Instruction for playing hockey

A - Human Necessities – 63 – B

Patent

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Details

A63B 69/00 (2006.01) A63B 69/24 (2006.01) A63B 69/32 (2006.01) G09B 19/00 (2006.01) A63B 24/00 (2006.01)

Patent

CA 2208349

A hockey rink is equipped with electronic recording and monitoring devices which monitor and record play and practice activities of players on the rink. In one embodiment, the electronic recording and monitoring devices include one or more mechanized robots in human form designed to resemble hockey players. In one embodiment, the robots are suspended from a movable overhead track and power by motorized cars along a variety of controllable skating patterns. The robots are equipped with sensors which, when impacted by a skater, provide measurable data regarding the skater's performance. The overhead tracks from which the robots are suspended may be raised to a position far above the ice surface when robots are not in use. The invention also pertains to a tutorial and interactive computer system for self instruction. An image of a hockey player controlled by the player/student is juxtaposed to or superimposed upon or otherwise contrasted to the image of an "ideal" or "master" hockey player(s) on the computer display. The player/student manipulates the "controlled" image of a hockey player in an effort to emulate the movements of the ideal player.

Patinoire de hockey équipée de dispositifs électroniques d'enregistrement et d'observation de joueurs jouant ou s'entraînant. Dans l'une des variantes, ces dispositifs comportent un ou plusieurs robots mécanisés à l'apparence de joueurs. Dans l'une des variantes, les robots sont suspendus à des pistes en surplomb et déplaçables servant à l'alimentation électronique, par l'intermédiaire de chariots circulant selon des itinéraires commandables. Les robots sont équipés de capteurs qui, heurtés par un joueur, fournissent des données mesurables sur ses performances. Les pistes en surplomb peuvent être élevées très au-dessus du niveau de la glace lorsque les robots ne servent pas. L'invention comporte également un système interactif d'ordinateur d'autoformation. L'image d'un joueur commandé par le joueur/élève peut être juxtaposée, superposée ou mise en contraste avec l'image d'un joueur ou moniteur idéal apparaissant sur l'écran de l'ordinateur. Le joueur/élève manipule l'image "commandée" du joueur pour tenter d'imiter les mouvements du joueur idéal.

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