Games using tangible projectile – Playing field or court game; game element or accessory... – Practice or training device
Reexamination Certificate
1998-09-23
2002-09-10
Sewell, Paul T. (Department: 3711)
Games using tangible projectile
Playing field or court game; game element or accessory...
Practice or training device
C473S451000, C473S409000, C124S001000, C124S006000, C124S016000, C273S317600, C273S445000
Reexamination Certificate
active
06447408
ABSTRACT:
TECHNICAL FIELD
The present invention relates to a conditioned ocular enhancement training system and method for training a player of a game in which an object is projected towards the player at a velocity within a normal velocity range.
BACKGROUND OF THE INVENTION
Various training programs and methods have been proposed to enhance the performance of athletes, including dietary programs, muscular development programs, aerobic conditioning programs, as well as programs and methods for sharpening the mental skills necessary to successfully compete at various competition levels. Programs which simulate competitive conditions have also been used to train athletes.
In addition, conditioning programs have been devised which subject an athlete to exaggerated conditions, i.e., conditions which the athlete would never encounter during normal competitive situations. The theory behind such exaggerated training programs is that after being continually subjected to extreme conditions, an athlete will be better prepared physically and mentally to perform under normal (i.e., less extreme) competitive conditions.
An exaggerated condition training program is commonly used in baseball where bat speed is crucial to successfully hitting a baseball. Before stepping into a batter's box to face live pitching, a batter will swing two or three baseball bats, or swing a single bat having a weight or “donut” slid down around the barrel of the bat. When the batter steps into the batter's box to face a pitcher, the batter's muscles are conditioned to swing a heavier bat. Accordingly, when the batter swings a lighter bat (i.e., a single bat or a bat without the a donut) the conditioned muscles will propel the bat at a greater speed.
Recently cross-training programs have been developed which combine training of various muscular groups, or muscular and aerobic development, and even programs which combine dietary conditioning with muscular, aerobic and mental training. However, ocular conditioning has been relatively unexplored as it relates to the performance of athletes.
SUMMARY OF THE INVENTION
It is an object of the present invention to provide an ocular enhancement conditioning program which can be used alone or in combination with a variety of other conditioning programs to enhance the performance of an athlete.
It is also an object of the present invention to provide a multimedia interface system and training method which employs exaggerated ocular conditioning to enhance a user's ability to view a moving object under different operating conditions.
It is yet another object of the present invention to combine ocular conditioning and physical training to provide a multimedia interface system and training method to improve an athlete's performance. Accordingly, the present invention can be used to train baseball players to focus on and follow a baseball propelled at velocities greater than the normal range of velocities the player will encounter during a game. The present invention can also be employed for training hockey goalies to focus on, follow and catch/block hockey pucks propelled at high velocities, or train tennis players to return high speed serves and other shots. Certain aspects of the present invention can also be used to train downhill skiers and race car drivers.
In a first aspect of the present invention a training method and system comprising a computer program for generating and displaying a moving object according to a variable set of operating parameters is provided. An operator can improve his ability to pick-up and follow moving objects by viewing the computer generated object at various speeds, angles of trajectory and the rate at which the display of the moving object is repeated.
In a second aspect of the training method and system of the present invention, the first step is repeated simulating a realistic competitive environment. For example, when the present training method and system is used to train a hockey goalie, a life size, three dimensional computer-generated display of a hockey player shooting a hockey puck at variable speeds, variable angles and under variable conditions (i.e., a break-away or with several players blocking the goalies view) is generated.
A third aspect of the present invention provides a virtual reality computer program, including the necessary hardware and software. The virtual reality program is capable of simulating all aspects of the competitive environment (e.g., lighting conditions, crowd conditions, noise conditions, etc.). The computer program generates a moving object according to a set of programmable operating parameters. The program can simulate and exaggerate velocities and trajectories of the moving object that a player might typically encounter during competition. The operating parameters can be programmed to display an entire game or just a consecutive sequence of opportunities (e.g., a single at bat in baseball or a single offensive set in hockey).
In a final aspect of the present invention, an apparatus is provided for projecting an object at an operator. The apparatus is capable of projecting the object at variable speeds, angles and intervals. The operator can attempt to hit, catch, or knock down the moving object as it is propelled towards him.
In each aspect of the invention, the operator begins viewing the object at a speed which the operator can comfortably follow and view. The speed of the object is slowly increased until the operator can no longer follow and view the moving object. At this point, the speed of the object is slowly decreased to a point where the operator can comfortably view the moving object once again. The cycle is repeated, gradually increasing the top speed at which the moving object is displayed.
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Aryanpour Mitra
Sewell Paul T.
Wallenstein & Wagner Ltd.
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