US 12,303,743 B2
Real-time coaching system
Sang Joon Ahn, Seoul (KR); and Bong Soo Han, Seoul (KR)
Appl. No. 18/574,342
Filed by Sang Joon Ahn, Seoul (KR); and Bong Soo Han, Seoul (KR)
PCT Filed Jun. 29, 2022, PCT No. PCT/KR2022/009298
§ 371(c)(1), (2) Date Dec. 27, 2023,
PCT Pub. No. WO2023/277563, PCT Pub. Date Jan. 5, 2023.
Claims priority of application No. 10-2021-0084677 (KR), filed on Jun. 29, 2021.
Prior Publication US 2024/0269514 A1, Aug. 15, 2024
Int. Cl. A63B 24/00 (2006.01); H04N 21/4223 (2011.01); H04N 21/4227 (2011.01)
CPC A63B 24/0075 (2013.01) [H04N 21/4223 (2013.01); H04N 21/4227 (2013.01); A63B 2024/0081 (2013.01)] 6 Claims
OG exemplary drawing
 
1. A real-time coaching system comprising:
a processor and one or more memory devices communicatively coupled to the processor, and the one or more memory devices stores instructions operable when executed by the processor to perform:
player analysis, tactical/strategy analysis, and coaching participant history analysis based on information collected from fan participants;
being responsible for information analysis and real-time tally of the real-time coaching system;
collecting information from a set-top box, a computer, and a smartphone and providing the collected information;
generating coaching data of recommended players, recommended strategies, and past history information based on the collected information, and providing the generated coaching data;
wherein the real-time coaching system further comprises:
a server configured to interact with on-site participants (players, coaches and spectators) connected to a broadcast network, generate real-time coaching data by collecting, analyzing, and processing information from the set-top box, computer, and smartphone connected to the internet, and provide the generated real-time coaching data to the on-site participants through the broadcast network or the internet; and
a client composed of the set-top box, the computer, and the smartphone corresponding to the server,
wherein the real-time coaching system collects a vote and a strategy from the client through a communication connection between the server and the client, and the server generates real-time coaching data through a poll tally, strategies/tactics, and point settlement and provides the real-time coaching data to a sports game venue.