EP1530497A1 - Appareil pour jeu competitif impliquant l'utilisation d'un ballon de basket et d'un panier de basket - Google Patents
Appareil pour jeu competitif impliquant l'utilisation d'un ballon de basket et d'un panier de basketInfo
- Publication number
- EP1530497A1 EP1530497A1 EP03764886A EP03764886A EP1530497A1 EP 1530497 A1 EP1530497 A1 EP 1530497A1 EP 03764886 A EP03764886 A EP 03764886A EP 03764886 A EP03764886 A EP 03764886A EP 1530497 A1 EP1530497 A1 EP 1530497A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- basketball
- ball
- player
- game
- hoop according
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
- 230000002860 competitive effect Effects 0.000 title claims abstract description 14
- 230000004888 barrier function Effects 0.000 claims abstract description 29
- 238000012549 training Methods 0.000 claims abstract description 17
- 230000001133 acceleration Effects 0.000 claims abstract description 6
- 238000012546 transfer Methods 0.000 claims description 10
- 238000009826 distribution Methods 0.000 claims description 8
- 238000005096 rolling process Methods 0.000 claims description 8
- 238000004590 computer program Methods 0.000 claims description 7
- 230000009191 jumping Effects 0.000 claims description 4
- 238000004364 calculation method Methods 0.000 claims 4
- 238000011156 evaluation Methods 0.000 abstract description 3
- 230000006872 improvement Effects 0.000 abstract description 3
- 238000005259 measurement Methods 0.000 description 8
- 238000000034 method Methods 0.000 description 7
- 230000006870 function Effects 0.000 description 5
- 230000008450 motivation Effects 0.000 description 3
- 230000008901 benefit Effects 0.000 description 2
- 230000000903 blocking effect Effects 0.000 description 2
- 210000002310 elbow joint Anatomy 0.000 description 2
- 238000005516 engineering process Methods 0.000 description 2
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- 230000001960 triggered effect Effects 0.000 description 2
- 230000009471 action Effects 0.000 description 1
- 230000000386 athletic effect Effects 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 238000007667 floating Methods 0.000 description 1
- 210000004394 hip joint Anatomy 0.000 description 1
- 230000003116 impacting effect Effects 0.000 description 1
- 210000000629 knee joint Anatomy 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
- 230000003340 mental effect Effects 0.000 description 1
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- 230000036314 physical performance Effects 0.000 description 1
- 238000003825 pressing Methods 0.000 description 1
- 238000012545 processing Methods 0.000 description 1
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- 210000000323 shoulder joint Anatomy 0.000 description 1
- 238000004088 simulation Methods 0.000 description 1
- 230000000638 stimulation Effects 0.000 description 1
- 210000003857 wrist joint Anatomy 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/0071—Training appliances or apparatus for special sports for basketball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0669—Score-keepers or score display devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
- A63B2024/0037—Tracking a path or terminating locations on a target surface or at impact on the ground
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B63/00—Targets or goals for ball games
- A63B2063/001—Targets or goals with ball-returning means
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2225/00—Miscellaneous features of sport apparatus, devices or equipment
- A63B2225/15—Miscellaneous features of sport apparatus, devices or equipment with identification means that can be read by electronic means
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2225/00—Miscellaneous features of sport apparatus, devices or equipment
- A63B2225/20—Miscellaneous features of sport apparatus, devices or equipment with means for remote communication, e.g. internet or the like
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B63/00—Targets or goals for ball games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B63/00—Targets or goals for ball games
- A63B63/08—Targets or goals for ball games with substantially horizontal opening for ball, e.g. for basketball
- A63B63/083—Targets or goals for ball games with substantially horizontal opening for ball, e.g. for basketball for basketball
Definitions
- the invention relates to a system for a competitive game according to the preamble of claim 1.
- U.S. Patent No. 5,364,091 by Robert Sebek is a throwing system that offers the possibility of throwing balls onto a basketball hoop at any repetition rate by means of a closed ball circuit, the balls being presented to the player with the aid of a ball dispenser, in which the basket position is also relative to the throwing position of the player is changeable and the basket hits are counted.
- the Sebek device has significant disadvantages for the user: the training player is always in the same position, which from the outset never corresponds to a realistic situation in basketball game, which at the same time corresponds to an ideal throwing movement developed by the school, which necessarily develops from the running movement opposes.
- the rigid throwing position does not require any overall physical strain on the player in terms of basketball-related mileage and can therefore not provide information about the athlete's physical and physical performance.
- Another disadvantage is that the device only distinguishes between hits and misses, although neither player nor coach is satisfied with a happy ring hit. In this sense, this device does not train to optimize the litter because the necessary differentiated feedback is missing. Furthermore, it is not apparent from this patent specification how the registration of the hits should take place technically.
- Another disadvantage is that the balls are presented at an unchangeable height; small and very large players are disadvantaged.
- the safety nets attached just below the basket level are likely to interfere with the player's perception of space from the basketball court, because subjectively the basket seems to hang too low.
- this training device does not appear to be suitable for taking into account all aspects of training in throwing technique and, accordingly, for giving optimal instructions for improving the components of the basket throw.
- Many other training devices precede the Sebek invention and only experience an improvement through it, so that the disadvantages of the older inventions are not shown.
- a detailed solution for the registration of basket hits is described in US Pat. 4,858,920 presented by Jerry Best.
- a light barrier is to register the ball that passes between the transmitter and receiver sections of the light barrier.
- the receiving part of the light barrier is housed in the ring of the basket, the measuring beam is so high even with a transmitter part placed as low as possible that reliable registration is doubtful; because a ball with a flat trajectory can dip a third of its diameter below the height of the ring and still jump back out of the basket from the ring. In addition to the possible error rate, this technical solution does not differentiate between the qualities of basket hits.
- the object of the present invention is to provide a play area and, at the same time, a training area for optimizing the throwing of basketball for real-life basketball players, all essential components of a basketball player's performance being measured and immediately evaluated and reported with the aid of an intelligent computer program;
- the technology described below, together with the rules of the game specially developed for this facility, should form the basis for a new, highly motivating competitive sport in which each participant can compare performance with any other participant anywhere in the world via the global data network.
- the training or game unit is initialized by the player inserting his personalized chip card into the card reader connected to a computer.
- the data records stored for this chip card in a database become the current data records. They contain the personal data of the player, the previous performance data and the last settings made by the player for the distance of the basket and the height of the ball presentation.
- the height of the ball presentation is calculated by the computer program as a function of the stored body size of the player and is automatically set immediately after the player has been identified; in the same way, the basket mast is moved to the last set distance.
- the entire processing of the payment for the use of the system is carried out via the chip card by loading time credit for the owner of the chip card at arbitrary intervals with arbitrarily high amounts, which is then exactly to the second according to the user period of time can be debited.
- the player can change the settings described, how they are then saved as new individual standard settings and automatically adjusted the next time the chip card is inserted.
- the player can control the game program via the simplified computer keyboard. Pressing the enter key starts the main procedure of the computer program.
- the program waits until the player decides on one of the two drop zones as the starting position and enters it.
- the system detects this action with the help of the light barriers at the drop zones.
- the ball conveyor chain of the conveyor arm opposite the selected platform is set in motion until a ball on the first presentation plate depresses the pressure sensor.
- the ball lying in the front of the magazine channel automatically rolls on the vacated space of the ball conveyor chain.
- the system waits for a defined period of time until the start signal for the first throw cycle is given to the player.
- a smaller, randomly long waiting time is added to the start signal at a specified minimum waiting time, in order to demand concentration and reaction performance from the player and thereby alleviate the effect that the start cycle of the first throw cycle would always be shorter than that due to a reliably expected start signal the running times of the following throw cycles.
- the player With the signal, the player starts towards the first ball transfer station. At the same time, time measurement for the throw cycle begins.
- the player takes the ball from the presentation plate, which according to the invention is so flat and small in diameter that the player can grasp the ball in the school-like hand position that is suitable for the throw and remove it from the side, i.e. without lifting the ball as if the ball was handed over to him by an opponent at an ideal height.
- the signal triggered in the process causes the opposite delivery arm to convey a ball to the associated display plate.
- the player now enters the second drop zone. This position is controlled by a horizontal light barrier that extends beyond the open side of the drop zone. This ensures that the player is in the throw-off area with both feet. If the signals from this light barrier do not correspond to the pattern of two-footed feet in the drop zone, the following throw is considered invalid.
- this light barrier fulfills the function of measuring the jump height when throwing, by measuring the time between the jump and the picking up, i.e. the Time in which the measuring beams are not interrupted.
- the jump height can therefore be specified exactly and this size, which is decisive for the performance of the player, can be included in the overall performance.
- a signal is sent to the computer via a tension sensor in the lower part of the net.
- This signal is interpreted by the computer program as a pure network hit and thus as a most significant hit.
- an acceleration sensor built into the ring also sends a signal to the computer. If the ball then falls through the net, the hit from the train sensor is interpreted as a ring hit.
- the measurement of the time interval between the two signals can now be used to distinguish between the qualities of ring hits. The more clearly the ring is hit, the stronger the ball bounces back from the ring and the longer the time until it passes through the net.
- any number of hit qualities can be determined, but for the sake of clarity, 3 graded hit categories are preferred: the pure net hit, the light ring hit and the clear ring hit. Every trained basketball player will be very happy to differentiate between these categories, although in Field game such a distinction does not exist. Subjectively, however, a net hit has a very special value for this player, while a clear ring hit is remembered more than a luck hit with which he cannot really be satisfied. In this context, it is important to mention that ring hits are often caused by a too flat trajectory of the ball, which in turn indicates insufficiently trained athletics or jumping technique, as described above.
- the first throw cycle is completed.
- the data of the litter are displayed on the monitor immediately afterwards, in a special manner described below.
- the second throw cycle begins with the starting point for measuring the second runtime. If no signal from at least one of the two sensors on the basket reaches the computer within a defined period of time, a mistake is assumed. In this case, the starting point of the second throw cycle is equated with the point in time when the ball was taken from the presentation plate for the missed throw that has just been detected, that is, with the signal from the pressure sensor on the presentation plate. In a way, this creates a negative hit category in which the ball does not even touch the basket ring ("air ball").
- Such a weak throw is punished by additionally burdening the running time of the following throw with the time that would otherwise pass from picking up the ball to registering a hit or touching the ring.
- the thrown ball falls on one of the sloping collecting areas, unless it bounces back, which is very unlikely, so strongly from the ring that it lands outside the collecting area.
- the quilts have padding comparable to an exercise mat, which prevents the ball from bouncing multiple times, but at the same time offers a surface that is so stable that the ball does not sink and therefore necessarily rolls to the lowest point on the quilts as flat as possible.
- the collection areas lead to the collection channel, which is transverse to the throwing direction and which in turn bends downwards in the middle of its length.
- a rocker is attached at this point to ensure that the balls from one side have the right of way by rolling over the ball coming from the preferred side depresses one arm of the rocker and thus lifts the opposite arm, so that a ball rolling on the non-preferred side at this point is briefly blocked by the raised arm, so that the preferred ball arrives first at the mouth of the magazine channel.
- the magazine The gutter is already under the cover so that the row of balls can no longer be disturbed by impacting balls.
- the magazine trough drops towards the player, so that no mechanical aid for ball transport is necessary until the end of this magazine trough.
- the balls are again distributed to the two conveyor arms without mechanical help. This is done in such a way that the foremost ball waiting on the magazine trough is blocked when the transport troughs of the conveyor chains closest to the magazine trough are occupied by a ball.
- the conveyor chains are lower than the magazine trough, so that the ball lying on the magazine trough is at an angle above and with even contact with the two balls on the conveyor chains.
- the conveyor chains are each driven by a motor controlled by the computer program. They set in motion when the ball is taken from the other display plate and the switch on the display plate triggers a signal.
- the distributed ball transfer stations provide another major, this time technical advantage: Because a ball transfer station in the described system configuration only has to present every second ball and the runtime is added between the throws, it remains relevant to a ball transfer station more than twice the time for the presentation of the next ball. That means slower rolling speed of the balls, less forced control, but more self-regulation of the balls by gravity, i.e. less technical effort and thus lower costs. Because of the slow rolling speed, the presentation plates can be made very flat, which offers the advantages described above for the player.
- the facility's supply and production capacity is designed to ensure uninterrupted training, even if a player takes the shortest possible break between completed series of preferably 16 throws.
- the player can always see the speed of the run, the jump height and the hit category on the monitor, which is visible to the player at all times.
- a total score is calculated in which the performance components weighted in a way that a basketball coach would weight for its players;
- the total distance to the basket is included in the total, insofar as a greater distance multiplies the pure number of points from the throw by a larger factor.
- a defined number of litters preferably 16 litters, is combined into a series, in such a way that during the series, in addition to the values for the individual litters, the current average value of the previous litters in the series is displayed after each throw.
- This average value represents the orientation for the player in the current series. He incites the player when the average value falls below his usual performance level and heightens the concentration when an above-average series is emerging.
- hit series are shown on a separate area of the monitor as correspondingly long bar charts.
- a pure net hit starts all three hit category series, while a light ring hit starts the two ring hit category series and a clear ring hit only starts the corresponding low-quality hit series.
- a light ring hit following a pure net hit ends the series of pure net hits, but continues the two ring hit series etc.
- a missed throw ends all hit series and a subsequent hit starts the corresponding hit series (s) again.
- the length and category of the hit series achieved form a coefficient that is multiplied by the objective point value of the current hit. Now the previous series results of the day are sorted according to their point values, whereby the average of the preferably 3 best series results is also displayed on the monitor as a so-called preliminary daily result.
- this is the guideline for the day or the game unit.
- the goal of the player is to improve this preliminary daily result. This is already achieved when only the third best daily result is hit so that the goal is always within reach even on weaker days and the motivation remains at a high level at all times.
- the three best daily results from a longer period, preferably 12 months are combined into a so-called annual result, which is also displayed on the monitor. It can be improved by a completed series if this series improves the preliminary daily result to such an extent that this preliminary daily result at least exceeds the third best daily result so far.
- the annual result of each player is decisive for his position in a ranking. This ranking list is kept on a central internet server and updated at regular intervals. This means that every member of the ranking can compare himself directly to every other member. This provides the highest level of game stimulation and training motivation that has never existed before.
- the overall concept of the system described here i.e. the technical possibilities in unity with the game rules described, offers completely new possibilities of training and play for every user, regardless of their age and ability.
- the system represents the optimal compromise between the simulation of the most important game situation in the field game and the constant repeatability of this situation without annoying side tasks for the player.
- the technical concept in conjunction with the psychologically sophisticated game system creates the conditions for the ideal automation of the basket throw.
- the feedback from the system behaves like an unrelenting but just trainer who reveals every weakness, guides improvement and rewards every progress. This gives the player the opportunity to improve systematically.
- the constant repetition is by no means perceived as tedious and boring, on the contrary, the player is inevitably drawn into enormous self-motivation by the special rating system.
- the standardized performance measurement can be used to compare the performance of all participating players via the global data network.
- Interesting global rankings can be created for each participant with defined query types (age groups, gender, regions, etc.), which can be viewed at any time via Internet access. The game is suitable for all ages and all skill levels. Even beginners who are no longer young will enjoy it, because the absolute In this case, the ranking of the individual is less important than the comparison to one's own past performance and to the neighbors on the ranking.
- the computer program also offers a so-called duel mode, in which two agreed players put their series against each other with a counting method that is comparable to that in tennis.
- a duel mode in which two agreed players put their series against each other with a counting method that is comparable to that in tennis.
- beginners can play against each other if they are at approximately the same level of performance.
- Even a remote duel over the data network in real time is conceivable, with a corresponding tension and entertainment value.
- Fig. 1 Side view of the entire system
- Fig. 2 Top view of the entire system.
- Fig. 3 View of the system in the player's throw direction
- Fig. 4 enlarged view of the ball distribution in the side view
- Fig. 5 enlarged view of the ball distribution in plan view
- Fig. 6 Section A-A of Fig. 2 with a typical constellation of balls on the seesaw
- Fig. 7 Section A-A of Fig. 2 with another typical constellation of balls
- Fig. 8 enlarged view of the basket
- Fig. 9 enlarged view of the basket with a ball passing through the net
- Fig. 1 shows the overall view of the system from the side, with the side wall removed.
- the player 10 has jumped off the right-hand drop zone 20 and is in the flight phase of a jump throw.
- the maximum jump height is measured by the right measurement light barrier 22 and light barrier receiver 25 and transmitted to a computer 11.
- a dropped ball is intended to fall through the basket net 28, which is attached to the basket ring 27, which is mounted on the basket plate 32, which in turn is fixed to the basket mast 33. In the event that the ball passes through the basket net 28, it triggers an electrical signal via the tension sensor 30, which is forwarded to the computer 11.
- the basket mast 33 stands on a chassis 34 with wheels 35; it can be changed at a distance from the player 10 by means of a travel gear ring 38 driven by a travel stepping motor 36 on a travel rack 37. 1 shows the basket mast 33 at the greatest distance from the player 10, while the dashed representation of the basket complex represents the shortest distance. All balls thrown onto the basket ring 27 either fall onto a rear collecting surface 41, onto a front left collecting surface 39, onto a front right collecting surface 40 or onto a cover 42. All of the surfaces mentioned fall down to a collecting channel 43, so that all the balls dropped gather there in any case.
- Ball 4 for example, rolls on the rear collecting surface 41 in the direction of the collecting trough 43, ball 6 rolls on the cover 42 from the opposite direction to the collecting trough 43.
- the rocker 44 attached in the center of the collecting trough 43 prevents collecting balls from blocking each other , This function of the rocker 44 is shown in more detail in FIGS. 6 and 7.
- the collecting trough 43 bends downwards in its middle.
- the dropped balls bend at a right angle from this lowest point of the collecting trough 43 into a magazine trough 46.
- This magazine trough 46 has a gradient towards the left conveyor arm 48 and the right conveyor arm 49, so that the remaining balls move automatically as soon as either the left conveyor arm 48 or the right conveyor arm 49 advances a ball.
- the self-regulating distribution of the balls on the conveyor arms 48 and 49 and the functioning of the conveyor arms 48 and 49 are shown in more detail in FIGS. 4 and 5.
- the left conveyor arm 48 together with the left presentation plate 15 hinged to it and the right conveyor arm 49 together with the right presentation plate 16 hinged to it are height-adjustable to adapt to the body size of the player 10.
- the parallel guide rod 60 ensures the constant gradient of the conveyor arms 48, 49 to the presentation plates 15, 16.
- the height adjustment takes place via a height adjustment stepper motor controlled by the computer 11 with ring gear 63, which engages in the height adjustment rack 65, which is guided in the height adjustment rack guide 66.
- the next ball 1 is shown in the illustration on the left presentation plate 15. As soon as the ball 1 is removed from the left presentation plate, the left pressure sensor 17 sends a signal to the computer 11, whereupon the next ball on the left conveyor arm 48 is requested.
- the barrier 26 forms the end of the front collecting surfaces 39 and 40 and prevents the player 10 from being able to come closer to the basket ring 27 than the specified distance indicates.
- Fig. 2 shows the entire system in plan view.
- the cover 42 protects the magazine channel 46 with the balls lying thereon as well as the left conveyor arm 48 and the right conveyor arm 49 with the balls lying thereon against a disturbance by balls rebounding.
- the conveyor arms 48, 49 are connected by the conveyor arm connection 50, so that the left presentation plate 15 and the right presentation plate 16 are height-adjustable at the same time. be adjusted.
- the cover 42 falling towards the collecting channel 43 fulfills the function of a collecting surface. This illustrates ball 6, which rolls in the direction of collecting channel 43. Another ball 5 rolls on the right front collecting surface 40 to the collecting trough 43.
- the rear collecting surface 41 is a flat surface that is inclined to the collecting trough 43, so that the ball 4 takes the desired path, for example.
- the chassis 34 is located under the rear collecting surface 41; the basket mast 33 mounted thereon protrudes through the elongated hole 68 recessed in the rear collecting surface 41. In this elongated hole 68, the basket mast 33 with basket plate 32 and basket ring 27 can be moved with the aid of the travel rack 37 and the travel stepping motor engaging therein with a toothed ring 36.
- the collecting trough 43 extends over the entire width of the system.
- Conveyor arm 49 and are presented to the player on the left presentation plate 15 and the right presentation plate 16.
- the ball 2 is here ready for the player.
- the left drop zone 19 is covered by the left measuring light barrier 21 and the light barrier receiver 25 over the entire width.
- the left control light barrier 23 ensures that a player is completely in the left throw zone 19 during the throw.
- the right-hand drop zone 20, the right measuring light barrier 22 and the right control light barrier 24 are mirror images.
- the player 10 is on the right drop zone 20 in the jumping phase. Its position is controlled by the right control light barrier 24, while the right measurement light barrier 22 determines the duration of the floating phase of the player 10, just as the left control light barrier 23 and the left measurement light barrier 21 perform the same tasks on the left throw zone 19.
- the player 10 aims at the basket ring 27 with basket net 28, which are connected to the basket mast 33 via the basket plate 32. All operating and communication elements such as monitor 12, card reader 13 and keyboard 14 and the computer 11 are concentrated under the cover 42.
- the left presentation point 15 with the ball 2 and the right presentation plate 16 protrude from the complex enclosed by the cover 42.
- the barrier 26 builds up vertically in front of the player 10 and stretches across the entire width of the facility. It is closed off from the front left collecting surface 39, the cover 42 and the front right collecting surface 40.
- FIG. 4 shows an enlarged detail from FIG. 2 in a side view of the ball distribution, specifically in a typical phase of the automatic ball distribution.
- the front part of the magazine channel 46 can be seen, on which balls are located.
- the left conveyor arm 48 and the right conveyor arm 49 are connected, the left conveyor arm 48 being covered by the right conveyor arm 49 in this view.
- the drivers 56 of the right conveyor arm 49 are set in motion by the right conveyor motor 54 by means of the V-belt 55, which drives the toothed pulleys 52 with the toothed belt 51.
- the ball 7 had previously been in the same relative position on the right conveyor arm 49 as the ball 9 behind it on the left conveyor arm 48, and the ball 8 had leaned forward on the balls 7 and 9 on the downwardly inclined magazine trough 46. After ball 7 moves away from ball 8, thereby removing the leaning to the side of the right conveyor arm 49, the ball 8 tilts onto the right conveyor arm 49, where it is gripped and transported by a next driver 56.
- the cover 42 protects this process from thrown and ricocheting other balls.
- FIG. 5 shows an enlarged detail from FIG. 2 in a top view of the ball distribution, in the same typical phase of the automatic ball distribution as in FIG. 4.
- the conveyor arms 48 and 49 branching from the end of the magazine trough 46 can be seen.
- the moving parts of a conveyor arm consist of two parallel rotating toothed belts 51, which are connected via the drivers 56 located between them.
- the toothed belts 51 run on two toothed pulleys 52 at the ends of the conveyor arms.
- a left conveyor motor 53 and a right conveyor motor 54 drive the respective conveyor chain consisting of toothed belts 51 and drivers 56.
- the ball 8 tilts onto the right conveyor arm 49 after the leaning against ball 7 has been removed.
- FIG. 6 shows the section AA from FIG. 2 with the rocker 44 mounted on the rocker foot 45 in the idle state, ie, a ball 2 rolling on the left part of the collecting trough 43 reaches the magazine trough 46 unhindered.
- Another ball 3 rolls off the right side of the collecting trough 43 also in the direction of the magazine trough 46; shortly thereafter he will depress the right part of the seesaw and - since he has the longer way - roll onto the magazine trough 46 after the ball 2.
- FIG. 7 shows the section A-A from FIG. 2 like FIG. 6, but in another typical state: ball 2 and ball 3 were initially equidistant from the magazine channel 46. If both balls were to roll unhindered, they would possibly block at the entrance to the magazine trough 46. In fact, ball 3 rolls over the right arm of rocker 44 and presses it down, causing the left part of rocker 44 to be moved upward and with its end to protrude into collecting channel 43. Ball 2 is stopped until ball 3 has left rocker 44 and can swing back to the idle state.
- FIG. 8 shows the lower part of the basket plate 32 with the basket ring 27 with basket net 28 attached to it.
- An acceleration sensor 29 is integrated in the basket ring 27, which emits an electrical signal in the event of a shock due to the impact of a ball.
- a band is woven into the lower part of the basket net 28, at the ends of which there is a tension sensor 30.
- FIG. 9 shows basket plate 32, basket ring 27 and basket net 28 with the tension sensor 30 in a state in which a ball 8 passes through the basket net 28.
- the tension sensor 30 is pulled apart against its spring resistance and a circuit is closed for this moment; this signal is sent to the computer via a signal line 31.
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- Pinball Game Machines (AREA)
Abstract
L'invention concerne un appareil pour jeu compétitif impliquant l'utilisation d' un ballon de basket et d' un panier de basket, cet appareil permettant au joueur de s'entraîner systématiquement à tous les facteurs de performance essentiels pour un joueur de basket et d'automatiser les déroulements de ses mouvements. Pour atteindre cet objectif, des ballons doivent être lancés dans l'anneau de panier (27) de façon alternée à partir, de préférence, de deux zones de jet (19, 20). La performance de course effectuée est mesurée et en même temps la hauteur du saut pendant le jet est déterminée au moyen de barrières de mesure photoélectriques (21, 22) et les coups au but sont différenciés en fonction de leur précision par une évaluation combinée effectuée au moyen d'un capteur d'accélération (29) placé sur l'anneau de panier (27) et d'un capteur de traction (30) placé sur le filet de panier (28). L'invention se caractérise en ce qu'un programme informatique interprète les valeurs mesurées de façon proche de la réalité et produit une réponse en retour de sorte que le joueur est amené à améliorer en continu ses performances, dans le temps le plus court possible, et qu' ainsi il trouve cet entraînement automotivant et excitant. Le système d'évaluation spécial constitue également la base d'un jeu compétitif qui peut résulter en une liste de classement permettant au joueur de ce compare à d'autres joueurs selon des critères objectifs. Ladite liste de classement est créée sur le réseau de transmission de données international et est mise à jour de façon régulière.
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| DE2002131782 DE10231782A1 (de) | 2002-07-13 | 2002-07-13 | Anlage für Wettkampfspiel mit Basketball und Basketballkorb |
| DE10231782 | 2002-07-13 | ||
| PCT/DE2003/002345 WO2004009188A1 (fr) | 2002-07-13 | 2003-07-11 | Appareil pour jeu competitif impliquant l'utilisation d'un ballon de basket et d'un panier de basket |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP1530497A1 true EP1530497A1 (fr) | 2005-05-18 |
Family
ID=29761950
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP03764886A Withdrawn EP1530497A1 (fr) | 2002-07-13 | 2003-07-11 | Appareil pour jeu competitif impliquant l'utilisation d'un ballon de basket et d'un panier de basket |
Country Status (3)
| Country | Link |
|---|---|
| EP (1) | EP1530497A1 (fr) |
| DE (1) | DE10231782A1 (fr) |
| WO (1) | WO2004009188A1 (fr) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN109675274A (zh) * | 2017-10-19 | 2019-04-26 | 聂怀军 | 一种投篮机用户能量消耗计算方法及投篮机 |
Families Citing this family (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN103182170A (zh) * | 2013-03-04 | 2013-07-03 | 王高伟 | 具有跳投功能的投篮机 |
| US10238941B2 (en) | 2014-10-07 | 2019-03-26 | ShotTracker, Inc. | Basketball net which detects shots that have been made successfully |
| CN108697933B (zh) | 2015-11-10 | 2021-07-09 | 迪迪体育公司 | 用于体育比赛的定位和事件跟踪系统 |
| US10862350B2 (en) | 2018-03-27 | 2020-12-08 | Ddsports, Inc. | Wireless charging pod and charging pod rack for game devices with rechargeable batteries |
| JP7142176B2 (ja) | 2019-06-17 | 2022-09-26 | ディーディースポーツ,インコーポレイテッド | 衝撃吸収キャリアに収容された電子装置を有するスポーツボール |
| CN115006817B (zh) * | 2022-06-30 | 2024-04-05 | 云南师范大学 | 一种用于篮球教学的急停跳投训练装置 |
Family Cites Families (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US3233896A (en) * | 1962-05-14 | 1966-02-08 | King Joseph Lee | Basketball return device |
| US4013292A (en) * | 1974-01-28 | 1977-03-22 | Shoot The Hoops, Inc. | Automatic basketball game having scoring indicator and time limitation |
| US4858920A (en) | 1988-08-12 | 1989-08-22 | Best Jerry L | Score-sensitive basketball hoop |
| US5310176A (en) * | 1991-09-27 | 1994-05-10 | Berg David J | Basketball shooting and return center |
| US5364091A (en) | 1993-09-08 | 1994-11-15 | Robert M. Sebek | Skill building apparatus for basketball players |
| US6389368B1 (en) * | 1999-10-01 | 2002-05-14 | Randal R. Hampton | Basketball goal sensor for detecting shots attempted and made |
-
2002
- 2002-07-13 DE DE2002131782 patent/DE10231782A1/de not_active Withdrawn
-
2003
- 2003-07-11 EP EP03764886A patent/EP1530497A1/fr not_active Withdrawn
- 2003-07-11 WO PCT/DE2003/002345 patent/WO2004009188A1/fr not_active Ceased
Non-Patent Citations (1)
| Title |
|---|
| See references of WO2004009188A1 * |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN109675274A (zh) * | 2017-10-19 | 2019-04-26 | 聂怀军 | 一种投篮机用户能量消耗计算方法及投篮机 |
Also Published As
| Publication number | Publication date |
|---|---|
| WO2004009188A1 (fr) | 2004-01-29 |
| DE10231782A1 (de) | 2004-01-22 |
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