does not indicate, and if the general user purchases the sports products wearing by the certain team, it is difficult to estimate the demand, and is difficult to supply to the user by rapidly and correctly customizing the sports products and then supplying to the user, and at the same time,

5) the present applicant understands that by displaying a simple advertisement or products introduce only, a always variable purchaser's interest is in a real-time grasped, thereby it is not means of estimating the sales of the sports products based on this connecting index by making the connecting index for the certain products, and in case of customizing the certain sports products, it is a problem that the manufacture period takes a relatively long and the total stock produces, and therefore the development of the system improving systematically needs.

Namely, displaying the basic personal information for the team and team member as described in the patent, cannot acquire the detailed information of the team/team member, and so because it is on the level that provides only a facial information, if it is proposed to the classifying means for providing more detailed and objective information to each team and team member, the technology spirit of the patent looks to advantage, as well as further scientifically forms a variety of league by reserving the systematism of the team classification.

Also, if it is proposed to match with advertisement with this detailed information of team/team member, and for a live and flexible demand estimation means stimulating the general user's interest, then it is advantage that the advertisement or sports products seller can supply the sports products without any risk.

The prior manufacture and sale of the sports products depends on the method of approximately estimating the demand of sports products in any of design in the factory, then transmitting to the offline sports products selling shop via some step of distribution channel by manufacturing in each size corresponding to the certain demand, selling by a display or selling in a display on the online shopping mall. This method is meant to a pre-manufacture/post customizing method that first manufactures through any of estimation in the factory and then supplies to selling shop such as a selling agent etc., because it is not understood that the sports products with the certain design are sold what size and how much. However, this pre-manufacture/post-customizing method has a disadvantage that because not knowing the amount of sale correctly based on the sports products with the certain design, if the amount of manufacturing is greater than the actual amount of sale, then a unwanted total stock increases, in contrast if reversely, the amount of sale is rapidly manufactured.

Also, the pre-order/post-manufacturing method that first orders, and then manufactures and sales referred to a customizing method, and in this case, it is not easy to manufacture in a mass-production, and since it is waited for the order amount until the certain amount is produced, it is difficult to rapidly supply to the ordered customer, as well as it is not easy for the many customer to benefit due to the case of being pre-ordering by the certain qualifying member.

Therefore, if it is a pre-ordering manufacture of the sports products by correctly estimating the demand, and the direct sale achieves through the web-site, then it has a characteristic that attains the convenience of the purchaser and the rapidity of the delivery.

DISCLOSURE OF INVENTION Technical Problem

The invention is supposed to overcome the above problem. It is a object of the invention that it further objectively and systematically estimates the team member which become a main body of each sports event on a website, thus having a sufficient reliability as regard to the estimated result, at the same time while organizingly using as a demand estimating material for the another product for sports and a material for the team member classification.

It is an another object of the invention that it provides a means for activating the team match between the levels by supplementing the team member recognizes a difference of level between one team to another, forming the level of the team, so that by reasonably filling the team member with a constant ability according to the level of the each team, the team game for each level activates.

It is still another object of the invention that it further concretely and directly fulfills the user's interest by providing the new advertisement method and realization design in terms of the products for sports which the team member wore or had.

It is a yet object of the invention that it directly sales the product for sports, objectively and concretely estimating the varying demand, thus reducing the total stock and producing a popular product for sports.

It is a yet another object of the invention that the user itself judges a preference of the product for sports in order to increase the interest and participation of the user, and provides the benefit of the user with the preference.

It is a still another object of the invention that it introduces a method for providing the product for sports in a customized mode, reducing the total stock and establishing a rapidly sale mode by setting the connecting index in the each product for sports, such as the price index of the stock, and setting the customizing sale according to the connecting index.

Technical Solution

In order to achieving the objects, system for establishing team and customizing using sports' match result on web-site comprises the objective numeric value processing section (111) generating by the estimate of the team manager or operator the objective condition of the team member classified by a capability, a condition, a character, etc., the subjective numeric value processing section (112) generating the subjective numeric value (B) formed as the all index the subjective condition of the team member classified by a team record, a score, a body size, etc., a ability setting module (110) having the total numeric value section (113) introducing the final ability numeric value (C) by weighting in a condition and incorporating the objective and the subjective numeric value (A, B) in order to estimate the total ability of the team member; a item database (132) recording the variety of the product for sports, a item management module (130) consisting of a item estimating means (136) generating the mathematical item numeric value (D) by estimating the preference of the user and the wear state of the team member in a each item of the item database (132); a user database (151) recording the basic personal information, a user management module (150) consisting of the user numeric value section (152) generating the user numeric value (E) mathematizing the user preference for the certain item or team member; a connecting index processing section (161) generating the connecting index (F) which can exhibit the preference in a each item by integrally processing the ability numeric value (D), the item numeric value (D), and the user numeric value (E), a demand estimating module (160) generating a the sale expectation numeric value deriving the connecting index as the yield in each item;

a customizing module performing the product command by transmitting the sale expectation numeric value to the item manufacturer, and paying and delivering the producing item if the actual user customizes.

Also, it is characterized that the subjective numeric value processing section (111) comprises a AHP database recording a question which incorporates two of the each subjective conditions and has a paired comparison form; a AHP numeric value comparison calculation means calculating the score of the each question attaining in the AHP database as the unique AHP numeric value of the team member, allowing it to use as a subjective numeric value.

Moreover, it is characterized that it further comprises a team level setting section determining and distributing the level of the team as a reference of summing numeric value in summing the each ability numeric value of the team member; a team formation module consisting in a team member control section which isolates the team formation if the ability numeric value of the certain team member has a difference in a level greater than that of the other team member, and extracts the certain team member differing the ability numeric value, and then performs the team formation.

Also, it is characterized in that the item database (132) further comprises a bulk item database (132a) consisting in the bulk item only in the basic form without the design processing, the item management module (130) further comprises a design database (135a) separately recording the further design classifying as a logo, symbol mark designing to the bulk item, and further comprises a design providing section (135) further providing the design database (135a) to the bulk database with a choice of the user.

Advantageous Effects

According to the system for establishing team and customizing using sports' match result on web-site according to the present invention,

1) it is a sufficient reliable for the evaluation result by objectively and systematically the team member of sports game, and therefore it can use as a variety of application the ability material of the team member based on the scientific base,

2) it is planned the activity of the game proceed manner by forming the level for each team, matching between the similar level of team, and it prevents a meaning with the game consequence fabrication or the team classification from blocking by limiting the team setting so as to reasonably fill the team member with a constant ability according to the level of the each team,

3) It is still another object of the invention that if the team member purchases the sports products wearing or possessing, it is filled with the user's interest by adding the unique design of the user, and at the same time,

4) In order to increase the preference and participation of the user, it allows the user by oneself to estimate the response of the sports products, and by the response, it introduces to the interest and participation of the active user by providing the differentiate benefit to the user, and

5) it introduces the sports products providing method of the customizing sale, and it has a effect of reducing the total stock and achieving the rapid sale method by setting and providing the connecting index to which the member, the item, the interest and popularity of the user for each sports products such as stock price, is reflected.

BRIEF DESCRIPTION OF THE DRAWINGS

Hereinafter, the present invention will be described in detail by describing a preferred embodiment of the present invention with reference to the accompanying drawings. the drawings are not to scale, The reference numerals shown in the drawings denote the same elements.

FIG. 1 is a flow chart for explaining a representative process in a method of providing a sports match result at a web-site according to a prior art.

FIG. 2 is a block diagram showing all the construction of the system according to the invention.

FIG. 3 is an exemplary questionnaire view showing a questionnaire construction provided at AHP database of system according to the invention.

FIG. 4 is flow chart showing a detailed process for estimating a performance value of the system according to the invention.

FIG. 5 is a flow chart explaining a function of a team formation module according to the invention.

FIG. 6 is an exemplary view showing an conception of synthesizing a further design to a bulk item according to the invention.

FIG. 7 is an exemplary view representing a cyber locker indicated in a cyber space according to the invention.

FIG. 8 is a flow chart schematically showing a process for estimating a connecting index according to the invention.

BEST MODE FOR CARRYING OUT THE INVENTION

System for establishing team and customizing using sports' match result on web-site comprises the objective numeric value processing section (111) generating by the estimate of the team manager or operator the objective condition of the team member classified by a capability, a condition, a character, etc., the subjective numeric value processing section (112) generating the subjective numeric value (B) formed as the all index the subjective condition of the team member classified by a team record, a score, a body size, etc., a ability setting module (110) having the total numeric value section (113) introducing the final ability numeric value (C) by weighting in a condition and incorporating the objective and the subjective numeric value (A, B) in order to estimate the total ability of the team member; a item database (132) recording the variety of the product for sports, a item management module (130) consisting of a item estimating means (136) generating the mathematical item numeric value (D) by estimating the preference of the user and the wear state of the team member in a each item of the item database (132); a user database (151) recording the basic personal information, a user management module (150) consisting of the user numeric value section (152) generating the user numeric value (E) mathematizing the user preference for the certain item or team member; a connecting index processing section (161) generating the connecting index (F) which can exhibit the preference in a each item by integrally processing the ability numeric value (D), the item numeric value (D), and the user numeric value (E), a demand estimating module (160) generating a the sale expectation numeric value deriving the connecting index as the yield in each item;

a customizing module performing the product command by transmitting the sale expectation numeric value to the item manufacturer, and paying and delivering the producing item if the actual user customizes.

MODE FOR THE INVENTION

FIG. 2 is the block diagram showing the overall construction for the system according to the present invention.

The system according to the present invention have a main point of content that it first sets the ability numeric value (C) of the team member by estimating objectively and systematically the team member's ability, then through this numeric value (C), based on the base generating the item numeric value (D) according to the popularity of the item corresponding to the selection right and sport products, it generates the ability numeric value (C) of the team member and the item numeric value (D), and the connecting index (F) processing in state which applies to the weight of the user numeric value (E) generating according to the event participation of the user, and through this connecting index (F), it performs the customizing of sports products based on the correct yield expectation and rapidity.

The ability setting module (110) according to the present invention provides the absolute representative of the team member by subjectively and objectively estimating the ability in position, in function of team member, namely the each player (for example, team member), and consists the objective numeric value processing section (111), the subjective numeric value processing section (112), and the total numeric value processing section (113).

The subjective numeric value processing section (111) performs the function of creating the ‘subjective numeric value’ (A) for the team member by entering and evaluating the basic body condition or character, inclination, ability, etc. for the each of team member, as a manager or administrator managing the team member, and further the information entered by the system operator according to the invention. This subjective numeric value (A) is evaluated by a around manager level person who well knows the condition of the actual certain team member or the game proceed situation, thus utilizing as a data filling the objective numeric value (B) as will be described below.

However, since the subjective of the estimator add to the subjective numeric value' (A), in order to reservating a fairness and reliability of the subjective numeric value (A), the subjective numeric value section (111) comprises a AHP database (111a) and the AHP numeric value calculation means (111b).

FIG. 3 is an exemplary diagram showing the questionnaire construction provided in the AHP database (111a) according to the present invention.

The AHP, namely the analytic hierarchy process is one of methods for capturing the knowledge, experience and intuition, the process comprising a series of method of making a form of hierarchy by arranging all the element that consists a facing decision making problem, making a paired comparison in one-to-one the hierarchy-making element, for the resultant comparison, weighting the elements by a eigen vector of Linear algebra, attaining a resultant weight of the alternatives of decision making if multiplying the weight of the elements attaining in the each hierarchy from high hierarchy to low, and then making a decision.

In other words, based on the analytic hierarchy process to which the present invention applies, in the process evaluating when measuring the information or ability of the team member, or the ability state of the team member, for example the degree of character is determined by a fragmentary manner marking a circle in ‘all around character’, marking a circle in ‘good personal relation’ as a question determining the character of the team member, and the subjective numeric value is determined by a response in ‘rise and fail in condition’, and ‘good potential’ in the question determining the talent, and if for this evaluation, the subjective numeric value is determined in a manner that it is simply numerized as ‘o (yes)—1 point’, ‘x (no)—0 point’ etc. and thus summarizing it, then the result is that the total numeric value of all the team member is equal, and therefore the separate feature averaged, thereby largely no different from each other, and it is difficult to calculate the total subjective numeric value.

Generally, the AHP method—i.e. a method classifying the talent of the team member in each hierarchy systematically—does not question for the separate simple condition (for example, in a character related question, a general question method questioning the question relating to a degree of goodness of the character) when determining the condition of oneself and the other for a height, a age, a character, a condition, etc., and depends on the manner that it prepares for a predetermined several type of the question, and by paired comparing in one-to-one the question compared each other for the two type of conditions in each question, the both condition does not separate and evaluate totally, while at the same time for each condition, hierarchying, thus allowing the optimal condition analysis through weighting of the score of the hierarchy (numeric value).

For example, in the case of the AHP method according to the invention, in the comparison question of the character and condition, it is paired comparison each other the questions A, B summing the two type of condition for the character and condition in “A-question: the certain team member A is a all around character, but a rise and fail of the condition is severe. B question: the certain team member A is a arbitrary, but the rise and fail of the condition is nothing.” and it prepares for the 7 questions as a objective in that “1—a left is very good. 2—a left is approximately good. 3—a left is slightly good. 4—similar. 5—a right is slightly good. 6—a right is generally good. 7—a right is very good.”, and thus the resultant score is classified with each question, the each other score calculation is specialized through the predetermined weight, and as a result, the inclination of the certain team member can derive/evaluate specially.

Namely, the AHP database (111a) according to the invention is a unique database recording a plurality of the questions making the paired comparison in one-to-one for the alternative condition according to the above total AHP method.

The AHP database (111a) causes the each specialized questions to be provided to perform the evaluation for the team member and therefore the team itself.

In other wards, based on the above AHP method, the AHP database (111a) according to the invention is meant to the question displayed to the evaluator such as a manager etc. provided with a qualification which can evaluate the team member in the form of paired comparison such as, for example, a character-to-condition, a condition-to-potential talent, a potential talent-character etc. for the question.

Also, the AHP numeric value calculating means (111b) derives a unique ‘AHP numeric value’ (A′) represented as a numeric value through the answer from the AHP database (111a). Particularly, the AHP numeric value calculating means (111b) evaluates the relational preference in the alternative condition, and more generally, rationally and concretely evaluates whether the particular condition with its own preference according to the high and low for the each numeric value prefers or not, and then performs the function of numerized it objectively.

Through this process, the team member can attain the own AHP numeric value (A+) evaluated more objectively, preferably the AHP numeric value (A+) ultimately using as the subjective numeric value (A), the subjective numeric value (A) sorting to the user of the web-site, then subsequently utilizing as a variety of applications.

the ability setting module (110) comprises a objective numeric value processing section (112) performing the function of numerizing as ‘objective numeric value’ (B) the objective fact, namely the basic physical condition and role such as a height, a age, a weight, a foot size, a body size, a speed, a position etc. and the data exhibiting in a game such as a team record, a personal score, a assist ability, a rebound ability etc. the objective numeric value processing section (112) further sorting the objective numeric value (B) in classifications, and displaying it on web-site.

In other wards, the objective numeric value processing section (112) basically may be used as the data which can grasp the ability of the each team member, and may provide ‘the objective numeric value’ (B) which is a important information capable of evaluating the level of the team and the team member or later estimating the initial yield of the item classifying as the sports products, particularly, the information having an important effort on the result such as the personal score or the assist being weighting in a position, and requiring the numerized means, namely deriving the total objective numeric value (B) using the method of differently processing the each objective numeric value (B) in positions by the weighting means, for example using the method of weighting with comparison to the team member having a different position if in a soccer, a defender not for the scoring scores.

the total numeric value section (113) of the ability setting module (110) performs the function of deriving the ‘ability numeric value’ (C) by combining the subjective numeric value (A)(generally, AHP numeric value)(A;) and the objective numeric value (B).

Namely, it is to understand that simply the ability numeric value (C) is a numeric value combining the subjective numeric value (A) and the objective numeric value (B), however by the simple combined method, since the each detailed features as a numeric value has an risk of disappearing, it may derive a new ability numeric value in a method of displaying both the combined numeric value and the each numeric value on the web-site, or weighting as a reference the particular parameter (condition) in the subjective or objective element, or may use as the decided ability numeric value (C) a numeric value applied by the combined method.

This ability numeric value (C) may be listed in a score from high to low, thus displaying on the web-site. The high and low of the ability numeric value (C) of course evaluates the ability of the team member, also supplementary function of having an good effect on a item sale or advertisement as will be described below if the team member with high ability numeric value (C) has or wears a particular item.

The ability setting module (110) can be used as the more scientific and systematic data compared to the prior art which evaluated the team member simply, because representing as a numeric value the ability of the each of team members having the more objective and reliability. In addition, the several numeric values can continue to upgrade after a period of time passed.

FIG. 5 is a flowchart showing as a process the schematic function of the team establishing module (120) according to the present invention.

The team formation module (120) according to the invention provides the criterion consisting the team through the objective numeric value (B) itself attaining in the ability setting module (110) or the ability numeric value (C) to which the subjective numeric value (A) add, and performs the function of forming the actual team, and more generally consists in the team level setting section (121) and the team member control section (122).

The team level setting section (121) performs the function which provides a criterion setting for example, in a level-per league in a major/minor league or a first league/second league etc. based on the numeric value combining the team record and the ability numeric value (C) of the each of the team member as the level of the team. The level of the team basically may establish in the objective numeric value (B) of the each of team member in the ability setting module (110) or the ability numeric value (C), and may evaluate the level of the team as a numeric value separately extracting ‘the team numeric value’ based on the team record independently of the separate ability numeric value (C), thus averaging it.

This team level setting section (121) have a mode of deciding the level of the team according to whether the points exceed the particular numeric value, for example setting a high league if the numeric value combining the ability numeric value (C) of the team member is equal to and greater than the 200000 points, and setting a low league if blow than the 200000 points.

The reason of differently processing the level of the team is that by planning the game between the teams matching the level through admitting of the level of each team, it causes the interest of the game, and further it introduces the pro level procedure which the team matching the game of the amateur group have the systematic classifying system, and thus forms to the high league, or degrades to the low league.

However, even if the team member is a amateur group, it can move to another team and generate a new team, then register in the system according to the invention, and if the team member with the very high ability numeric value (C) moves to the team of the low league, in particular it be collapsed in the base dividing the team in a level in a basic feature of the amateur game which the team record differentiates by the performance of one person.

Thus, in order to enhance the team operating method setting the level per team level, the team member control section (122) provides the particular condition when the team forms or the team of the team member moves, thus performing the function of allowing the registration of the team if the condition meets, or else not allowing the registration in the web-site. Also, by first grasping the each ability numeric value (C) of the team member consisting the team, separately extracting the particular team member (C) with the numeric value difference if the ability numeric value of any of the particular member has a different from the ability numeric value (C) of another team member in a above constant level.

For example, in case that when the team member which want to subscribe the low league is 4, three of them have 50000 points of the ability numeric value (C), but the remainder one has 150000 points, for example, because assuming that the group of the low league has less than 200000 points, the total summing numeric value has 300000 points, it does not allows the construction of the team, and it separately extracts it so as to the remainder one, thus leading to the movement.

In other words, if this team member control section (122) does not exist, the good team member becomes the poor team member, so that it is a high risk that the unfair game often occurs, thereby preventing the base classifying the level according to the level of the team from weakening.

The item management module (130) according to the invention provides the function of providing a avatar which the each team member or user can activate in a virtual representative on web-site, having the item which converts the customizing sports products to the item and at the same time in particular, stimulates the user's interest, and selecting the item to suit the tastes of them. It comprises a avatar database (131), a item database (132), a actual size providing section (133), a selection storage section (134), a design providing section (135), and a item evaluating means (136).

The avatar database (131) is a type of database which records a face of the user or the team member, a shape of body, and other accessory, displaying on the web-site. The item database (132) is a type of database which records the sports products such as a sports shoes, a uniform, a hat, etc. actually producing and selling, for each brand or each size, as will be described below,

The item database (132) further comprises a bulk item database (132a) which has a item omitting a logo or a basic design, i.e. a schematic form or shape before the design processing.

FIG. 6 is an exemplary view showing a state which the particular bulk item is selected in the item management module (130), and then the design is added.

As be seen in FIG. 6, in the bulk item database (132a), for example, the term ‘bulk item’ refers to the sports products which don't process the design except for the form leaving the design or the logo, and the symbol mark usually forming on the side of the shoes in the shape of the shoes. The leaving section will be filled with a pattern of the design database (135a), the symbol mark or logo of the user or team member feature to be provided by the design providing section (135) as will be described below.

Of course, this is a case with the item completing all the design, and in particular, this bulk item is a type of item which can become a initial state when selling the item of the sports products being popular by the connecting index (F) in the demand expectation module (160) as will be described below, and is a object which the manufacturer for the item of the sports products in advance estimates the demand and manufactures.

The actual size providing section (133) performs the function of representing the each item consisting in the item database (132) as a actual size on the monitor, and representing the item size at or close to the actual size in a proportion relationship, irrelative of the size of each of monitors. This is for the user to grasp the item state more realistically and concretely.

The selection storage section (134) performs the function of selecting and storing the each of avatar or item, and displays as a element representing itself on the web-site providing the virtual 2D or 3D space as will be described below, and also plays a role in stimulating the interest of the user by appealing to the user in case of item that the team member with the high ability numeric value (C) intentionally selects.

More specially, it allows the team member to select and store the item of the team member or sponsor of the team, thus naturally permitting the item of the sponsor company to be indirect advertised to the user. For this reason, at the same time, the selection storage section (134) may provide the effect of the advertisement.

As will be seen to FIG. 6, the design providing section (135) comprises the design database (135a) recording a further design which consists the logo, the symbol mark, etc. completing the bulk item, and comprises the function of establishing the bulk item to the complete item through the selection of the user or team member by connecting to the selection storage section (134).

This design providing section (135) comprises a characteristic that after the design which is selected by the user or the team member and then transmit to the item manufacture, is confirmed in the design database (135a), the manufacture rapidly completes.

The item evaluation means (136) evaluates the popularity of the item or the preference of the item worn by the certain team member due to the participation of the user, and performs the function of generating the number of click of the item displayed, or the number of preference evaluation of the user as a numeric value, i.e. ‘item numeric value’ (D), and sorting and storing it. Moreover, the item evaluation means (136) displays the item which the certain team member has or represents at a side of list that connects with the ability setting module (110) and represents the ability numeric value (C), thus allowing the item of the star level's team member to exposure to a general user, resulting in the some item numeric value (D) that proportionally derives to the ability numeric value (C).

The item numeric value (D) derived by this item evaluation means (136) is based on the reservation of the connection index (F) provided by the demand expectation module (160) as will be described below, and at the same time is a index which estimates how much it manufactures the item of the sports products.

The cyber space representation module (140) plays a role in forming and providing the space which the avatar selected in the item management module (130) can be actuated virtually, namely, the cyber space, and consists of a cyber space representation section (141) and a cyber locker representation section (142).

The cyber space representation section (141) provides the function of representing the avatar or attained item of the user connecting on the web-site, and plays a role in providing a GUI which can display the web-site situation as the 2D or 3D, so as to lively represent the movement or scope of activity of the user acting on the web-site. This cyber space representation section (141) also comprises the function of storing, modifying, or creating the GUI situation.

FIG. 7 is an exemplary view representing a cyber locker (143) indicated in a cyber space representation module (140) according to the invention.

The cyber locker representation section (142) is meant to a cyber space storage means in the web-site recording the item of the user such as a shape of the locker, i.e. a cyber locker (143), and as schematically indicated to FIG. 7, acts as a item storage or temporary storage recording the item which the each of user or the team member holds or wish to hold. for this purpose, it connects to the item database (132). In addition, in particular, at and around the cyber locker of the team member, the interface is provided to represent the ability numeric value (C) of the team member, thus preventing the user from confusing due to registration of too many cyber locker (143) within one picture by limiting the number of cyber locker (143) for each high ability numeric value (C).

The user management module (150) according to the invention comprises the function of creating and managing the information and numeric value for the user so that the user not manually views/reads the information, but also directly, lively participates in the operation of the system, wherein the user is a fan which is interest in the game spectator or the game result, or a variety of team member/team information compared to the general game, or is the latent/realistic purchaser, and further is a member of web-site with a concept which also can contains the certain team member, the user management module (150) consisting of a user database (151), a user numeric value processing section (152), and discount add and subtract section (153).

The user database (151) is a type of database storing and managing a general information obtaining by subscription on the web-site, namely age, sex, dwelling, etc. and a certain information, such as a team preference, foot size, body size, team member preference, item preference, and a cyber money provided by a internet money transaction in the web-site, etc. and further implements the avatar of the user by the avatar database (131) of the item management (130), and then stores it to the user database (151).

The user numeric value processing section (152) performs the function of creating and processing a user unique numeric value, ie., ‘user numeric value (E)’, provided for receiving a benefit according to the demand estimation of the item and the game result estimation as will be described below although not concrete and systematic numeric value.

In other wards, the user numeric value (E) is analysed to a experience index acquired by the user's live activation in the web-site, for example a numeric value providing according to a activation content and the like such as a ordinary member, a excellent member, a special member in the existing web-site, but further to a cyber money, a charge money in case of purchasing the item, a degree of interest for the certain team member or team, the item, a index indicating a discount. In particular, in the ‘user numeric value’ possibly analysed to a variety of meaning, the user numeric value (152) creates a numeric value evaluating based on the amount of numeric value whether a discount is possible on purchasing the item, and a narrow sense of user numeric value (E) indicating the popularity for the certain item of the user. Specially, it performs the function of pre-estimating the game result of the team, win or lose/score of the certain team member etc. by the user; entering it to a game result expectation window providing as a separate window; numerizing the popularity of the team member or the certain item; generating the user numeric value (E); reflecting the user numeric value (E) to the connecting numeric value (F) processed as a stock price.

Namely, the user numeric value (E) according to the invention classifies, the popularity reflecting user numeric value externally, and the discount reflecting user numeric value internally,

Externally, as will be easily understood to the following description, the analyzable popularity reflecting user numeric value pre-estimates the win or lose of the team of that the user is interest. If a number of the user who will estimate win of the A team is 100, and if a number of the user who will estimate lose of the A team is 40, then the numeric value generated through a numeric value equal to ‘100−40=60’, is a very popularity reflecting user numeric value. Namely, a 60 points of the popularity reflecting user numeric value is provided with a popularity for the corresponding team.

Them, the user numeric value can be analyzed as a evaluation index connecting with the certain team in order to characterize the evaluation of the certain team. Also if 55 user estimate that the team member ‘a’ will scores a constant range of score, then this popularity reflecting user numeric value may be analyzed as a evaluation index connecting with the team member ‘a’.

In this game result estimating process, it is correctly described that the data capable of confirming the certain team member or team is provided to the user, and naturally the item of sports products which the certain team or team member possesses, is interest, and the popularity reflecting user numeric value has a effect on the item numeric value, it acts on a numeric value in order to measure how much the user represents the degree of interest of this item.

Moreover, the discount user numeric value in a internal meaning is a numeric value with a function that a discount is possible if the result is correct estimating by the user oneself, or else a degree of a discount or penalty in a penalty giving process is possible, and it is processed in the discount add and subtract section (153).

The discount add and subtract section (153) have a function of adding and subtracting the cyber money or a corresponding point possessed by the user, and more generally performs a function of charging a constant cyber money if the estimation of user is correct for the user participating in the game result estimating process, in contrast subtracting the cyber money by money that a certain numeric value, i.e. the discount user numeric value is calculated in a reference if the estimation of user is not correct. The discount user numeric value is possible to be modified in a real-time based on the connecting index (F) as will be described below.

The system according to the invention comprises a means of customizing the above item in a direct transaction with a item manufacturer, and the demand estimation module (160) according to the invention provided for it consists in a connecting index processing section (161) and a yield estimating section (162).

The connecting index (F) is a modification numeric value that is totally reflected the characteristic/popularity of the team/team member, the characteristic/popularity of the item, a degree of interest for the certain item/team/team member, a body size of the user, and is possible with a variable processing in a real-time such as a stock price, and also is a numeric value that processes the above ability numeric value (C), the item numeric value (D), the user numeric value (E), and further the size of the user of the user database (151) by the certain arithmetic process, and processes as a representative value. More generally, it is a index that can attain the popularity and the estimating amount for the sports products item sold on the web-site according to the invention.

In other wards, the present inventor proposed to a method of estimating a variable amount of sale, wherein although simply it is largely advertised, the sale amount of the sports products item does not increase, because the characteristic variable according to the popularity of the team member wearing a corresponding item exists, the amount of sale varies according to the ability/popularity of the team/team member wearing a corresponding item, a substantially degree of interest that the user is interest in the corresponding item, and the connecting index (F) uses as a important information estimating this amount of sale.

FIG. 8 is a flow chart schematically showing a process for combining the connection index (F) through several numeric value according to the invention.

As been seen in FIG. 8, because the connecting index (F) is a numeric value which the ability numeric value (C), the item numeric value (D), the user numeric value (E)(possibly including some information of the user database) totally reflects, the item seller can estimate a more proper amount of sale according to the setting connecting index (F), in the same manner that the stock market is live according that the stock price in the stock market repeatedly fluctuates and has a live change.

This connecting index (F) subdivides and derives for each item, and this connecting index (F) is created and updated in a real-time in the connecting index processing section (161). This connecting index (F) is possible to be weighted and created according to the certain condition.

The yield estimating section (162) performs the function of analyzing the body size of the user evaluating the item or the game result estimation so as to have an effect on the connecting index (F) for the certain item in the user database (151) and this connecting index (F) formation, and measuring the concrete ‘sale expectation numeric value’ (G) for each seize, and has a characteristic that this sale expectation numeric value (G) is transmitted to the item manufacturer by the demand processing module (170), then the item manufacturer can estimate the amount of production, thus reducing the total stock, immediately grasping the sale estimating demand.

The demand processing module (170) according to the invention provides the function of transmitting the sale expectation numeric value (G) of the yield estimating section (162) to the item manufacturer, commanding to manufacture, and at the same time attaining the yield estimating for each item, performing a direct sale through order of the actual user. The module (170) comprises a yield processing section (171), a design synthesizing section (172), and transaction transmit section (173).

The yield processing section (171) performs the function of attaining the substantial yield through the sale expectation numeric value (G), and commanding the manufacture by transmitting it to item manufacturer, and thereby the item manufacturer first manufactures the correct yield without the total stock, thus reducing the producing time and preventing the consumption of the total stock.

The design synthesizing section (172) can form the complete item by synthesizing the further design of the user ordering the bulk item if the item that the yield estimates is the bulk item, it proposes to the synthesizing plan as to manufacture the actual item through the further design of the bulk item and logo that the ordering user selects.

The transaction transmit section (173) comprises the internet transaction means, and plays a role in being ordered the actual order through the cyber money of the user, and at the same time transmits the manufacturing item to ordering user.

In the series of process, it is advantage that the item manufacturer can estimate the yield for the certain item in a situation that reserves the minimum material, and can have a characteristic which is able to manufacture and transmit it immediately if the user orders, and grasp separately the design preference state of the user, and therefore rapidly face the item market and develop the following model.

INDUSTRIAL APPLICABILITY

As described so far, it was described the construction and operation of the system for establishing team and customizing using the sports match result on the web-site according to the present invention in the description and accompanying drawings, but the foregoing description and accompanying drawings are illustrative of preferred embodiments only, not limiting, and modifications and changes may be made in the illustrated embodiments without departure from the spirit of the present invention.

Claims

1. System for establishing and customizing using sports' match result on web-site, is characterized in that it comprises:

a ability setting module having a subjective numeric value section generating a subjective condition of team member classified into a talent, a condition, and a character as a subjective numeric value by estimating a team manager or administrator; a objective numeric value section generating a objective numeric value forming as a total numeric value a objective condition of team member classified into a team record, a score, and a body size; and a total numeric value section deriving a resultant ability numeric value by incorporating the subjective and objective numeric value and weighting in the condition in order to estimating the total ability of the team member;
a item management module having a item database recording a variety of product for sports; and a item estimating means estimating the wear state of the team member or the preference of the user, then generating the numerized item numeric value;
a user management module having a user database recording a basic personal information of the user; and a user numeric value processing section generating a user numeric value numerizing the user's preference for the particular item or team member;
a yield expectation section having a connecting index processing section generating a connecting index which can represent the preference for the each item by incorporating and processing the ability numeric value, the item numeric value, and the user numeric value; and a yield expectation section generating a the sale expectation numeric value deriving the connecting index as the yield in each item;
a customizing module performing the product command by transmitting the sale expectation numeric value to the item manufacturer, and paying and delivering the producing item if the actual user customizes.

2. The system of claim 1, it is characterized in that the subjective numeric value section comprises:

a AHP database recording a question which incorporates two of the each subjective conditions and has a paired comparison form;
a AHP numeric value comparison calculation means calculating the score of the each question attaining in the AHP database as the unique AHP numeric value of the team member, allowing it to use as a subjective numeric value.

3. The system of claim 1, it is characterized in that it further comprises:

a team level setting section determining and distributing the level of the team as a reference of summing numeric value in summing the each ability numeric value of the team member;
a team formation module consisting in a team member control section which isolates the team formation if the ability numeric value of the certain team member has a difference in a level greater than that of the other team member, and extracts the certain team member differing the ability numeric value, and then performs the team formation.

4. The system of claim 1, it is characterized in that the item management module further comprises a actual size providing section displaying as a actual size proportional to the size of the monitor when the user or team member selects the certain item.

5. The system of claim 1, it is characterized in that the item database further comprises a bulk item database consists in the bulk item only in the basic form without the design processing.

6. The system of claim 5, it is characterized in that the item management module further comprises a design providing section separately recording a further design classifying as a symbol mark, and further comprises a design providing section further providing the design database to the bulk database with a choice of the user.

7. The system of claim 1, it is characterized in that it further comprises:

a cyber space representation section providing a cyber space which the user or team member is provided with avatar and activates in the web-site;
a cyber space representation module consisting of a cyber locker representation section implementing the cyber locker on the web-site, the cyber locker being a cyber space recording the item for each the user or member

8. The system of claim 1, it is characterized in that the user management module further comprises:

separately a window which the user in advance estimates the game result and enters it;
a discount add and subtract section giving the discount or penalty when the user purchases the item as a reference of the numeric value which totally reflects and creates the user numeric value and a add and subtract numeric value for a participating status of the user according to a true or false of the estimation of the user.

9. The system of claim 6, it is characterized in that

the order processing module further comprises a design synthesizing section, wherein when it is conformed that the item ordered by user is the bulk item, if so, the design synthesizing section performs the function of synthesizing to the bulk item a further design selected by user in the design database of the design providing section.

10. The system of claim 1, it is characterized in that the connecting index updates in a real-time according to the modification of the ability numeric value or item numeric value or user numeric value.

Patent History
Publication number: 20100099474
Type: Application
Filed: Nov 2, 2007
Publication Date: Apr 22, 2010
Inventor: Yung-Suk Sul (Seoul)
Application Number: 12/514,334
Classifications