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Title:
IMPROVED SMART SHOOTING FOOTWEAR
Document Type and Number:
WIPO Patent Application WO/2020/190220
Kind Code:
A1
Abstract:
The invention is related to improved and modular smart shooting footwear which gives a closer touch to reality and impact sense when the ball hits the foot during games such as football which is played by means of shooting the ball, also simulates the sound of the impact in a real and three dimensional manner. The invention is a smart shooting footwear (1) consisting of units to perform training, research, entertainment, performance measuring in sports especially in football, American football, rugby and similar sports played by foot, comprises developed physical footwear (2) and sensors, motors, actuators, batteries and minicomputers which are connected thereon which do not prevent the user from playing football. These modular components can be applied in a manner such that they do not prevent the receiver-transmitter relation and/or communication on any shoe or to the skin or any cloth of the user according to the aim and condition of usage.

Inventors:
CERRAH ALI ONUR (TR)
SOYLU ABDULLAH RUHI (TR)
Application Number:
PCT/TR2019/000081
Publication Date:
September 24, 2020
Filing Date:
December 12, 2019
Export Citation:
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Assignee:
ANADOLU UENIVERSITESI (TR)
International Classes:
A63B69/00; A43B3/00; A43B5/02; A63F13/212
Domestic Patent References:
WO2008061023A22008-05-22
WO2017031536A12017-03-02
WO2016178640A12016-11-10
Foreign References:
US20170169695A12017-06-15
US20130198625A12013-08-01
CN106310660A2017-01-11
EP3399387A12018-11-07
Attorney, Agent or Firm:
ADIM PATENT FİKRİ VE SINAİ HAKLARI EĞİTİM DANIŞMANLIK MATBAACILIK YAYINCILIK HİZMETLERİ SAN. TİC. LTD. ŞTİ. (TR)
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Claims:
CLAIMS

1- The invention is improved smart shooting footwear, characterized in that; it comprises the following;

• a smart shooting fbotwear(l) which can be physically worn in games including football impact,

• an improved physical footwear (2) which is designed in a manner such that it comprises sensors, motors, actuators, batteries and miniature computers which do not prevent the user to play football except the conditions which are consciously made and training, fun etc. reasons,

• a dynamic unit (3) consisting of earphones attached to the ear, speaker placed on the body, vibration units, air blowing devices, odor and fume spraying tools near to the nose, sound generation, fume and air blowing devices located near or away from the user,

• a mechanical simulation unit (4) which creates pressure, force and vibration on the foot or the footwear and creates a more realistic ball-footwear, ball-limb, object-limb impact effect on the skin, muscle, bone and tendon receptors,

• a detection unit (5) serves for precisely detecting the spatial position, speed, and acceleration, rotation of the 3-dimensional physical footwear (2) according to the leg, other limbs and the other coordinates within the field,

• a calculation, storing and analysis unit (6) which collects, stores and analyze the data coming from the other units, it makes risk estimation,

• an information transfer unit (7) which transmits all information concerning the limbs and the player to the information transmission and measurement units to the other player or systems with time stamp,

• an energy unit (8) which gives energy to the other units,

• an environment information unit(9) which can transfer the simulation, impact and events the trainer, audience, doctor and referee etc. persons,

• a foot health unit (10) which collects data about the foot health during its impact to the ball in terms of pressure/force distribution and moisture and temperature.

2- A dynamic unit (3) consisting of earphones attached to the ear, speaker placed on the body, vibration units, air blowing devices, odor and fume spraying tools near to the nose, sound generation, fume and air blowing devices located near or away from the user, according to claim 1, characterized in that; By this means realistic sounds, wind, odor. fume and similar environmental conditions such as grass, wet soil, blood, burnt plastic/paper and odor of signal flare, surprising different odors, water vapor and various types of fomes can be generated, here these can be used both for increasing the realistic aspects during usage for fun and also for surprising effects for the trainers, in the dynamic unit (3) feeling the impact of the belt in a severe manner by means of a peltier or a similar element located within the footwear in order to heat and cool the tissue is provided.

3- A mechanical impact simulation unit (4) according to any one of the preceding claims, characterized in that; the impact of the foot or the footwear of the user to the ball can be simulated closer to reality or can be realized in a desired manner, wherein the actuators can operate in a simultaneous manner as a phase for example for simultaneous pushing or for simultaneous pulling processes or can be able to give the required phase difference, can be able to activate a plurality of actuators at the same time, can be able to simulate the impact surface and impact severity by applying a changing phase in time, severity and pattern difference between the actuators.

4- A mechanical impact simulation unit (4) according to any one of the preceding claims, characterized in that; a mechanical translation sense is given to the deep tissues by compressing the tissue again without causing it to return back when it is compressed previousiy, by means of a further motion of the actuator on the tissue by using previously determined elasticity and resonance features of the tissue.

5- Smart shooting footwear according to any one of the preceding claims, characterized in that; 3 dimensional physical footwear (2) comprises a detection unit (5) which serves for precisely detecting the spatial position, speed, and acceleration, rotation according to the leg, other limbs and the other coordinates within the field, determining the volumetric coordinates of the foot, leg or a limb in the football field can be detected with a relative or comparative time stamps in millimeters or with a lower fault ratio by means of the sensors (acceleration, gyroscope, magnetic field, force and or pressure etc.), cameras and electromagnetic transmitter placed to the base of the field or to the environment and enables recording superficial EMG information from regions such as the leg and femur. 6- Smart shooting footwear according to any one of the preceding claims, characterized in that; it comprises a calculation, storing and analysis unit (6) which collects, stores and analyze the data coming from the other units, it makes risk estimation and 3D simulation, for example in case a sprain risk occurs, it informs the user, since it receives information from other players and limbs and also environmental information, it closes the simulation during impact, strike conditions or it minimizes the damage, risks by making changes in the simulation, incorporates the simulation of the foot, footwear, other limbs, call and grass field etc. sections, and features such as flexibility, bending, torsion into the simulation after modeling thereof, changes the parameters in the simulation if required during the training process for surprising.

7- Smart shooting footwear according to any one of the preceding claims, characterized In that; an information transfer unit (7) which transmits all information concerning the limbs and the player to the information transmission and calculation units (6) with a time stamp that can be relative according to the absolute, predetermined or undetermined other time stamps.

8- Smart shooting footwear according to any one of the preceding claims, characterized in that; it comprises a calculation unit (6) which can increase or decrease the virtual volume of the foot in the foot-virtual ball impact simulation by using superficial EMG information cleaned from the noise coming from the detection unit (5) (for example in case foot ankle and limb stabilization muscles have equal spasm, the virtual volume of the foot increases) and simulates both the motion of the virtual ball within the space and the sound of impact by using previously determined 3 dimensional flexibility features of the tissues in a foot-virtual ball impact simulation.

9- Smart shooting footwear according to any one of the preceding claims, characterized in that; it comprises a foot health unit (10) collects data about the foot health during its impact to the ball in terms of pressure/force distribution and moisture and temperature, monitors the loads on the limbs, bones and tendons, health of the foot skin and some possible pathological conditions and transmits this information to the calculation unit (6)

Description:
IMPROVED SMART SHOOTING FOOTWEAR

TECHNICAL FIELD

The invention is related to improved and modular smart shooting footwear which gives a closer touch to reality and impact sense when the ball hits the foot during games such as football which is played by means of shooting the bail, also simulates the sound of the impact in a real and three dimensional manner.

STATE OF THE ART

Today, there is a lot of footwear developed to be used in sports in which the ball is intercepted by foot such as especially football, rugby, American football and the like. Particularly there are various footwear products supported by means of equipment which is developed for increasing the performance, protecting the foot health, measuring performance during training. The literature in relation to these is given in the following.

In the International patent document No WO-2014/100045A1, a sensor system attached on the foot for monitoring the body motions is disclosed. In said invention, the features of a person’s activities are found by using sensor combinations for the power and foot orientation/movement/location. The wearable footwear ecosystem in the invention consists of the footwear electronics such as the footwear of the persons, insoles appropriate to the sensor and attachable tools, acceleration indicators cabled to the sensors in a fixed manner, main device and communication tools etc. Typically wireless communication is preferred in the invention and the system comprises main device clock synchronization. With the help of the FSR devices used in the invention subject to International patent document, it is mentioned that both power measurement and location measurement can be performed. The location measurement can be measured based on one, two and three axes. In the International patent document No W02014100045A1 , it is disclosed that the sensor system subject to the invention can interact with a console game, computer game or a mobile game; also the invention can be used as a controller. At the same time, one or a plurality of determined characteristics can be transformed into at least an outlet signal for transferring an avatar within a cyber-world or into an outlet signal corresponding to an outlet signal from a keyboard, a computer inlet device by using a computer device. The invention No US9192816 which belongs to the Nike Company is also related with a similar footwear. Patent documents No US20050215319A1, US20080096654A1 , US20080096657A1, US20110216002A1 and US20120014558A1 are not similar with the patent documents No W02014100045A1 and US9192816 directly but they have similar components with our invention.

There are many techniques for kicking a ball by means of foot contact. For a realistic simulation of this kind of shooting (ball-kicking the ball by foot), the three dimensional volume model of the foot-together with the flexibility features- are required to be included in the simulation, for example the crampons under the base of the footwear and the show toe shall be very rigid however the upper surface of the foot shall be soft and similar features. In the International patent document No W0201410045, there is no information like this. For example using the same virtual footwear which has same volume and does not have a flexibility feature for a football player with a smaller shoe size and a football player with a larger shoe size would possibly give harm to the abilities of both players. In football, it is very important for a football player to use the appropriate shoe to his foot in terms of health and performance. Some information in terms of this subject matter can be accessible via Internet by everyone. For this reason the difference between the actual shoe size and the virtual shoe size would give harm to the training of the football player since it would ruin the perception and learning.

In patent No US6504483, a technique called "impulse radio technology" is used, it is a continuation of the patents respectively, dated 27.10.1999 titled as "System and method for monitoring assets, objects, people and animals Utilizing impulse radio" (US 09/407106) and titled as "System and method for person or object position location utilizing impulse radio" (US pat.no:6133876), subsequently there are similar patent documents as a continuation thereof. The importance of these patent documents is that they give opportunity for precise location and speed detection within a broad area closer to centimeter precision.

Using the vector accelerometer, 3D gyroscope (rotation meter) and magnetic field by means of connecting to the limbs are known previously, they are very old techniques used in all fields of life including smart phones and watches.

For a realistic 3D virtual game simulation which requires kicking a ball by foot (for example football), ordinary footwear are not sufficient. For this, footwear including components which would simulate the effects on foot when a ball hits the foot or the footwear is required. The same is also required for 3D augmented reality sports and games. In 3D augmented reality sports and games, while the player or the sportsperson plays in the real world or does sports in the real world, the virtual player or the other game elements (virtual ball, real player etc.) are incorporated to the game. In this manner the players or the sportspersons do sports, are trained or have fun within an augmented environment which is a mixture of a real and a virtual world. In these cases, in order to realize the simulation of the impact of the virtual ball to the foot in a most closer manner to reality, it is required to know the location of the ball in space, the direction that it goes, its speed, whether it makes rotation or not, its weight, its volume, its flexibility distribution etc. In addition to these, the same is also required for the foot and/or the footwear which would kick the ball. Only after tilts information is obtained, the effect of the ball and footwear impact can be simulated. Here, in order to know this, we have to locate sensor, device and units to the footwear and its surrounding. In case the footwear and the ball is real which performs this kicking process in other works in case there is no virtual content, the location, speed, rotation, power(pressure distribution and similar information belong to the shoe would be beneficial for the evaluation and training of the sportsperson and player.

DESCRIPTION OF THE INVENTION

The present invention is related to improved smart shooting footwear in order to eliminate the abovementioned disadvantages and bring new advantages to the relevant technical field.

The aim of the invention is to configure a smart shooting footwear which gives a closer touch to reality and impact sense when the ball hits the foot during games such as football which is played by means of shooting the ball, also simulates the sound of the impact in a real and three dimensional manner and stores the relevant information in terms of the ball and foot interaction.

Another aim of the invention is to use the smart shooting footwear for training, research and entertainment aims by adding reality to the game in games of kicking a ball together with simulating the process of kicking a ball by foot in a virtual and augmented 3D reality and also for collecting information about the player's kicking the ball, location within the field, speed, acceleration and foot health in real football games, for training, education and performance increasing aims.

The invention is improved smart shooting footwear which can incorporate elements such as sensors, minicomputer, actuator, mini speaker etc. on, in or closer to it, it is designed for; simulating the impact of the foot to the ball in 3D virtual reality and 3D augmented reality games circulations (football, kickball, rugby, American football etc.) which are played by means of kicking a ball in a mechanical (sound and impact sense) realistic manner; storing the foot and ball interaction information for performance increase and measurement of the players in games which is played by kicking a ball by foot, evaluating, directing the foot health in a dynamic manner and contributing to the training education and simulating the foot and ball interaction with various senses for entertainment aims in virtual games which is played by means of kinging a ball.

During simulation of a sport giving realistic sensational feedback to the user or the sportsperson for example giving a realistic sense of impact of the ball to the foot is very important in learning that sport, it forms a basis for motor learning. Without sensing the contact of the ball to the muscle, skin and bones in other words without sense of touch, the feedback do not have validity. Informing the player about the impact of the ball to the foot or to the footwear by simple vibrations leads to improper learning by blinding the ability of a football player rather than teaching that sport. For these reasons no professional trainer uses these kinds of virtual systems during training process. In addition to the measurement feature, one of the aims of the invention is to make the usage of virtual or augmented 3D systems in ball-foot interaction sports possible. Without such footwear, it is not possible to benefit from only simulation in motor development/talent etc. fields.

One of the advantages of the invention compared to similar systems is that it takes the flexible and elastic features of the limbs into consideration.

In brief, the invention is related to modular improved footwear which can be used for; increasing the talent of the general users and sportspersons, measuring the performance of them numerically, using thereof in scientific researches, having fun. The invention can be used further for evaluation and analysis of the location, speed, acceleration and direction information of the limbs of human, animal and robot such as a walking analysis.

Drawings

The embodiments of the present invention can be clearly understood with reference to the exemplary applications illustrated in the attached drawings of the invention which is briefly described above and will now be explained in detail in the following. However the attached drawings only intends to illustrate the typical applications of this invention and the invention, for this reason, would allow other equivalent effective applications, so that it is to be understood that these drawings will not be considered as limiting the scope of the invention.

Figure 1 is a general view of the units constituting the invention.

In order to clarify the subject matter, in order to refer to the identical elements in the figures, identical reference numbers are used where appropriate. The Figures are not drawn in a scaled manner and for clarity they are simplified. It is considered that the elements and features of one embodiment can be incorporated in a more beneficial manner to the other embodiments without requiring additional description.

Description of the Details in the Figures

The description of the reference numbers shown in the Figures are as follows.

1. Smart Shooting Footwear

2. Physical Footwear

3. Dynamic Unit

4. Mechanical Impact Simulation Unit

5. Detection Unit

6. Calculation, Storing and Analysis Unit

7. Information Transfer Unit

8. Energy Unit

9. Environment Information Unit

10. Foot Health Unit

DETAILED DESCRIPTION OF THE INVENTION

In this detailed description, the preferred alternatives of the inventive smart shooting footwear embodiment is described only for clarifying the subject matter in a manner such that it does not create any limiting effect.

The invention is a smart shooting footwear (1) consisting of the units seen in Figure 1 in order to perform training, research, entertainment, performance measuring in sports especially in football, American football, rugby and similar sports played by foot, comprises developed physical footwear (2) and sensors, motors, actuators, batteries and minicomputers which are connected thereon which do not prevent the user from playing football (except training, entertainment etc. conditions and the consciously applied conditions). These modular components can be applied in a manner such that they do not prevent the receiver-transmitter relation and/or communication on any shoe or to the skin or any cloth of the user according to the aim and condition of usage. Together with this, the inventive footwear can be configured in various forms which are adjustable for the person in terms of its weight and according to different types of sports.

In the invention, the dynamic unit (3) consists of the following; at least one earphones attached to the ear, speaker placed on the body, vibration units, air blowing devices, odor and fume spraying tools near to the nose, sound generation, fume and air blowing devices located near or away from the user. Thus, realistic sounds, wind, odor, fume and similar environmental conditions such as grass, wet soil, blood, burnt plastic/paper and odor of signal flare, surprising different odors, water vapor and various types of fumes can be generated. These can be used both for increasing the realistic aspects during usage for fun and also for surprising effects for the trainers. The filed performance of many players are known to be less influenced from complex situations and surprises compared to other players. In the invention the dynamic unit (3) provides the impact of the ball to be felt severely by means of a pettier or a similar element located within the footwear in order to heat and cool the tissue.

In the invention used mechanical impact simulation unit (4) is the unit which creates pressure, force and vibration on the foot or the footwear. It creates a more realistic ball-footwear, ball-limb, object-limb impact effect on the skin, muscle, bone and tendon receptors. In order to have a powerful motor learning, the impact of the bass or the strike shall be sensed as much powerful and sufficient as it is by means of the deep tissues (muscle, tendon, bone etc.). Here in case the impact of the ball to the foot or other portions of the body is as severe as that gives damage to the impact section, the motor learning will increase. In smart phones there is a similar condition such as the vibration motors that provides vibration. These vibrations are felt only by means of the receptors on the skin in general and when we perceive this, we understand that there is a coming call to our phone. In the application of the invention powerful actuators with various geometries shall be brought to resonance. For example when the vibration motor strikes the tissue, before the tissue returns back, if a force is applied again then the force is pushed further. Therefore the upper tissue power or pressure pushed into deep can be transferred to the deep tissues such as the muscles and the bones. This process can be performed by means of sensors such as the ultrasound, accelerometer which detects the tissue movement. In addition to this, in case the applied force is in different areas, approach to reality increases due to the fact that they are the components of different frequencies and amplitudes. Additionally, the impact can be partially simulated by using less number of sensors by means of measuring (toughness measurement can be made by means of ultrasound etastography) the flexibility of the limb of the user (skin, subcutaneous adipose tissue, muscle etc.) and determining at which frequency does the tissue comes to resonance. This mechanical Impact simulation unit (4) has a very important role in motor learning of the user, having fun while using this during playing a game, in realistic or similar conditions by simulating the senses as other player limb-user limb, pet bottle-limb impact etc. Also the sound units placed on the limbs can make the situation more realistic (the sounds can be heard not only by the outer auditory canal but also head bones and also many sounds can be perceived by means of the other receptors of the bones). In 3D virtual and augmeneted simulations, in case this parameter is not present (impact sense and sound effect closer to reality), motor learning and the talent are not developed, even a false learning occurs. For example, it is impossible for a person, who cannot hear the sounds; who has problems in the receptors of the bones and muscles to play football well. For the simulations such as stopping the ball by means of impacting the ball to the body, directing the ball, juggling the ball on the femur and directing the ball, the goalkeeper's holding the ball with his hand (impact of the hand of the goalkeeper to the ball, striker's kicking the ball are as important as the simulation), his punching the ball etc., this unit can be mounted and used on the hand gloves and femur, abdomen and other sections of the body in a successful manner. In this case, although the invention is a smart shooting footwear, it can be used functionally as a smart goalkeeper gloves and smart sportsperson cloth.

The mechanical impact simulation unit (4) used in the invention can apply higher forces in addition to the simple modulated vibrations compared to similar applications made by means of ordinary vibration motors, the required actuators can operate in a simultaneous manner as a phase for example for simultaneous pushing or for simultaneous pulling processes or can be able to give the required phase difference, can be able to activate a plurality of actuators at the same time, can be able to simulate the impact surface and impact severity by applying a changing phase in time, severity and pattern difference between the actuators. In this manner the impact between the user’s foot or footwear and the ball can be simulated very close to reality or can be realized in a desired manner.

The detection unit (5) used in the invention serves for precisely detecting the spatial position, speed, and acceleration, rotation of the 3-dimensional physical footwear (2) according to the leg, other limbs and the other coordinates within the field. The proper shooting the ball cannot be realized without having this information during three dimensional virtual and augmented realities training and learning. Without this information, using virtual shooting system would be harmful due to the fact that it would decrease the talent of the player and would lead to false learning. The detection process is not one or a several points but is a volumetric 3D information having flexibility component (for both the ball, foot and led and the other iimbs for example stopping the ball by impacting to the body, juggling the ball on the femur etc.). On the contrary, types of kicking a ball which are separated from each other by means of very small details cannot be realized in a successful manner. For this reason, 3D foot and other limb models including the flexibility aspects of the user are transmitted to the calculation manner in a sufficiently precise manner. The volumetric coordinates of the foot, leg or a limb in the football field can be detected with a relative or comparative time stamps in millimeters or with a lower fault ratio by means of the sensors (acceleration, gyroscope, magnetic field, force and or pressure etc.), cameras and electromagnetic transmitter placed to the base of the field or to the environment.

In the detection unit (5) by means of placing the miniature infrared (IR) cameras to the field, environment, on the other players, precise location, speed and direction can be determined by receiving the views of the sources in a different and faster manner whose relative locations are known and/or predicted and which distributes timed photon (electromagnetic field). For this, if required it can use other sensor information. A very simplified application of this sensor is the above mentioned “impulse radio technology" of the prior art. The location, speed, velocity, direction etc. information of the sensor can be determined in a precise manner with high speeds as a result of combining the time stamped images formed on the receiver sensor by means of the fast strike photons similar to the impulse at different times with the mathematical equations. For these processes also data with absolute or relative time stamps are used.

The disadvantage of the previous example is that it was using a photon that cannot be able to exceed the human body such as IR light. This example is very similar with the previous one, it uses high wave length radio waves and/or microwave photons which particularly or totally exceeds the human body instead of IR photon. However here the optic sensors will not work, instead of this at least one and if applicable a plurality of miniature directional antennas are used. The directional antennas can be mounted on or into objects such as the footwear, doth, sole plate, flexible or adhesive tape, socks, belts etc. and also can be in the form of temporary and/or permanent tattoo and/or applying a conductive paint, plating on or in the tissue. The conductive portions of the antenna can be applied in a manner such that it does not harm the tissue and it is absorbed by the body in time however their being permanent can be a problem during diagnosis such as MRI.

Another example is very similar with the previous ones, this time instead of photon source, magnetic wave sources are used. The magnetic sources are placed to the floor of the field, limbs and other players and fired in different and known times similar to the impulse radio technology. This time instead of photon, magnetic sensors are used and mathematical equations are solved. The time stamps and other features are same with the other sensors apart from these. The formed magnetic field can be placed to the field as frequent as possible according to the severity of the magnetic field in order to perceive the magnetic field changes.

The other two examples are similar to the above examples, this time the source (photon, magnetic field) can be placed on the players, and the sensors determining the sources can be placed to the field or the environment.

Another example is the combination of the above examples.

In addition to this, without determining the angle of the physical footwear- physical perineum, position, rotation and torque, the simulation would not be realistic. In order to monitor kicking to a ball, it is not enough to have information about the foot and the footwear. The angle of the footwear plain to the leg is the other important variable after the leg position and angle during shooting and it shall be determined for a proper shooting (in virtual shooting systems, the main basis of the parameters such as the torque/power transferred to the foot is leg). For this reason, the system can use surface electromyography signals belong to the muscles including the leg and femur. In order to understand the ratio of the spasm of the muscle, normalization is performed by means of the previously recorded or predicted maximum spasm electromyography (EMG) signals. The realism of the simulation is increased by means of calculating relative muscle strength for each muscle by means of removing the received information from the other sensors in terms of the movement artifacts. The spasm ratio/percentage detected by EMG is used for calculating the force and direction of shooting the ball. For example in case the foot ankle and limb stabilization muscles have equal spasm, the virtual volume of the foot increases during foot- virtual ball simulation.

The pressure/force distribution during shooting a ball, moisture and temperature monitoring for the foot health is required for monitoring the loads on the limb, bone and tendons, health of the foot skin and some possible pathological conditions. For example in tissue damage, the temperature in damaged regions increases. The sensors detecting these shall warn the user and the trainer since injuries are widely seen during football matches.

The calculation, storing and analysis unit (6) collects, stores and analyze the data coming from the other units, it makes risk estimation and 3D simulation. For example in case a sprain risk occurs, it informs the users. Since it receives information from other players and limbs and also environmental information, it closes the simulation during impact, strike conditions or it minimizes the damage, risks by making changes in the simulation. Another aim of making a change in the simulation is to make minimum change in the interruption of the simulation. For example an international virtual championship match in which each player is in another building or in another city, and millions of audiences are watching this match by means of data transferring. This unit (6) which is important and different from the other inventions, incorporates the simulation of the foot, footwear, other limbs, call and grass field etc. sections, and features such as flexibility, bending, torsion into the simulation after modeling thereof. The 3 dimensioned models of the foot and limbs are used in the simulation (including regional elasticity features). Instead of only one foot model, user-specific foot model is used. The human body, grass and other types of grounds are bot made of metals such as aluminum, titanium, the physical effect of the strike of the ball to a tough tissue or to the abdomen are very different. Similarly, astro turf, dry grass field, wet field, field which have received so much rain have very different effects on the ball and on the movements of the users. This unit of the invention adds these features into the simulations by means of performing calculations. When a simulation is required, then it can change the parameters during usage in training in order to create surprise.

Information transfer unit (7) transmits all information concerning the limbs and the player to the information transmission and measurement units to the other player or systems with time stamp. The time stamp can be relative compared to absolute, predetermined or undetermined other time stamps. The transmission of the information can be performed by not only electromagnetic waves but also in a mechanical manner (for example by sound) or by means of a combination thereof. The information transmission can be performed by the effect of reflecting the electromagnetic waves by means of materials such as the cloth of the user, temporary or permanent tattoo etc. (for example determining the data by remote video camera systems and/or other detection units by making color changes on the cloth).

Energy unit (8) gives energy to the other units. Here the system can fulfill its energy requirement by means of the environmental electric current by cables and also it can provide energy requirement by batteries to the sensor and circuits.

Environment information unit (9) corresponds to the other system, server or the computers. For this reason, simulation, impact and events can be transmitted to the trainer, audience, doctor and referee etc.

The foot health unit (10) collects data about the foot health during its impact to the ball in terms of pressure/force distribution and moisture and temperature. It is necessary for monitoring the loads on the limbs, bones and tendons, health of the foot skin and some possible pathological conditions (for example temperature increaser in the regions where there is tissue damage). It transmits this data to the calculation unit (6).




 
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