Soccer Related Game
A soccer related game wherein one or more players interact with a soccer ball against one or more performance walls within a modular arena of predetermined dimension and spacing. Individual player performance being measured by observed actions within said modular arena among a continuous sequence of interactions between said player, said ball and said one or more performance walls. Said observed actions given a quantifiable value for algorithmic treatment to provide a single quantity value representing relative individual performance and quality of performance.
This continuation-in-part patent application incorporates by reference fully and claims priority of the pending U.S. Non-Provisional Patent Application Ser. No 14/320,317 filed Jun. 30, 2014, which in turn claims priority from U.S. Provisional Patent Application Ser. No 61/840.659, filed on Jun. 28, 2013, which is also expressly incorporated by reference herein in its entirety.
FEDERALLY SPONSORED RESEARCH OR DEVELOPMENTNot Applicable
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BACKGROUND FIELD OF INVENTIONThe invention herein pertains to a soccer related game, specifically a soccer related game involving the deflection of a ball against one or more performance walls by one or more players.
BACKGROUND OF INVENTIONIn the field of sports data metrics, the ultimate purpose for collecting player data is to increase chances of winning live games and to control against risk of loss. This is coveted information with substantial value to the player who seeks standardized valuation of his or skill.
The data is also coveted by sports teams who seek to control their value as a winning team. The information translates in commerce by allowing players and teams to control the value of their brand. The ability to establish a standard valuation for otherwise randomly generated information allow organizations to compare, exchange and market predictive performance records. As with data of any kind, the proper type of data enables both macro level and micro level modeling of the art. This level of understanding generated by a primary source of data opens up the potential for new technology to be created around the particular art. Such technology includes realistic computer games simulating live player interactions. These games currently utilize technology that capture data points on a player's body showing spatial changes over time illustrative of true player movements. The data is imported for algorithmic treatment and grouped into sets of movement Currently, this type of electronic game data captures unilateral or unidirectional movement of the player with an object (i.e. a ball). Unilateral and unidirectional as defined in this application referring to a single directional vector relationship where a force on an object (i.e. the ball) is initiated from a single source, such as the player. This current technology applied to electronic games provide multiple players each acting independently of the other, the interactions of each player comprising a lumped or group set of movement, where the players are organized on a screen to interact in such a way that gives an illusion of a multi-player interaction. A ball may be kicked away from Player A to Player B. but its reaction against Player B and response to Player B's response cannot be shown or captured because current technology do not capture the interconnected or continuing physical relationships. The biophysics and context of interaction in that case are not realistic of actual multi-directional interconnected dynamic of a live game. Multi-directional or interconnected dynamics as defined by this application refers to concurrent cause and effect, where multiple forces are concurrently affecting the object and the player and the vector relationships of movement and force are joined.
To understand the current state of art of sports biometrics requires a review of its history. Early forms of biometric studies were formulated around individual sports. Individual sports, as opposed to team sports, involved comparison of multiple players by their individual performance values which determined their ranking for a particular event or groups of events. This is the case for any individual sports from track and field, golf, cycling, etc. The data follows a very unilateral or unidirectional pattern of player movement and action where the only variable that is measured is the player. The environment is typically static and standardized in order to focus only on single player performance. The game environment with individual sports is naturally standardized for comparative scoring. Determinations of winners and losers for individual sports arc focused on biometric data of the player performance. As such, biometric observation and biometric data science has a strong historical basis in individual sports.
Biometric studies render very relevant information in the form of primary data. The data is relevant because it is descriptive of every aspect of the individual game and predictive of any aspect of that game or player. Biometric measurement for individual sports has also proven reliable because it is easily replicable as the only variable of concern is the single athlete. Because the observer is comparing only a single variable (player performance) against a controlled environment (distance, time, height, age, weight, etc.), simple arithmetic algorithms are applied to generate score and rank. Biometric analysis in the field of individual sports involves straight forward formulas reflecting very simple algorithmic relationships.
Multiplayer team sports involve a completely different scope of parameters. Multiplayer sports involve not only the dynamic of each individual player within a game, but also their interaction with other players. Unlike individual sports where the observed activity tends to be a unilateral or unidirectional activity, multiplayer sports involve multidirectional activity with both a force created by and a response in reaction to pending impact between two or more dynamic elements. Each player contributes a near infinite amount of variables on the field, which when played off of each other, the variables in a game becomes exponentially great. Variables, according to this application, references any particular type of environmental condition (including the player themselves and the physics of the ball being played) that would cause a reaction, each variable having a different affect from another and interacting to create additional new sets of variables. The affect of each variable is determined by the total condition for the particular event (i.e. a sum affect of all interacting variables on the object or player at a given moment). The substantial amount of variables in any particular muhiplayer game renders each game a near random experience. This may be exciting to spectators, but difficult to capture performance in a standardized and statistically comparable way.
in recent history, the desire to control against randomness (for purposes of minimizing risk and improving winning performances) has taken a page from proven biometric science in the field of individual sports. The desire focuses on capture of player performance data with the challenge of capturing data that describes the particular sport in its entirety with relevancy. While there has been a great deal of study addressing this need, the methods applied have only captured a narrow scope of data and inadequately describes multiplayer sports. The premise behind much of modern biometric science relates back to foundations in individual sports biometric studies involving unidirectional performance, providing a great amount of data much of which lack relevance to complicated relationships occurring in multiplayer team sports.
Biometric data collected for individual sports typically reflect single variable events. Each single variable event comprising a single directional force from a single source upon an object. For example, a distance that was ran or a height that was jumped or a period of time sustained within a controlled environment. When mapped in its algorithmic form, each data measured reflects a single unidirectional linear vector. In contrast, multiplayer data involves measure of concurrent action and response, the response itself giving to or being a reaction of the action, the two sets of data observations being intertwined. The most basic unit of data observation in multiplayer sports therefore reflects a multivector style relationship with interaction of multiple concurrent forces on an object at any given moment and where the relationship of an action and a response are intertwined. This most basic unit of two interactive variables very accurately reflects most multiplayer games where each player is expected to interact with a single other variable at any given moment despite the infinite amount of variables that may exist at that given time. This type of data most accurately reflects qualitative action in quantitative form. The data collected involving two intertwined vectors reflect a geometric relationship in its algorithmic form with the capability of being scaled to more complicated patterns of observations based on its algorithmic potential.
Problematically, the current art does not provide proper tooling to capture a multiplayer event (multiple concurrent variables) in a statistically repeatable manner. Current biometric methods and technology used for multiplayer sports place priority in repeatable data to drive the body of statistical material in the industry. Because the more accurate tools and methods arise from the individual sports industry, the current art is only capable of generating single vector data units reflecting single variable interactions. For example, U.S. Pat. No. 8,289,185 provides a method for collecting sports data derived from a sensor embedded within a sports object. While the sensor device may travel with the object or user within a 360 spatial surrounding, it is still measuring only a single vector observation, the observation focused only on the performance of the single variable object that it is attached to. While on occasion, the device comes close to measure an interactive response (i.e. speed of acceptance of a ball from another player or the speed of player touch against a ball) of two or more variables, each variable is measured for its separate independent action and the multiple affects are not interrelated together. For example. a sensor placed on the player's arm may show spatial changes over time independent of a sensor on the player's legs. A sensor on the ball may record the impact from Player A and separately from Player B. but not the continuous interactive affect of Player A and Player B. Further, current data cannot be replicated in statistically comparable manner because the manifestation of each variable is created by unique unrepeatable conditions. The technology of this patent focuses on passive observation and fails to actually create analyzable relevant data. The same problem exists with other prior art such as U.S. Pat. Nos. 12/329,320, 7,931,563, 8,113,991. The problem with current biometric tools and methods for measuring multiplayer sports is the lack of ability to generate measurable and statistically repeatable multivariable interactions that can be captured in scalable basic units.
SUMMARY OF INVENTIONThe ability to predict outcome based on performance history enables organizations to create designer teams according to skill specialty. Individual player data has become valued asset in the sports industry, to recruiters and players, for easing the selection process by systematic quantitative means and improving odds of team performance. From an entertainment point of view, player history data further feeds into secondary industries including wagering games, video games, social networking and electronic self analysis.
The invention herein provides a soccer related game wherein a multi-team sport may be performed within the confines of a standardized forum by individual players. The game comprises a controlled environment where a player can create and recreate multidirectional actions that are repeatable. The environment is controlled to provide a static environment simulating imaginary players capable of constant and repeatable performance. The controlled environment is engineered to be responsive in a way that is true to player physical interaction in the particular game.
The game generally comprises the following elements: a modular arena, a soccer ball and at least one player. The modular arena comprising one or more performance wall wherein each of said one or more performance wall being no smaller than one foot high by two feet wide and no greater than the planar vertical perimeter dimension of a certified professional level soccer goal. each said one or more performance wall providing at least a smooth front surface. Each one or more performance wall further comprises fiberous organic material, thermoplastic material, or a combination of both, or any combination of material containing a fiber laden composite. Each performance wall, when positioned vertically on a field, includes a minimum open space to its left and right side for a ball to transgress there through. The minimum space is preferably no less than 12 inches and preferably 24 inches or greater. The distance between any two walls should be no greater than 25 yards. The player is positioned within the modular arena in front of the front surface of one or more performance wall wherein the player performs said game by playing a soccer type ball between said one or more performance wall and the player's own body.
The player's performance follows a prescribed choreographed sequence of performance actions within said modular arena. The player is judged according to observed performance according to either a prescribed choreographed sequence of performance actions and rules or spontaneous sequence of performance actions. Judgment of player performance is based on the algorithmic relationship of each separate action teased from a continuous sequence of actions or interactions within said modular arena. Each separate action comprises an observation of event. Each observed event may be from a macroscale or microscale level. The smallest microscale observation focuses on only a single variable event (i.e. speed of ball coming off a player's foot or angle of ball coming towards a player's body. etc). At a maeroscale level, the observation may focus on multiple variable actions achieving a particular result (i.e. number of tuners or types of bodily movement to achieve deflection of a ball at a given angle, etc.). The particular observed event being organized in a named unit of categorical measurement. The observation may be represented by empirical values of measure or alternatively in Boolean values, The algorithm may be any prescribed formula that tells a story of the observation, putting qualitative observation into quantifiable categorical form. The list of categorical measurement may reflect any aspect of the environment, movement, or interaction of a player and a ball within a modular performance wall system. These categorical measurements may reflect singular or multiple variables, positive or negative observations. The algorithmic formula also reflecting the particular controlled elements (i.e. constants) within the game environment such as the distance between performance walls, the number of performance walls, the types of performance walls, the distance of the player from the performance walls, age of player, size of player, time constraints, etc. The preferred type of algorithmic formula would be a rationomic type formula in stoichiometric fashion that provides a quantitative value reflecting qualitative relationship among categorized observations based on their weighted relationship to each other. It is possible as well for there to be more than one player within a module, interacting with or against each other where measured performance is based on each player's interaction with the ball and one or more performance walls.
The performance wall, much like a real player, is capable of near infinite amount of variable interactions. The wall is preferably made of organic material that can provide a realistic organic return of the ball much like by a human body or a soccer cleat. The performance wall is preferably smooth throughout its front surface without crevices or protrusions that would otherwise interfere with the game interaction with the player and the ball. While the surface is smooth, it should not be slick or too viscous where the ball's interaction with the wall would be unnatural to its normal performance between players on the live field. Essentially, the physical material composition of the wall should create a near identical physical affect on a ball as a live player. The bottom edge of the wall is preferably in contact with the ground surface and no greater than two inches above the ground surface to enable a true ground game experience. A true ground game experience allows the ball to optimally react when struck against the bottom edge of the performance wall in a way similar or identical to how it would otherwise perform in a live soccer game when passed between players at the ground level. The wall may be positioned perpendicularly vertical above the ground surface or at an angle to facilitate upper body interactions between the player, the ball and the wall. The walls should be designed in such a way that it would withstand the impact of a ball at any level of human induced speed or force without the slightest movement, reverberation or interfering noise, This ensures the static quality of the walls which ensures a statistically reliable controlled environment.
Because the walls are of a static shape, material composition and located in static position, any individual variable interaction with the wall may be replicated. Choreography within the static performance wall environment may be predetermined and repeatable. Performance may be standardized because performance is repeatable and predictable. Any type or sequence of interaction, whether predetermined or spontaneously created, may be captured by a quantitative value and expressed in both qualitative and quantitative manner according to category. Essentially, individual players may compete against each other and be ranked by their individual performance according to a value score that reflects the quality of their interaction with multiple players.
The performance wall itself must be manufactured to a certain level of deflection speed. The wall must have a flat vertical surface and be no smaller than 1 feet high and 2 feet wide or no larger than the vertical planar perimeter of a certified professional soccer goal. Visually, the vertical wall surface further having a delineated perimeter outline around its external edge. The color of the outline is preferably a metallic color or white. The interior color of the wall is preferably a green or wooden tan color to mimic the true colors of the field in the game of indoor and outdoor soccer.
Other obstacles and soccer related equipment may be included within said module to add layers of variability, complexity and limitation. The overarching method of playing and scoring of this game comprising a sequence of interaction between one or more players, a soccer ball and one or more performance walls within a controlled static environment as described above. Other features, advantages, and object of the present invention will become more apparent and be more readily understood from the following detailed description, which should be read in conjunction with the accompanying drawings.
The present invention is illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings and in which like reference numerals refer to similar elements. Unless otherwise indicated illustrations in the figures are not necessarily drawn to scale.
Reference will now be made in detail to exemplary aspects of the present invention which are illustrated in the accompanying drawings. Wherever possible, the same reference numbers will be used throughout the drawings to refer to the same or like parts.
The invention herein providing a soccer related game providing a simulated multiple player environment and multiplayer interaction for single player use. The game herein comprising the following elements: a controlled interactive multiplayer environment, said controlled interactive multiplayer environment containing at least one or more performance wall, one or more player, and a ball related to the same of soccer. The particular walls of this invention comprising performance walls much like that of the ProControl Soccer® training device, method and system, which includes but not limited to U.S. Pat. No. 9,272,197. Each performance wall comprising a flat planar vertical surface, wherein said surface having a dimension with a width that is greater than its height. The width of the performance wall is preferably no greater than three times its height and no less than two feet wide. The height is preferably no less than 1 foot high. The maximum size of the performance wall is preferably no greater than the size of a certified professional grade soccer goal or alternatively, no greater than six feet high and 12 feet wide. There are preferably two sized performance walls. A first type is to a passing wall approximately two feet high and four feet wide to simulate the silhouette of a player from a distance away and to encourage lower ground level passing of the ball at high speed. The second type is to a shooting wall approximately 3 feet high and six feet wide simulating the silhouette of a soccer goal from a distance away to encourage accuracy and precision in shooting techniques.
Each performance wall comprising a solid core material. The core of each performance wall is solid and preferably comprised of organic fiber or organic fiber and plastic composite, or layered fiberous material. Each wall should be positionable in free standing vertical manner with an open space no less than 12 inches to its left and right sides such that a ball may transgress there through in unobstructed manner. The flat planar surface terminates at a bottom horizontal edge and is no greater than 2 inches above the ground surface when in vertical free standing position. The player is positionable in front of the fiat planar vertical surface (the front surface of the performance wall) while interacting with the ball and one or more of said performance wall.
The game is measured by observed attributes or actions reflecting relative performance of a player's interaction with the ball and one or more performance wall within a controlled environment, The environment comprising one or more arena modules. Each arena module comprising at least one or more performance walls. Where two or more performance walls are involved, each wall should be positioned from the other by no less than two feet and no greater than 25 yards. Each observed event measured in quantifiable form and organized within a particular category of observation, calculated in an algorithmic formula to provide a score reflecting a player's qualitative performance.
Performance may be according to predetermined choreography or spontaneous choreography within the arena module. Choreography may be broken down to individual observable actions among a continuous sequence of interaction for a given event. Performance may further limited by time constraint or other imposed constraints to raise difficulty level and scrutiny.
The game herein providing two of the following embodiments. A first embodiment pertaining to goalie performance. Goalie performance composing a player positioned within 10 yards or less, preferably between 4 to 10 yards, from the performance wall and blocking an incoming ball from impacting said wall with any portion of the player's body. The performance wall for goalie performance is preferably a 6 feet wide, 3 feet tall shooting wall or larger performance all simulating a soccer goal. The second embodiment pertaining to passing performance where a ball is passable to or receivable from one or more performance wall and directly to or from the player's foot, leg, chess or head and not by the user's hands or arms. The player is also positioned in front of one or more performance walls. The performance wall dimension for passing drills is preferably 2 feet high and 4 feet wide or larger.
Because the conditions are standardized and controlled, the data being repeatable, the scores of one player should be comparable to another based on relative level of skill. So long as the conditions are standardized and controlled in the same way between two performance events, the choice algorithm should create comparable and scalable quantifying values, providing a ranking matrix system. Depending on the particular choice of algorithm and data sets, a story is told and easily understood in a single score digit.
The design of each arena module may further include other equipment such as nets and obstacles to increase complexity or categories of interaction. Ultimately, a scoring matrix is established by having statistically reliable and comparable performance scores for a given controlled modular setting (either for the same player or between multiple players). The algorithmic scores should be scalable, transposable and projectable to the realities of the true game.
Having fully described at least one embodiment of the present invention, other equivalent or alternative methods according to the present invention will be apparent to those skilled in the art.
The invention has been described by way of summary, detailed description and illustration. The specific embodiments disclosed in the above drawings are not intended to be limiting. Implementations of the present invention with various different configurations are contemplated as within the scope of the present invention. The invention is thus to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the following claims.
Claims
1: A soccer related game comprising:
- a modular arena, a soccer ball and a player,
- said modular arena comprising one or more performance wall wherein each of said one or more performance wall being no smaller than one foot high by two feet wide and no greater than the planar vertical perimeter dimension of a soccer goal, each said one or more performance wall further providing a front smooth surface,
- each performance wall, when positioned vertically on a field, includes a minimum open space of no less than 12 inches to its left and right side for a ball to transgress there through,
- said player positioned within said modular arena in front of the front surface of said one or more performance wall
- said player is positioned within the modular arena in front of the front surface of one or more performance wall wherein the player performs said game by playing a soccer type ball between said one or more performance wall and the player's own body,
- said player's performance following a prescribed choreographed sequence of performance actions according to set performance rules within said modular arena.
2: Said set performance rules of claim 1 wherein said player is positioned in front of said one or more performance wall, said ball interacting with one or more performance wall and said player's foot, leg, chest or head and not by said user's hands or arms while said player is positioned in front of said one or more performance wall.
3: Said performance rules of claim 1 wherein said player is positioned within 4 to 10 yards from said performance wall, said player blocking said ball from touching said wall with any portion of said player's body within said 4 to 10 yard distance.
4: Said soccer related game of claim 1 wherein said player is judged for the ability to complete said prescribed choreographed sequence of performance actions according to set performance rules within said modular arena within a predetermined amount of time.
5: Said soccer related game of claim 1 wherein said player is judged according to said player's interaction with said ball and said one or more to achieve a prescribed result within said modular arena and within a predetermined amount of time.
6: A multi-player style game simulating multiplayer interaction for single player use comprising:
- a controlled environment, a player and a ball,
- said controlled environment comprising one or more performance walls positioned vertically on a ground surface, said one or more performance wall having an open space to its left and right side no less than 12 inches wide,
- each said one or more performance wall comprising a flat planar front surface, said flat planar front surface having a dimension with a width that is greater than its height, said width is no more than three times greater than its height, said width is no less than 2 feet and said height is no less than 1 feet, said flat planar front surface terminating at a bottom horizontal edge that is no greater than 2 inches above the ground surface when in free standing vertical position,
- said player being positioned in front one or more performance wall facing the flat planar front surface of each said one or more performance wall, said player interacting with said ball and said one or more performance wall with said player's body.
7: Said multi-player style game simulating multiplayer interaction for single player use of claim 6 wherein said player performance is judged by measuring observed bodily motion of said player and the separable interaction of said player, said ball and said one or more performance walls within said modular arena, each said measured observation given a quantifiable value and organized by category of attribute, wherein a plurality of measured observations are obtained for each performed game, wherein said plurality of measured observation are treated by algorithmic calculation to arrive at a final quantifying value reflecting a scalable value of performance for said game.
8: Each said performance wall of claim 6 being angularly adjustable above the ground surface for above wound interaction of said ball, the upper body of said player and said one or more performance wall.
9: Each said one or more performance wall of claim 6 having a maximum width of 12 feet wide and a maximum of 6 feet high.
10: Each said one or more performance wall of claim 6 being 4 feet wide by 2 feet high
11: Each said one or more performance wall of claim6 being 6 feet wide and 3 feet high.
12: Said solid core of each said one or more performance wall of claim 6 comprising solely organic fiber, a composite of organic fiber and plastic material or layered fiberous material.
13: Each said one or more performance wall of claim 6 adjacently positionable from another performance wall by no less than 12 inches and no greater than 25 yards apart to create said controlled environment.
14: Said multi-player style game simulating multiplayer interaction for single player use of claim 6 wherein said player performs according to a predetermined choreography, said predetermined choreography comprising one or more predetermined single motion action organized among a sequence of actions between said player, said ball and said one or more performance walls within said controlled environment.
15: Said multi-player style game simulating multiplayer interaction for single player use of claim 6 wherein said player performs according to a predetermined choreography, said predetermined choreography comprising one or more predetermined single motion action organized among a sequence of actions between said player, said ball and said one or more performance walls within said controlled environment within a predetermined time limit.
16: Said multi-player style game simulating multiplayer interaction for single player use of claim 6 wherein said player is positioned within said controlled environment and interacting with said one or more performance wall and said ball with said player's foot, leg. chest or head and not by said user's hands or arms.
17: Said multi-player style game simulating multiplayer interaction for single player use of claim 6 wherein said player is positioned within said controlled environment and positioned within 4 to 10 yards from said performance wall, said player blocking said ball from touching said wail with any portion of said player's body within said 4 to 10 yard distance.
Type: Application
Filed: Jun 17, 2016
Publication Date: Nov 3, 2016
Inventor: Wayne P. Adema (Sheboygan Falls, WI)
Application Number: 15/185,751