US2021197059A1PendingUtilityA1

Sports competition server hosting games between remote opponents using physical sports implements in real-time

Individually held — no corporate assignee on recordPriority: Sep 18, 2007Filed: Feb 4, 2021Published: Jul 1, 2021
Est. expirySep 18, 2027(~1.1 yrs left)· nominal 20-yr term from priority
A61B 5/0245A61B 5/681A61B 5/02405A61B 5/02438A63B 24/0062A63B 24/0075A63B 2220/89A61B 5/00A63F 13/245A63B 2071/0647A63B 69/362A63F 13/87A63B 71/0616A63B 2220/00A63B 2102/32A63F 13/211A63B 2220/12A63B 2024/0034A63B 2220/833A63B 71/0622A63B 2024/0037A63B 2225/20A63B 2225/50A63B 67/02A63F 13/216A61B 5/6895A63B 69/26A63B 2244/102A63B 69/3676A63B 2230/10A63F 2300/6607A61B 5/1121A63B 2230/06A63F 2300/407A63F 13/35A61B 5/1127A63B 2220/16A63F 13/34A63F 2300/8011A63B 24/0006A63B 57/40A63B 71/0686A63B 2071/065A63B 63/00A61B 5/745G06Q 10/0639A63F 13/327G01S 19/19A63B 24/0021A63B 2102/18A61B 5/1128A63B 2102/02G01S 19/26A61B 5/11A63B 2220/40A63B 69/38A61B 5/744A63B 69/00A63F 13/21G09B 19/0038A63B 2230/04A63B 2071/063A63F 13/816A63F 2300/105A63F 13/332A63F 13/812A63B 69/3655A63B 24/0084G16H 40/67A63B 2024/0068A61B 2503/10A63B 69/36A63F 13/79A63B 71/0669A63B 53/04A63B 2230/42A63B 2220/801A63B 2069/0008A63B 2220/62A63F 13/00A63B 2243/0037A63B 2243/007A61B 5/0205A63F 13/212A63B 69/3688A63F 9/24A63B 2220/30A63F 2300/204A63B 2024/0056A63B 69/3658A63B 69/3614A63B 57/357A63B 57/405A63B 2220/13A63B 69/3632A63B 2220/53A63B 69/3685A63F 13/92A63B 2220/803
62
PatentIndex Score
0
Cited by
0
References
0
Claims

Abstract

Real-time sports competition is hosted by a server between remote opponents. The interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition with projectiles. Opponents are paired for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete. A competitive sports game is hosted between the paired opponents by receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and impact force against a projectile. A winner of the competitive sports game can be determined.

Claims

exact text as granted — not AI-modified
1 . A computer-implemented method in a competitive game server, communicatively coupled over a data communication network to remote computers, for hosting interactive sports game play between remote opponents in real-time, the method comprising:
 receiving a game participation request from computers associated with a plurality of players at a plurality of remote sites, for interactive sports game play using the computers over the data communication network, wherein the interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition;   pairing opponents for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete;   conducting a competitive sports game between the paired opponents, including starting the sports competition responsive to start-up of competition by at least one of the opponents, and receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and or impact force against a sport equipment item; and   determining a winner of the competitive sports game.   
     
     
         2 . The method of  claim 1 , wherein the sport specific tool comprises at least one of a golf club, a hockey stick, a baseball bat, a tennis racquet, and a boxing glove. 
     
     
         3 . The method of  claim 1 , wherein pairing opponents comprises at least two opponents. 
     
     
         4 . The method of  claim 1 , wherein the wireless communication interface transmits over the data communication network via Wi-Fi. 
     
     
         5 . The method of  claim 1 , further comprising:
 receiving a signal to terminate the competition from at least one of the opponents; and   terminating the competition.   
     
     
         6 . The method of  claim 1 , wherein the sports implement virtually impacts a virtual projectile. 
     
     
         7 . The method of  claim 1 , wherein the sports implement physically impacts a projectile. 
     
     
         8 . The method of  claim 1 , further comprising:
 hosting chat conversations between the opponents.   
     
     
         9 . The method device of  claim 1 , further comprising:
 receiving physiological data of one of the opponents.   
     
     
         10 . A non-transitory computer-readable medium storing source code that, when executed by a processor, performs a method in a competitive game server communicatively coupled over a data communication network to remote computers, for hosting interactive sports game play between remote opponents in real-time, the method comprising:
 receiving a game participation request from computers associated with a plurality of players at a plurality of remote sites, for interactive sports game play using the computers over the data communication network, wherein the interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition;   pairing opponents for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete; and   conducting a competitive sports game between the paired opponents, including starting the sports competition responsive to start-up of competition by at least one of the opponents, and receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity or impact force against a projectile.   
     
     
         11 . The method of  claim 10 , wherein the sport specific tool comprises, but not limited to, at least one of a golf club, a hockey stick, a baseball bat, a tennis racquet, and a boxing glove. 
     
     
         12 . The method of  claim 10 , wherein pairing opponents comprises pairing at least two opponents. 
     
     
         13 . The method of  claim 10 , wherein the wireless circuitry transmits over the data communication network via Wi-Fi. 
     
     
         14 . The method of  claim 10 , further comprising:
 receiving a signal to terminate the competition from at least one of the opponents; and   in response, terminating the competition.   
     
     
         15 . The method of  claim 10 , wherein the sports implement virtually impacts a virtual projectile. 
     
     
         16 . The method of  claim 10 , wherein the sports implement physically impacts a projectile. 
     
     
         17 . The method of  claim 10 , further comprising:
 hosting chat conversations between the opponents.   
     
     
         18 . The method of  claim 10 , further comprising:
 receiving physiological data for one of the opponents.   
     
     
         19 . The method of  claim 10 , wherein the sports implement impacts a sports equipment item. 
     
     
         20 . A competitive game server device for responding to a predefined event occurring within a gaming environment implemented over a data network, by automatically transmitting an alert or message outside the gaming environment, the competitive game server device comprising:
 a processor;   a communication interface, communicatively coupled to the processor and to the data network; and   a memory, communicatively coupled to the processor and to the processor, for storing a plurality of machine instructions that, when executed by the processor:
 detect a predefined event occurring within the gaming environment, wherein the gaming environment provides secure and limited access such that players only gain access to the gaming environment through a secure gateway, wherein the gaming environment is inaccessible by any person communicating over the data network that is outside of the gaming environment, and wherein the gaming environment is accessible by player devices participating within the secure gateway, and 
 in response the predefined event detection, automatically transmit the alert or message over the data communication network, wherein the alert or message provides information pertaining to the predefined event.

Join the waitlist — get patent alerts

Track US2021197059A1 — get alerts on status changes and closely related new filings.

We store only your email — no account needed. See our privacy policy.