IP Library Granted Patent US 10,300,362
Granted Patent B2
US 10,300,362 · App. 15/431,630 · Granted May 28, 2019

Virtual reality sports training systems and methods

Inventors: Brendan Reilly (Kansas City, MO); Yazhou Huang (Mission Viejo, CA); Lloyd Churches (Victoria, AU); Chris O'Dowd (Osprey, FL); Sebastien Goisbeault (Le Genest Saint Isle, FR); Mats Johansson (Trabuco Canyon, CA)
Assignee: WIN REALITY, LLC
A63B71/0622A63B69/00A63B69/0002A63B69/002A63B69/0015A63B69/0024A63B69/0071G06F3/011G06F3/04815G06F3/147G09B19/0038G09G3/001G09G5/026G09G5/14G09G5/18A63B2069/0008A63B2071/0636A63B2071/0647A63B2071/0666A63B2225/50A63B2243/007A63B2243/0025A63B2243/0033A63B2243/0037A63B2243/0066G02B2027/0141G06K9/00342G09G2340/12
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 10,300,362
App. No.
15/431,630
Granted
May 28, 2019
Kind
B2
Abstract

Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.

Claims (30)

1. A virtual reality projection system, comprising:

a projector; and

a graphics engine module connected to the projector, the graphics engine module configured to:

display a virtual reality environment from the projector;

retrieve from a database, real-life pitching data of a user selected real-life pitcher, the real-life pitching data including a pitch type, a release point associated with the pitch type for the user selected real-life pitcher, a spin rate for each pitch type of the user selected real-life pitcher, and a range of speeds associated with the pitch type for the user selected real-life pitcher, wherein the release point is defined by a height of a real-life pitched baseball captured on video taken of the user-selected real-life pitcher, from an apex level of a pitching mound in the video;

display in the virtual reality environment, a digital avatar of the user selected real-life pitcher with an appearance of the real-life pitcher in real-life from the perspective of a baseball batter,

display in the virtual reality environment, a pitching sequence by the digital avatar of the user selected real-life baseball pitcher, from either a wind-up or a stretch delivery, and

display in the virtual reality environment, a replicated release of a digital baseball from the release point associated with the pitch type for the user selected real-life pitcher, the replicated release of the digital baseball continuing in a simulated trajectory of a thrown pitch from the release point associated with the pitch type for the user selected real-life pitcher toward a strike zone adjacent the baseball batter, wherein the simulated trajectory of the thrown pitch is displayed with a simulated spin pattern based on the spin rate of the pitch type and a spin axis of the pitch type of the selected real-life pitcher, and a starting position of the digital baseball when released from the release point.

2. The virtual reality projection system of claim 1 , wherein the simulated trajectory of the thrown pitch is displayed within the range of speeds associated with the pitch type for the selected real-life pitcher.

3. The virtual reality projection system of claim 1 , wherein the graphics engine module is also configured to generate a visible swing plane overlay graphic in the virtual reality environment representing a path of a batter's swing.

4. The virtual reality projection system of claim 1 , wherein the pitch type is one of a two seam fastball, a four seam fastball, a change of speed, a curveball, a sinker, a slider, a split finger fastball, a cut fastball, and a knuckleball.

5. A machine readable non-transitory medium storing executable program instructions which when executed cause a data processing system to perform a method comprising:

displaying a virtual reality environment from a projector;

retrieving from a database, real-life pitching data of a user selected real-life pitcher, the real-life pitching data including a pitch type, a release point associated with the pitch type for the user selected real-life pitcher, a spin rate for each pitch type of the user selected real-life pitcher, and a range of speeds associated with the pitch type for the user selected real-life pitcher, wherein the release point is defined by a height of a real-life pitched baseball captured on video taken of the user-selected real-life pitcher, from an apex level of a pitching mound in the video;

displaying in the virtual reality environment, a digital avatar of the user selected real-life pitcher with an appearance of the real-life pitcher in real-life from the perspective of a baseball batter,

displaying in the virtual reality environment, a pitching sequence by the digital avatar of the user selected real-life baseball pitcher, from either a wind-up or a stretch delivery, and

displaying in the virtual reality environment, a replicated release of a digital baseball from the release point associated with the pitch type for the user selected real-life pitcher, the replicated release of the digital baseball continuing in a simulated trajectory of a thrown pitch from the release point associated with the pitch type for the user selected real-life pitcher toward a strike zone adjacent the baseball batter, wherein the simulated trajectory of the thrown pitch is displayed with a simulated spin pattern based on the spin rate of the pitch type and a spin axis of the pitch type of the selected real-life pitcher, and a starting position of the digital baseball when released from the release point.

6. The machine readable non-transitory medium storing executable program instructions which when executed cause the data processing system to perform the method of claim 5 , further comprising displaying the simulated trajectory of the thrown pitch within the range of speeds associated with the pitch type for the selected real-life pitcher.

7. The machine readable non-transitory medium storing executable program instructions which when executed cause the data processing system to perform the method of claim 5 , further comprising generating a pop-up question asking the baseball batter whether the simulated trajectory of the thrown pitch will be a strike or a ball.

8. The machine readable non-transitory medium storing executable program instructions which when executed cause the data processing system to perform the method of claim 5 , further comprising generating a three dimensional panoramic view of a stadium surrounding the pitcher from the perspective of the baseball batter.

9. A method of simulating a baseball pitcher's pitch, comprising:

displaying a virtual reality environment from a projector;

retrieving from a database, real-life pitching data of a user selected real-life pitcher, the real-life pitching data including a pitch type, a release point associated with the pitch type for the user selected real-life pitcher, a spin rate for each pitch type of the user selected real-life pitcher, and a range of speeds associated with the pitch type for the user selected real-life pitcher, wherein the release point is defined by video of a real-life pitched baseball captured on video taken of the user-selected real-life pitcher;

displaying in the virtual reality environment, a digital avatar of the user selected real-life pitcher with an appearance of the real-life pitcher in real-life from the perspective of a baseball batter,

displaying in the virtual reality environment, a pitching sequence by the digital avatar of the user selected real-life baseball pitcher, from either a wind-up or a stretch delivery, and

displaying in the virtual reality environment, a replicated release of a digital baseball from the release point associated with the pitch type for the user selected real-life pitcher, the replicated release of the digital baseball continuing in a simulated trajectory of a thrown pitch from the release point associated with the pitch type for the user selected real-life pitcher toward a strike zone adjacent the baseball batter, wherein the simulated trajectory of the thrown pitch is displayed with a simulated spin pattern based on the spin rate of the pitch type and a spin axis of the pitch type of the selected real-life pitcher, and a starting position of the digital baseball when released from the release point.

10. The method of claim 9 , further comprising displaying the simulated trajectory of the thrown pitch within the range of speeds associated with the pitch type for the selected real-life pitcher.

11. The method of claim 9 , further comprising generating a type of impact sound based on a calculated type of impact of a baseball hitter's swing with the simulated trajectory of the thrown pitch, wherein a first type of impact sound is generated with a first calculated type of impact and a second type of impact sound is generated from a second calculated type of impact.

12. The method of claim 9 , further comprising identifying a location in the displayed virtual reality environment as the release point as defined by a height of the real-life pitched baseball captured on video from an apex level of a pitching mound in the video.

13. The method of claim 9 , further comprising generating a three dimensional panoramic view of a stadium from the baseball batter's perspective.

Assignments (8)
RELEASE OF SECURITY INTEREST Recorded May 8, 2026
From: LAGO INNOVATION FUND III, LLC
To: WIN REALITY, LLC; WIN REALITY, INC.
Reel/Frame 074609/0138 →
SECURITY INTEREST Recorded May 7, 2026
From: WIN REALITY, LLC
To: EGC-A VENTURES LLC, AS COLLATERAL AGENT
Reel/Frame 074596/0106 →
RELEASE OF IP SECURITY INTEREST Recorded Dec 29, 2023
From: LAGO INNOVATION FUND, LLC
To: WIN REALITY, LLC
Reel/Frame 066141/0444 →
SECURITY AGREEMENT Recorded Dec 29, 2023
From: WIN REALITY, INC.; WIN REALITY, LLC
To: LAGO INNOVATION FUND III, LLC
Reel/Frame 066141/0332 →
SECURITY AGREEMENT Recorded Aug 20, 2021
From: WIN REALITY, LLC
To: LAGO INNOVATION FUND, LLC
Reel/Frame 057247/0112 →
CHANGE OF NAME Recorded Apr 2, 2019
From: EON SPORTS, LLC
To: WIN REALITY, LLC
Reel/Frame 049108/0616 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 26, 2018
From: EON REALITY SPORTS, LLC
To: EON SPORTS, LLC
Reel/Frame 047329/0185 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 14, 2017
From: REILLY, BRENDAN; HUANG, YAZHOU; CHURCHES, LLOYD; O'DOWD, CHRIS; GOISBEAULT, SEBASTIEN; JOHANSSON, MATS
To: EON REALITY SPORTS, LLC
Reel/Frame 041250/0655 →
Continuity (3)
Continuation In Part 14694770 · Apr 23, 2015
Provisional Application 62294195 · Feb 11, 2016
Related Publication 20170151484A1 · Jun 1, 2017