SYSTEM AND METHODS FOR PROVIDING PERFORMANCE FEEDBACK
Systems and methods provide feedback to at least one participant in a field of play. A performance analysis device determines performance information of each participant in the field of play, where the performance information is based upon at least one of determined location, speed, path, acceleration and biometrics of said each participant. At least one output device provides real-time feedback to the at least one participant based upon the performance information. The real-time feedback comprises performance information of the at least one participant and/or performance information of one or more other participants in the field of play.
This application is a continuation of U.S. patent application Ser. No. 15/386,265, filed Dec. 21, 2016, which is a continuation of U.S. patent application Ser. No. 13/231,802, filed Sep. 13, 2011, now U.S. Pat. No. 9,566,471, which is a continuation of International Patent Application No. PCT/US2010/027349, filed Mar. 15, 2010, which claims priority to U.S. Patent Application No. 61/160,141, filed Mar. 13, 2009. Each of these applications is incorporated herein by reference in its entirety.
BACKGROUNDTraditionally, video and still images of a live event (i.e., video content and still image content) are created by a team of professionals. In the case of video content, highly trained camera persons operate one or more cameras and highly trained production staff operate production equipment (e.g., within a production van at a sporting event) to select camera shots and combine graphics into a production feed. In the case of still image content, highly skilled camera persons operate still cameras to capture still images of an event and submit these still images to one or more editors who select shots for use in magazines, for example.
The cost of producing video and still image content defines the market size required to cover this cost. Thus, only events having a sufficient market justify the cost of producing video and still image content. Although technology has reduced the cost of production, the cost of skilled human operators remains high.
Images from a camera may be used to visually track an object (e.g., a golf ball) within the camera's field of view. The camera may be motorized to allow it to move so as to maintain the moving object within its field of view. However, such systems fail when the camera ‘loses sight’ of the object; for example, the camera may lose sight of the object if the object becomes visually obscured by another object.
For certain sporting events, cameras may be motorized to facilitate tracking of competitors and are operated by remote camera operator. These cameras still require the skill of a person.
Many systems have been developed to track objects by attaching a sensor to the object and then using the sensor to determine the location of the object. Such object tracking provides data (e.g., speed) to computer systems but is not known to facilitate real image production.
SUMMARY OF THE EMBODIMENTSIn an embodiment, a system provides feedback to one or more participants in a field of play. The system includes a performance analysis device for determining performance information of each participant in the field of play. The performance information is based upon at least one of determined location, speed, path, acceleration and biometrics of the participant. The system also includes at least one output device for providing real-time feedback to the participants based upon the performance information.
In another embodiment, a system provides feedback to a leader of one or more participants in a field of play. The system includes a performance analysis device for determining performance information of each of the participants, where the performance information is based upon at least one of determined location, speed, path, acceleration and biometrics of said each participant. The system also includes an output device for providing real-time feedback to the leader based upon the performance information.
In another embodiment, a method provides feedback to at least one participant in a field of play. Successive locations of the participant within an operational field are determined. Performance of the participant is determined based upon the successive locations, real-time feedback is provided to the participant based upon the determined performance.
In another embodiment, a system provides feedback to at least one participant in a field of play. The system includes a performance analysis device for determining performance information of each participant in the field of play, where the performance information is based upon at least one of determined location, speed, path, acceleration and biometrics of said each participant. The system also includes at least one output device for providing real-time feedback to the at least one participant based upon the performance information.
System 100 is shown with an object tracking device 102, a recording device 120, a display device 130, an optional camera control device 104 and five optional motorized cameras 110. If included, cameras 110 may be situated within or around operational field 108. Four exemplary objects 106 are shown within field 108, each object having a location unit 112.
Object tracking device 102 utilizes location units 112 to determine location information (e.g., coordinate data) for objects 106 within operational field 108. Object tracking device 102 sends this location information to recording device 120 and optionally to camera control device 104. Camera control device 104 may include a model of operational field 108, with coordinates of each camera 110. Camera control device 104 receives coordinate data of objects 106 from object tracking device 102, determines a possible field of view from each camera 110 to each object 106, and assigns cameras 110 to the objects based upon optimum field of view selection. For example, for each camera 110 and for each object 106, camera control device 106 determines a possible field of view from the camera to the object. Then, by selecting an optimum field of view for each object (e.g., based upon the distance from the camera to the object, the objects position within field 108 and whether all objects are assigned to a camera), control device 104 determines which camera 110 to assign to each object 106. Where the number of objects is less that the number of cameras, camera control device 104 may assign more than one camera 110 to an object 106. Where the number of objects is more than the number of cameras, camera control device 104 may assign one or more select cameras 110 to a more important object 106 (e.g., the leader in a race). Each object 106 is for example prioritized such that cameras assignment is also prioritized for that object—in a race, the leader is assigned a higher priority to ensure best camera assignment.
As objects 106 move within field 108, object tracking device 102 may provide, for each object 106, velocity and position information 126 to recording device 120 and to camera control device 104. Camera control device 104 uses this velocity and position information for optimal camera assignment to each object 106. Thus, camera control device 104 may be made aware of movement characteristics (e.g., direction of movement) of objects 106, and accordingly assigns or re-assigns cameras based upon camera fields of view that include the front of object 106. Further, camera control device 104 for example assumes that the front of object 106 faces forward as it moves, or it may instead be programmed to identify the front of object 106 as the aspect facing the general direction of movement of an event. Camera control device 104 accordingly assigns and controls cameras 110 to capture frontal and side image data of object 106, in preference to rear images.
Recording device 120 records velocity and positional information 126 received from object tracking device 102 and may record and/or convert image data 119 from each camera 110. Camera control device 104 may also provide annotation data 127 to recording device 120 such that recording device 120 may record relevant camera information (e.g., zoom, direction and azimuth) with velocity and positional information 126.
In one embodiment, recording device 120 simultaneously records image data 119 from each camera 110, velocity and position information 126 and annotation data 127. Image data 119 is a signal or signals representing data bits captured by each camera 110. Recording device 120 includes processing software for converting the received signal into a data stream and interpreting the data stream as a series of images, which are then recorded as video, for example. System 100 is thus suitable for use in autonomous still or moving picture production.
Camera control device 104 sends annotation data 127 to recording device 120 for recording with image data 119. Annotation data 127 includes identification of tracked objects of image data 119. For example, if camera 110(1) is selected to maintain object 106(1) within its field of view, as the image data from camera 110(1) is recorded by recording device 120, camera control device 104 may include identification of object 106(1) within annotation data 127 that is recorded with the image data.
Recording device 120 may generate a live feed 105 (optionally including annotation data and performance characteristics of displayed objects) and allow interaction with a user through display device 130.
Recording device 120 may display images from selected cameras 110 on display device 130 together with measured performance statistics.
Recording device 120 may include additional functionality for determining performance statistics and movements of objects 106. In one example, recording device 120 shows a plan view of at least part of field 108 on display 130 and plots movement of objects 106 over select periods. Recording device 120 may also determine performance data for objects 106 and include this performance data, e.g., as a video overlay, when recording image streams of object 106 and/or when displaying select image streams on device 130 and/or live feed 105. This video overlay is for example formatted as tabulated figures that include the performance statistics and/or a graphical representation of the performance of object 106.
In another embodiment, recording device 120 replays recorded image data 119, velocity and position information 126 and annotation data 127 as feed 105 featuring one or more objects 106. Where system 100 is utilized as a training device by a sports team, recording device 120 may be operated to generate output for image feed 105 and/or display device 130 by overlaying velocity and position information 126 and annotation data 127 onto image data 119 for one or more selected athletes. Thus, recording device 120 automatically displays recorded image streams and performance information of the selected athlete. The video overlay and performance information included therein is variable according to sport and/or preference or selection of a user of recording device 120. In one example, live feed 105 may drive a large stadium display during practice to highlight training performance.
In one embodiment, recording device 120 delivers instant replay images or video streams that include overlaid performance information determined from velocity and position information 126 and/or annotation data 127 for the object(s) 106 associated with the selected image data 119.
In another embodiment, recording device 120 generates live image feed 105 by combining a video overlay of performance information selected from velocity and position information 126 and/or annotation data 127 and image data 119. In particular, recording device 120 of this embodiment matches performance information from annotation data 127 to image data 119 for each object 106 to which a camera 110 is assigned.
Recording device 120 may also connect to (or include) a wireless transceiver 140 that communicates with a hand held display and control device 142 to allow a coach to utilize system 100 while on a practice field. Further, transceiver 140 may communicate wirelessly with one or more head-up-display devices, such as glasses 144, worn by athletes to provide real-time display of performance related information and other training aids. Glasses 144 may utilize, for example, Light-guide Optical Element (LOE) technology, such as that employed in Video Eyeglasses manufactured by Lumus Ltd.
Skill Evaluation and Improvement
Real time position data may be used to measure, evaluate and compare athlete skill parameters such as velocity, acceleration and change of direction agility on predefined drill paths. In addition, using velocity and position information 126 to control cameras 110 to track objects 106 within field 108, skill and performance of athletes represented by objects 106 may be evaluated when performing these predefined drills, such that mechanics of the athlete may be evaluated and corrections made to the athlete's techniques to improve future performance.
Data Only: Performance Evaluation
The first athlete (object 206(1)) starts out from a start/finish line 216 on path 212 and the second athlete (object 206(2)) starts on path 214 once the first athlete has reached cone 202(2). By continually or periodically monitoring velocity and position of objects 206 while performing arrowhead drill 200, system 100 may determine agility of each athlete. For example, determining speed, acceleration and change of direction for each athlete may be measured as a continuous function over one or more predefined drill paths to provide significantly more detailed information on the athletes' agility and skill level than by evaluating speed and acceleration as average values between discrete points using fixed measurement devices (such as stop watches, touch pads and photocells), as previously done. The collection of velocity and positional information (i.e., velocity and positional information 126) eliminates the need for mechanical measurement devices along the drill path and allows velocity and acceleration data to be determined at any point along the path(s).
Performance drills are intended to predict the eventual success level of an athlete in real world situations. In the most primitive form, a stop watch collects time from start of the drill to completion to provide a gross measure of overall performance and may be useful as a first pass selection of athletes. However, this simple timing measurement gives no indication of how the athlete performed each element of the drill. Discrete measurement points along the path may be added to provide additional information, but since they are limited to discrete points along the path, this additional information is still limited to average performance measurements of the drill elements.
The collection of continuous data by system 100 provides complete performance measurements, such as velocity and acceleration, at all points along each element of the drill. In football drills, such as arrowhead drill 200 of
Thus, by monitoring velocity and position information continually (or periodically) for each athlete, weaknesses and strengths of each athlete may be easily measured.
In the simplest form, continuous real time position data collection may be employed on a 40 yard dash. Although existing systems provide total time and split times at discrete points along the path, from which the average velocity and acceleration between the split points can be calculated, these average values are limited by the positions of the discrete points. Since system 100 may collect position information in real time, velocity and acceleration values may be determined as a continuous function, allowing plots of instantaneous velocity and acceleration at any point along the 40 yard path.
The 40 yard dash and arrowhead drill 200 are used as examples and should not be used to limit the scope hereof. The advantages of real time data collection over existing discrete measurement systems hold true for all practice drills in all sports.
Data and Camera Integration: Performance Evaluation and Improvement
Camera control device 104,
Practice Field: Evaluation and Productivity
Data Only and Camera Integration: Keep Practice Productive
On a practice field it is often difficult, if not impossible, to know where all players are at all times. This is especially true when players have assignments on multiple squads such as offense, defense and any one of the special teams. If the coach cannot find an athlete, that athlete may miss important coaching advice and training. Further, one athlete missing from a training session may prevent training of ten other players on a squad until the missing athlete is found. Much valuable practice time is often lost due to players not being in the right location.
Since system 100 collects real time position information for all objects 106 continually, a coach may determine the location of any athlete by identifying the player (e.g., entering the player's number) to system 100 such that recording device 120 may display the current location of the player to the coach. In one example of operation, a coach enters a player's number into handheld device 142 and recording device 120 displays a plan of field 108 showing the location of the selected player. Optionally, system 100 may be configured and/or operated to display live video imagery of the player's activity to the coach on handheld device 142 by activating one or more cameras 110 to image the current location of the selected player. Thus, through the use of system 100, the coach learns the location of the selected player and can see the activity of that player, thereby allowing an instantaneous decision as to whether to call on him, wait for him or select a substitute.
Data Only: Assignment Verification
Collected, real time position data of an athlete(s) continuous position during a play can be used to determine whether the athlete correctly performed his specific assignment. As an example, consider an offense practicing plays where the receiver routes are of particular interest.
Assignment Verification Operation:
“Perfect Execution” Capture:
Eleven players may be outfitted with positioning tags so that their exact positions can be recorded as a play is executed. After diagramming the play, the players may walk through the play exactly as it is supposed to be executed. The data from all eleven players is plotted and saved in a play library as a template, such as Perfect Execution template 300,
“Practice Execution” Capture:
The players are told to run a specific play. This play may be executed at walk through speed, half speed or full speed. The real time continuous position of each player is captured as the play unfolds. Immediately following the play, the data for each player is plotted. An example of such a plot is shown in
Assignment Verification:
The Practice Execution plot 400 is then overlaid on the Perfect Execution template 300 for immediate evaluation by coaches on the field. An example of such an overlay is shown by overlay 500,
Overlay Automation:
For practical implementation, Perfect Execution template 300 and Practice Execution plot 400 overlay automatically. Furthermore, the overlay may be independent from where the data for each was collected. For example, Perfect Execution template 300 may be collected in a gym while Practice Execution plot 400 may be collected on a practice field days or even years later. In addition, successive plays may originate from different points on the practice field, and they could be moving in either direction.
Automatic overlay is accomplished by selecting two stable reference points whose relative starting positions to each other are known. For instance, in both Perfect Execution template 300 and Practice Execution plot 400, the position of the right tackle is known and stable relative to the position of the left tackle. Therefore, this relationship can be used in establishing the overlay starting point.
Data and Camera Integration: Mechanics and Performance Evaluation:
Real time position data is used to aim a camera(s) automatically at specific athletes of interest during a practice play execution to record video of the execution. The number of athletes videoed is limited only by the number of cameras. The video can be viewed in real time, while the play is being executed, or saved and reviewed later.
Real-Time Video and Performance Data:
The video stream from the camera is transmitted to a handheld or tablet computer being held by a coach on the field. The coach selects the player of interest on the screen before the play is executed. While the play is being executed, the camera isolates on this player and the video is streamed to the handheld for the coach to view in real time. As the player moves on the field a yellow line indicating the path traveled is laid down on the image of the field. A data window on the screen also indicates the current velocity and acceleration of the player.
Replay of Video and Performance Data:
In addition to streaming the video to the handheld, the video is also streamed to disk. The stored video can be used on the field by the coach for instant replay, which can be used in coaching the player. The replay video can be stopped at any point to freeze the action and highlight specific situations. The coach can also access the velocity and acceleration of the player at any point by touching the screen on the yellow path indication line.
Post Analysis of Video and Performance Data:
All continuous position, velocity, acceleration and path data, as well as video, from a practice session can be stored for post analysis. Successive plays can be compared to isolate what performance elements contributed to the success or failure of a particular play execution. For instance, in the case of a wide receiver running a route and being covered by a defender.
Post Analysis Use of Video:
Video can be used to analyze the receiver's body motion while running his route and distinguish between moves that are “fakes” (i.e., moves which are successful in confusing a defender), resulting in a successful play, from moves which did not confuse the defender, resulting in an unsuccessful play.
Post Analysis Use of Data Parameters:
Data such as velocity and acceleration at any point along the path traveled can be compared to identify the precise point at which burst of acceleration is particularly successful in getting distance between the receiver and the defender.
While the examples above involve an offensive play, identical situations exist for defensive plays as well as all special teams plays.
Integration of Real Time Data with Audio Feedback: Training and Task Execution
The collection of continuous real-time position data can be used in conjunction with an “in helmet” audio system to assist players in learning and perfecting new tasks. The audio system is mounted in the player's helmet in stereo fashion with a miniature speaker at the left and right ears. The speakers operate independently allowing specific information to be communicated to the player, in real time, through variations in tone and volume. The following are examples of how this might be used to train various player positions but the same principles could be applied to all positions in learning and perfecting new tasks.
Audio Feedback: Quarterback Example
To be an effective passer, a quarterback must know how much time he has in “the pocket” before he must get rid of the ball or run. The most basic parameter is time, which is measured in seconds (typically 3.5 or less). Failure to wait as long as possible could mean making a bad decision or throwing before a receiver has had time to get open. However, waiting 1 ms too long could result in a sack or career-ending injury.
Continuous real time data in conjunction with audio feedback can be used in helping a quarterback to learn the optimal time in the pocket. Real time position data is used to determine when the quarterback is located in the pocket. As soon as he is in position a timer start and a beeping sound is sent to the speakers in his helmet. This beeping increases in frequency as time expires. The frequency continues to increase until the maximum time has elapsed and the beeping becomes a steady tone.
In the real world, the maximum amount of time a quarterback has in the pocket may be cut short by defenders reaching him more quickly than anticipated. To be effective in this situation a quarterback must learn to “feel” the pressure of defenders. Defensive pressure usually comes from the left or right side and in this case the quarterback must sense the pressure through peripheral vision. Since he is focused down field looking for potential receivers this can be a difficult skill to master. By tracking the real time position of the defenders their proximity to the quarterback is easily determined. To aid the quarterback in learning to “feel” this pressure the beeping frequency can be increased more rapidly to reflect the decreasing available time in the pocket and the volume of the right or left speaker can be increased to indicate the specific direction the pressure is coming from.
Audio Feedback: Receiver Example
For a receiver to be effective, he must be where the quarterback expects him to be. The most basic element of this is running the proper route. Continuous real time position data in conjunction with audio feedback can be used to help the receiver learn his routes quickly and accurately so that he runs them the same every time.
When the receiver first begins his route, there is tone of equal volume in both speakers. As he moves along the path, the system senses his position and slowly increases the volume in the ear on the side to which he will eventually cut. Upon arriving at the cut point, the volume in the speaker on the side of the cut hits a peak and the speaker on the opposing side shuts down completely.
The second element of being in the right place, and eluding defenders, involves running the various legs of the route at different speeds. In this instance, the tone in the example above would be replaced by a beeping sound. The frequency of the beeping indicates the speed at which the receiver should be running. In a simple case, a low frequency would represent a jogging speed, a medium frequency would represent a medium speed run and a high frequency beeping would present full speed. The system controls the beeping frequency by sensing what leg of a route the receiver was on and delivering the preprogrammed speed message. In an alternate embodiment, the beeping may have a frequency based upon a desired cadence for the athlete, thereby indicating the desired running speed.
Both messages (speed and direction) can be delivered to the receiver by employing the volume and beeping frequency described above simultaneously. The beeping frequency indicates the speed to run and the volume of the beeping in the right or left ear indicates the direction to turn.
Integration of Real Time Data with Visual “Heads-up” Feedback: Training and Task Execution
The collection of continuous real-time position data can be used in conjunction with “heads up” technology to assist players in learning and perfecting new tasks. The heads-up technology consists of a pair of transparent glasses 144 (
Visual Heads-up Feedback: Quarterback Example
Time in the Pocket:
To be an effective passer, a quarterback must know how much time he has in ‘the pocket’ before he must get rid of the ball or run. The most basic parameter is time, which is measured in seconds (typically 3.5 or less). Failure to wait as long as possible could mean making a bad decision or throwing before a receiver has had time to get open. However, waiting 1 ms too long could result in a sack or career ending injury.
Continuous real time data in conjunction with heads-up technology can be used in helping a quarterback to learn the optimal time in the pocket. Real time position data is used to determine when the quarterback is located in the pocket. As soon as he is in position, a timer starts and bar graphs located in both the far right and left corners of his vision begin growing. When there is 0.5 seconds remaining the graphs begin blinking and when time has expired, they turn solid red.
In the real world, the maximum amount of time a quarterback has in the pocket may be cut short by defenders reaching him more quickly than anticipated. To be effective in this situation a quarterback must learn to “feel” the pressure of defenders. Defensive pressure usually comes from the left or right side and in this case, the quarterback must sense the pressure through peripheral vision. Since he is focused down field looking for potential receivers this can be a difficult skill to master. By tracking the real time position of the defenders, their proximity to the quarterback is easily determined. To aid the quarterback in learning to “feel” this pressure the bar graphs can be increased more rapidly to reflect the decreasing available time in the pocket. In addition, the system can sense the specific position of the defenders and they can be represented by dots that start out at the far most sides of the glasses and move toward the center as the defenders get closer. When the defender dot reaches the center of the vision area, the defender has reached the quarterback.
Receiver Looks:
In any passing play, a quarterback has multiple receivers to select from and a limited time to make the best selection. The process of deciding which receiver to throw to is referred to as “receiver looks”. The most effective quarterbacks are those who methodically move through these looks to find the best receiver to throw to. Typically, there will be a primary look, the receiver the ball is intended to go to, a secondary look, the receiver the quarterback will consider if the primary is tightly covered and a safety valve. The safety valve is a receiver positioned such that the quarterback can dump the ball off when he has reached his maximum time in the pocket (described above). Note that a quarterback typically only has 1.2 to 1.5 seconds to evaluate each of his receivers so this is not an easy skill to perfect, especially under defensive pressure.
Continuous real time data in conjunction with heads-up technology can be used in helping a quarterback learn to rotate methodically through his available receivers. As the quarterback drops back into the pocket, the dynamic position of the primary receiver appears as a dot in his vision. Since the system is sensing the actual position of the primary receiver this dot represents the actual, relative position of the receiver. If the receiver starts out on the left side and runs straight up the field, then the dot will start in the bottom left hand side of the vision and move up the left side of the vision. If the receiver runs across the middle then the dot will start out in the bottom left and move up and left to right through the vision. As an aide to help the quarterback rotate at the right time, the receiver dot begins to blink at programmed time (say 1 second). At a preprogrammed time (say 1.5 seconds) the primary receiver dot turns off and the secondary receiver dot turns on and functions in the same manner as the primary receiver dot. Following the second interval (say 1.5 seconds or total of 3 seconds), the safety receiver dot turns on. Optionally, dots corresponding to multiple potential receivers are shown simultaneously in the quarterback's vision, allowing the quarterback to select the best receiver (e.g., the receiver in a most desired position) to throw to, from multiple options.
Team Position Reads:
Real time position of all or select members of a team may also be represented with heads-up technology, enabling a player (e.g., the quarterback) to determine when other players are in or approaching a desired position. For example, position of players involved in a predetermined play may appear as dots in the quarterback's vision. When the dots achieve or approach a desired formation, indicating that players are in position for or moving into position for the play, the quarterback may initiate the play.
Combining Time in the Pocket and Receiver Reads:
As a quarterback's training progresses the time in pocket feedback and receiver look elements can be integrated to provide the quarterback with maximum real-time feedback to become a more effective and efficient passer.
Simulated Use of Heads-up Feedback:
Once data has been captured while using this system in practice with real receivers and real defenders, it can be replayed at any time. This allows the quarterback to practice and experience the live situation without all of the other players being present thus allowing them to work on perfecting their own individual roles. This is essentially a video game where the quarterback is an active participant and the actions of the receivers and defenders are derived from data of his actual teammates. This allows players in skill positions, such as quarterbacks, to maximize the amount of time they spend perfecting their role, under life like conditions, without requiring the other 21 players to be present. This video game like ability yields an unprecedented advance in the training of skill position players.
Visual Heads-up Feedback: Receiver Example
Route Definition:
In this situation the heads-up glasses display is used much like the display on a GPS. The receiver is able to look right through the transparent glasses but a line indicating the specified route would be projected in front of him. The system continuously senses the receiver's position and as he traveled down each leg of the route, the path would get shorter and shorter until he reached a turning, or cutting, point. As soon as he made his cut, the next leg of the route would turn upward indicating forward motion in that direction.
Route Speed:
Each leg of a route may have a different ideal speed and in some cases, there may even be multiple speeds per leg. As the receiver moves along the path, specified by the route definition method described above, the ideal speed in feet/second is projected in his field of view. The system continuously monitors his current speed and displays this next to the ideal speed. The system monitors the athlete's performance in real time and may provide visual indications to the athlete when the athlete meets certain desired criteria, or when those criteria are not being met by the athlete. For example, if the athlete needs to speed up then his actual speed may be projected in green and if he needs to slow down then it may be projected in red.
Game Time: Coaching
Data Only: Assignment Verification
Assignment verification can be employed in a game situation in exactly the same way it is employed during practice sessions. This provides coaches with real time feedback as to which players are performing their assignments accurately and consistently.
Data Only: Fatigue Analysis
Various parameters such as time on the field and distance traveled may be tabulated and used to determine when a player's effectiveness may be diminishing.
Time on the Field
The total amount of time a player is on the field during a quarter, half or game can be determined by accumulating time when the player is located in the region of play defined by the playing field and both end zones. This parameter can be made even more relevant by associating the time accumulation with the playing clock such that time on the field is only accumulated when the game clock is running.
Distance Traveled
In many skill positions, such as running backs, defensive backs and receivers, total distance traveled by the athlete may be a more accurate determinant of fatigue than time on the field. The total distance traveled by an athlete during a quarter, half or game can be determined by accumulating distance traveled when the player is located in the region of play defined by the playing field and both end zones.
Data and Camera Integration: Opposition Evaluation
Real time position data is used to aim a camera(s) automatically at the area “around” a specific athlete of interest. By aiming a camera at the area around a specific athlete it is possible to determine how the opposition is responding to specific actions of the athlete of interest. For instance, by aiming a camera at the area around a wide receiver the defensive backfield rotations and/or assignments of the opposition can easily be determined.
System 600 includes a performance analysis device 602 that determines a location of each of a plurality of athletes 606 within an operational field 608. In the example of
Feedback device 644 may represent one or more of a visual display, such as a liquid crystal display (e.g., a watch and a bicycle handlebar display unit) and a HUD incorporated within glasses (e.g., glasses 144,
Performance analysis device 602 includes a performance monitor 622 that utilizes real time location information from location units 612 and biometric feedback information from biometric sensing units 646 to determine, for each athlete 606, performance that includes one or more of location, velocity, stress level, and fatigue level. Performance monitor 622 may also generate and maintain profile data for each athlete, shown as profile data 621 stored within recording device 620 of performance analysis device 602. Profile data 621 may include, for each athlete, historical performance such that current and future performance of the athlete may be predicted. For example, if a particular athlete finished a four-thousand meter training race in the morning, a lighter level of afternoon training may be expected for that athlete and performance analysis device 602 may not push the athlete as hard as another athlete who was resting that morning.
Recording device 620 may generate a live feed and allow interaction with a user through a display device 630.
In the example of
In another example, a quarterback receives feedback, indicating a projected fatigue level for potential receivers, allowing an informed choice as to which receiver to select for a particular play. Similarly, the quarterback may receive fatigue information for defenders such that potential weaknesses may be reduced or at least identified at the last second prior to the snap of the football.
Each athlete 606 may receive feedback indicating the location of other athletes relative to himself, particularly athletes not directly in his current field of view. Further, each athlete may receive feedback relating to their entire team, based upon processing of data by performance analysis device 602. For example, where a player in a football team is recovering from high impact in a previous play, other team members will be aware of this through feedback from performance analysis device 602.
Biometric sensing units 646 may include one or more accelerometers that measure impact to athlete 606 and movement of the athlete. In one example, these biometric sensors measure cadence of the athlete running such that performance monitor 622 may determine stride length (e.g., based upon measured cadence and speed determined from location information).
Performance analysis device 602 may also monitor athletes 606 while resting between training exercises, such that profile data 621 for each athlete includes recovery rates.
Performance analysis device 602 may include a strategy manager 626 that creates and/or utilizes strategy data 627 stored within recording device 620. In one example, strategy data 627 represents plays (e.g., Perfect Execution Template 300,
In an embodiment, coach 652 receives ‘alarm’ messages from performance analysis device 602, via wireless transceiver 640 and hand held device 642, indicating athletes that have one or more of: high stress levels, high fatigue levels, high temperatures, and other abnormal biometric information. Coach 652 may then make informed decisions to rest athletes prior to potential injuries or life threatening conditions.
Changes may be made in the above methods and systems without departing from the scope hereof. For example, the athletes referenced above may represent any type of participant within an operational field or field of play. Performance analysis device 602 for example provides biometric information to and of any “team”. By tracking and reporting biometric data of team members, performance analysis device 602 allows team members to monitor one another, and/or allows an instructor, coach or supervisor to monitor each team member. In one aspect, performance analysis device 602 allows commercial divers, astronauts or fighter pilots to monitor one another for signs of panic (e.g., increased respiration and heart rate) or distress even when out of sight. It should thus be noted that the matter contained in the above description or shown in the accompanying drawings should be interpreted as illustrative and not in a limiting sense. The following claims are intended to cover all generic and specific features described herein, as well as all statements of the scope of the present method and system, which, as a matter of language, might be said to fall therebetween.
Claims
1. A system for providing real-time audio feedback to an athlete, comprising:
- one or more audio speakers configured to be co-located with the athlete and play the real-time audio feedback to the athlete; and
- a performance analysis device configured to: continuously determine a location of the athlete from a location device worn by the athlete, determine an audio signal, based on the continuously-determined location of the athlete, that indicates how well, or not, the athlete conforms to one or both of a path and a speed, and direct the one or more audio speakers to play the audio signal as the real-time audio feedback.
2. The audio feedback system of claim 1, the one or more audio speakers including left and right speakers for left and right ears, respectively, of the athlete.
3. The audio feedback system of claim 2, the left and right speakers being mounted to a helmet worn by the athlete.
4. The audio feedback system of claim 2, the audio signal indicating the real-time audio feedback to the athlete via a beeping frequency of a beeping sound, a tone, a volume of one or both of the left and right speakers, and a verbal message.
5. The audio feedback system of claim 2, the audio signal being configured to indicate how well the athlete conforms to the speed via a beeping frequency of a beeping sound.
6. The audio feedback system of claim 2, the audio signal being configured to indicate how well the athlete conforms to the path via a volume of one or both of the left and right speakers.
7. A method for providing real-time audio feedback to an athlete, comprising:
- continuously determining a location of the athlete from a location device worn by the athlete;
- determining an audio signal, based on the continuously-determined location of the athlete, that indicates how well, or not, the athlete conforms to one or both of a path and a speed; and
- directing one or more audio speakers, co-located with the athlete, to play the audio signal as the real-time audio feedback.
8. The method of claim 7, the one or more speakers including left and right speakers for left and right ears, respectively, of the athlete.
9. The method of claim 8, the left and right speakers being mounted to a helmet worn by the athlete.
10. The method of claim 8, wherein said determining the audio signal includes determining the audio signal such that the audio signal, when played on the left and right speakers, indicates the real-time audio feedback to the athlete via a beeping frequency of a beeping sound, a tone, a volume of one or both of the left and right speakers, and a verbal message.
11. The method of claim 8, wherein said determining the audio signal includes determining the audio signal such that the audio signal, when played on the left and right speakers, indicates to the athlete how well the athlete conforms to the speed via a beeping frequency of a beeping sound.
12. The method of claim 8, wherein said determining the audio signal includes determining the audio signal such that the audio signal, when played on the left and right speakers, indicates to the athlete how well the athlete conforms to the path via a volume of one or both of the left and right speakers.
13. A system for providing real-time audio feedback to an athlete in a field of play, comprising:
- one or more audio speakers configured to be co-located with the athlete and play the real-time audio feedback to the athlete; and
- a performance analysis device configured to: continuously determine a location of the athlete from a location device worn by the athlete, continuously determine, from a location device worn by each of one or more other athletes in the field of play, a location of said each of the one or more other athletes, determine an audio signal based on the continuously-determined location of the athlete and the continuously-determined location of said each of the one or more other athletes, and direct the one or more audio speakers to play the audio signal as the real-time audio feedback.
14. The audio feedback system of claim 13, the one or more audio speakers including left and right speakers for left and right ears, respectively, of the athlete.
15. The audio feedback system of claim 14, the left and right speakers being mounted to a helmet worn by the athlete.
16. The system of claim 14, the performance analysis device being further configured to:
- determine a direction from which situational pressure is coming toward the athlete, the situational pressure being based on proximity of the athlete to each of the one or more other athletes; and
- indicate the direction to the athlete via the real-time audio feedback by controlling a volume of one or both of the left and right speakers.
17. The audio feedback system of claim 16, the performance analysis device being further configured to determine the proximity of the athlete to said each of the one or more other athletes based on the continuously-determined location of the athlete and the continuously-determined location of said each of the one or more other athletes.
18. The audio feedback system of claim 17, wherein the athlete is a quarterback in an American football game, and the one or more other athletes are defenders of the quarterback.
Type: Application
Filed: Jul 30, 2019
Publication Date: Nov 21, 2019
Inventors: Douglas J. DeAngelis (Ipswich, MA), Edward G. Evansen (West Newbury, MA)
Application Number: 16/526,638