MXPA97003854A - System and method for confirming and correcting offensive and / or defensive schemes in an equipment ball game - Google Patents
System and method for confirming and correcting offensive and / or defensive schemes in an equipment ball gameInfo
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- MXPA97003854A MXPA97003854A MXPA/A/1997/003854A MX9703854A MXPA97003854A MX PA97003854 A MXPA97003854 A MX PA97003854A MX 9703854 A MX9703854 A MX 9703854A MX PA97003854 A MXPA97003854 A MX PA97003854A
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- data
- offensive
- defensive
- video images
- graphic representation
- Prior art date
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- 230000001360 synchronised Effects 0.000 abstract 1
- 230000015572 biosynthetic process Effects 0.000 description 18
- 238000005755 formation reaction Methods 0.000 description 11
- 230000000875 corresponding Effects 0.000 description 6
- 230000004913 activation Effects 0.000 description 4
- 238000010586 diagram Methods 0.000 description 4
- 238000000034 method Methods 0.000 description 2
- 241000201593 Nihon Species 0.000 description 1
- 229910000831 Steel Inorganic materials 0.000 description 1
- 230000003213 activating Effects 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 239000000463 material Substances 0.000 description 1
- 239000000203 mixture Substances 0.000 description 1
- 239000010959 steel Substances 0.000 description 1
- 238000003786 synthesis reaction Methods 0.000 description 1
- 230000002194 synthesizing Effects 0.000 description 1
Abstract
The present invention relates to a system for analyzing offensive and defensive schemes of team sports equipment incorporates a device to enter data on offensive / defensive schemes on actions of individual players, a device to display the data on offensive / defensive schemes that includes at least a graphic representation of a playing field with data on the actions of individual players represented on it, a device for recording and reproducing video images of a real game for analysis, and a device for synchronizing at least the reproduction of the video images of the recording and reproduction device with the data sample on offensive / defensive schemes, whereby the video images of the game are extracted and shown coordinated with the output and sample of the data on offensive / defensive scheme selected to be seen. The display of the representation of the playing field and of the offensive / defensive schemes that are selected to be viewed on it synchronized with the sample of the selected video images associated with the representations of offensive / defensive schemes allows to see and analyze the graphic representation with the vine images
Description
SYSTEM AND METHOD TO CONFIRM AND CORRECT OFFENSIVE AND / OR DEFENSIVE SCHEMES IN A TEAM BALL GAME
BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates to a method and system for confirming and correcting an offensive and / or defensive scheme in a team ball game where a ball or similar materials are used, for example in football, football, basketball, rugby, volleyball, hockey and other similar.
2. Previous Art
As described above, it is not much to say that in a team game the victory or defeat is usually decided according to the offensive and / or defensive formation composed by the players of a team in a key point of the game. In other words, it becomes a key to scoring the fact of preparing one formation against the other party's as a result of having quickly analyzed the formation of the other side, ie the defensive formation when one is on the offensive side and the offensive formation when one is on the defensive side.
In such circumstances, until now it was common for the technical director or captain of the team to call a meeting in advance to confirm an offensive formation and / or a defensive formation. More specifically these meetings are usually composed of discussions, for example, on a defensive side, "if the offensive side uses, for example, an offensive formation of scheme A, we will oppose it using the defensive formation of scheme A, if the side offensive takes an offensive formation of scheme B, we will take the defensive foraction of scheme B. "
Generally, these meetings have been conducted, for example, using "blue" magnetic points that represent players on an offensive side and "red" magnetic points that represent players on a defensive side to illustrate a certain offensive or defensive scheme. placing these tips on a steel panel, as the discussion develops in the meeting.
However, there is an infinite variety of offensive and defensive formations of a team that can be appropriately changed according to the type of game, the teams on the opposite side and the course of a game and other similar ones, in such a way that these formations are not unitary.
In this regard, one way to improve the previous conventional system is to adopt a video image as a means to capture, record and analyze the changes in the offensive and / or defensive schemes of a certain team. Moreover, the recorded video images can be used to analyze comparatively the changed scheme of an opposing team with a scheme of our own equipment.
For example, U.S. Patent No. 5,184,295 (issued February 2, 1993) shows that the actuated models and other similar means have previously been recorded as video images and that these video images of the acted model overlap with a animated video image of a person who has to be directed by means of arithmetic or similar processes to obtain a stereoscopic video image, through which an adequate technical direction is made.
Although this prior invention is suitable for sports or activities that are performed at a comparatively slow "pace", compared to other sports, for example, golf, it was substantially impossible to capture and analyze offensive and defensive schemes in team sports, and particularly in violent sports like soccer and rugby.
Typically with the passage of time, the teams change the schemes of promotion, both offensive and defensive schemes, which are peculiar or typical of their team and particularly with teams in violent sports such as football.
Synthesis of the Invention
Therefore, it is possible to analyze the offensive and / or defensive schemes of an opposing team and take advantage of the information obtained to develop tactics for our own team, such information becomes an offensive weapon that will lead to victory. The method and system of this invention are intended to make it possible to easily analyze the offensive and defensive schemes of the opposing team where offensive and defensive positions can be easily captured and analyzed.
In this invention, the details of all or part of a game, as needed, are recorded with a video camera to capture the offensive and defensive schemes of the opposing team as described above, while the data or information about the game they are entered into a personal computer together with the images recorded with the video camera. A characteristic feature of the method and system according to this invention resides in that, for example, when the entry into the personal computer of the information at the time of marking a point is foreseen for after the end of the game, the video images in that moment they can be drawn simultaneously with the income, for which the formations as well as the offensive and defensive schemes of both teams can be captured.
For example, in the case of football, when the loss in the passing of a ball causes one to lose a point, information on the offensive and defensive schemes can be obtained in the case of the loss described above for analysis.
However, in a team game of this type, and particularly in the case of a violent sport, it is substantially impossible to quickly enter the corresponding information into the personal computer and store the information in it. Therefore, another characteristic feature of this invention resides in that only the information or fundamental data are entered during the game and once the game is finished, the video image is reproduced from the video console described above so that the necessary information Additional information thus obtained can be entered again in the personal computer.
Another characteristic feature of this invention is that basic offensive and / or defensive schemes in a certain period of time or in certain conditions can be removed on a screen of a personal computer (PC) along with various information and data entered through the PC keyboard or other input devices in the PC, so any of the basic schemes can be compared to a scheme from a real game that is being developed, observing the schemes either side by side or overlapping.
In addition to the above, another characteristic feature of this invention is that the basic schemes in the form of video images stored in the personal computer as well as video images of a real scheme recorded through a video cassette recorder system are not taken out as video images of a stopped frame, but as animated video images, in such a way that the differences in movement between both schemes can be identified and analyzed.
A feature of this invention is that in the situation in which an offensive scheme of the opposing team used against a particular defensive scheme of the team itself leads to the opposing team obtaining a point, the simultaneous comparison of both schemes can be used to identify and correct the deficiencies in the offensive scheme when facing the use by the opposing team of that offensive scheme in the future. Accordingly, this invention can be used to correct deficiencies such as losing a ball passed between players and losing a ball that was shot in an attempt to convert a goal, such as in football or other similar games.
Another advantage of this invention is that it allows identifying and understanding the movement of offensive and defensive schemes used by the opposing team during the entire game, whereby the resulting information can be used to plan and develop future defensive and offensive stakes of the team itself, as well as strategies to face the particular movement of the offensive and defensive schemes of the opposing team.
Also, this invention can be used to identify and analyze the characteristics of a particular player of the opposing team, in order to develop opposing measures against the schemes in which said player is used or actions / measures for which said player is considered an expert. Accordingly, as described above, this invention can be used to generate a considerable amount of information to develop and / or improve the offensive and defensive schemes of the team itself that can in turn lead to greater success in the competition.
Brief Description of the Figures
Fig. 1 is a block distribution diagram of the general system of this invention. Fig.2 is a general view of an example of initial menu display of this invention implemented in a personal computer. Fig. 3 is a block distribution diagram showing the general system used to enter information in accordance with this invention. Fig. Shows a general view of an example of deployment of the re-entry and exit menu of this invention implemented in a personal computer.
Detailed description of the invention
With reference to the figures, like reference numbers will be used to indicate like elements in the different embodiments and views thereof. Fig. 1 is a block diagram showing a general system used to implement this invention where the reference number (1) designates a video cassette recorder containing a videotape. In this example, although an EVO-9650 video cassette recorder for videotype Hi-8 manufactured by Sony K.K. in Japan has been used in one embodiment of this invention, any other video cassette recorder having equivalent performance known in the art can be used.
The reference number (2) designates a controller that is mounted to the video cassette recorder (1), by means of which the desired scenes are searched for and detached frame video images or animated video movies are displayed on the screen. The controllers known in the art can be used to implement the controller (2).
The reference number (3) designates a personal computer to control and process data. In this example, although in one embodiment of this invention a PC-9801FA personal computer manufactured by Nihon Denki has been used. K., it should be noted that the personal computer is not limited to that, but any other similar functioning known in the art can be employed. Also, another computer or data processing device known in the art, ie laptops, minicomputers, mainframe computers, etc. they can also be used to implement this invention.
Moreover, the reference number (6) indicates a video image printer by means of which a video image can be printed in the form of a printed copy. However, it is not necessary to provide the printer in case the printed copy is not necessary. In contrast, the video image printer can be implemented using a printer device that can be interfaced with a computer and / or a video cassette recorder known in the art.
The reference number (7) designates an input device to the personal computer (3), for example a keyboard. Alternatively, the reference number (7) can be implemented using a touch panel operated with a touch pen, mouse or other similar device known in the art.
Fig.2 illustrates an example of initial menu screen shown on the monitor screen (4) of the personal computer (3) where the invention is applied to a soccer game.
The initial screen is the expanded menu when entering the necessary information. In the example of the soccer game, the information to enter includes a wide variety of elements from the starting time of the initial kick up to the game's end time. In the initial screen there is a group of necessary data shown (8) at the top of the monitor screen (4). The necessary data are displayed at least in alphanumeric form and include at least the number of a game (81), a game start time (82), a game end time (83), a stopwatch (84) and the names of the teams that play (85).
A terrain (9) on one side of the monitor screen shows the assigned positions (91) of the players in the field. In this example, the terrain (9) corresponds to one half of the real football field, which represents an area that extends from the center point of the field to the goal position of a team with eleven players on a deployed team.
When a touch panel is used as the input device (7), the initial screen may also include a group screen of dedicated input keys (10) that operate as a graphical interface to enter the necessary information from the other side of the screen of the monitor (4). These dedicated entry keys (10) are not limited to those illustrated in the figure, but can be selected or configured appropriately as required by the particular application.
The screen described above is configured so that the position and movement of the various players in a scheme is shown graphically by the position of the ball as in the case of football or other similar games. Generally, during the game it will always correspond to any of the sides of the field controlled by the team itself or by the opposing team. In itself, deploying only one half of the field is enough. However, a graphic of the entire field can also be displayed to accommodate a specific application or specific requirements of it.
As indicated above, the reference number (91) corresponds to the terrain indicators (9) corresponding to the deployed positions of the players with their respective names, which were previously entered. Similarly, the reference number (92) refers to the substitute players (five in the case of football) shown in the lower part of the ground (9) shown on the monitor screen. When one of these player triggers (91 or 92) is activated by the input device (7), that is, it is touched with the pen to the touch or is indicated by a mouse, additional information is displayed on the corresponding player that is entered previously.
As described above, the group of dedicated input keys (10) can be configured or selected according to the needs and / or wishes of the user. However, the group of input keys should include the respective keys that allow quick and efficient entry of information such as the start time of a game (101), direct free kick (102), indirect free kick (103), corner shot (104), goal shot (105), throw (106), pass court (107) and the like. In addition, the respective keys should be included to enter additional information such as game end time (108), check 1 (109) and check 2 (110) which will be described below, loss in pass (111), shot (112 ), delete (113), commit infringement (114), be subject to infringement (115) and out of play (116).
The types of information listed above defined for the individual input keys in group (10) are designed primarily to enter the data corresponding to the equipment itself. However, the keys in the group (10) can also be defined by entering information about the opposing team, for example the entry keys to enter at least one start time (117), an end time (118) and the verification 1 (119) and verification 2 (120) mentioned above.
As noted above, the group (10) includes a game start entry key (101). During the operation, when a game starts, the start input key (101) displayed on the monitor screen (4) is activated. In synchronism with that input key, the game start time viewer is activated and the video cassette recorder described above (1) begins to record video images of the game.
As the game progresses, and events such as free kicks, indirect free kicks, corner kicks, goal kicks, ball throws, or cuts in passes made by the team themselves occur, information about these facts is entered using the appropriate input keys (102) through (107). Also, events such as pass losses, shots, clear, actions where infringement is committed, actions where infringement is committed against us, shots outside the field of play and other similar are also entered through the entry keys (111) through of (116), as appropriate. The input keys are used to mark and record at least the moments in which the specific events they designate occur.
The input keys for verification 1 (109) and verification 2 (110) are free input keys for entering other information to be monitored or recorded from the game according to the needs of the particular application or the wishes of the user. With respect to the opposite equipment, similar information can be entered through the check entry keys 3 (119) and verification 4 (120). For example, data on the facts of notable and similar players involving particular players can be entered using the 3 (119) and 4 (120) verification keys.
When the game ends, the videocassette recorder (12) stops while the information entry is completed by the group of input keys (10). As can be seen, in fast-moving games such as football, the entry of all the data to register on the PC (3) only while the game is still being developed is substantially impossible. However, in other games such as golf, which are much slower, the entry of relatively large amounts of data on the PC (3) is considerably easier. For this reason, the videocassette recorder (1) that recorded the game is provided. The videocassette recorder allows the user to enter additional information while watching the recorded video images of the game long after the game itself has finished.
Fig. 3 is a block diagram showing an example of a re-entry system composed of the PC (3), another monitor screen (11), a converter (12) for converting the signals of the PC (3) into signals of image, a first video console (13) connected by means of a dedicated cable and a second video console (14) connected by means of a cable in a row. The first video console (13) is used to reproduce the video images of the game that was recorded, while the second video console 14 is used to register those video images of the first video console 13 combined with images (ex. text, animation, symbology, data monitor screens) generated by the PC (3) together with the video images of the first video console (13). In the general operation of this system, the signals of the first video console (13) containing a videocassette of the registered game are transmitted to both the PC (3) and the second video console (14). While the PC (3) generates images to be superimposed or combined in another way with the video images from the first video console (13), the images of the PC (3) are first processed with the 912 converter) and then registered with the second video console (14) in combination with the video images of the first video console (13). The PC (3) also emits control signals to control the operation of the second video console (14) and image signals to be displayed on the monitor screen (11).
To reproduce specific events recorded during the game, from the initial menu screen of Fig.2, the entry key corresponding to the event is activated. At this point, the PC (3) switches to the playback menu screen (15) as illustrated in Fig. And the video images are associated with the fact shown on the monitor screen (11). For example to observe the circumstance of a loss of pass ball, the corresponding entry key (111) is selected. The playback menu screen 915) is shown on the screen (4) of the PC (3) while the video images of the pass loss are taken to the monitor screen (11).
In the playback menu screen (15), in the left half of the screen, the panoramic view of a field (151) of the playing field is shown. The right half of the screen includes a search key (152) to search for the moment that led to the fact seen (ie loss in pass), and a plurality of graphical interface operation keys taught to display information such as the name of a team (153), the name of a player involved in the fact seen (ie the player who lost the ball pass) (154). The right half of the screen also includes a window (155) that can be used to display the alphanumeric or graphic data associated with the fact seen, for example the circumstances that led to the pass loss. Other dedicated graphical interface operations keys incorporated in the right half of the screen are those to access data and images of actions such as passes (156), escapes with the ball (157), shot (158), goals (159), no goals (160) in such a way that these actions can be sorted and graphically represented on the panoramic view of the terrain (151) as described below.
Based on the operation of this invention as described above, information about the occurrence of certain events during the game (ie, ball pass loss) can be used to determine and analyze the cause of those events. However, other features of this invention can also be used to analyze and illustrate these facts, for example graphically illustrate the actions and / or the behavior of the players before and during the event.
As shown in Fig. 4, the playback menu screen (15) also includes dedicated graphic interface operation keys A-D which operate different modes on the playback menu screen (15). As illustrated, the activation of the mode A operation key will give access and display the data about the game being viewed, including, for example, the activation of the initial menu screen illustrated in Fig.2. Activation of the mode B operation key will give access to the system information including for example the activation of other menu screens intended for the general operation of the PC (3).
When D mode is activated, data can be entered into the system to analyze the game or facts that are being viewed. In particular, in the panoramic view of the terrain (151) the positions and actions of the players involved in the event can be plotted or represented graphically to better illustrate the circumstances that led to the event being viewed. For example, individual players represented by their shirt numbers can be illustrated as squares or icons on the playing field. The different arrows or other graphic symbols can then be added to represent their actions or the actions / movements of the ball during the event. These different arrows or symbols can be accessed by activating the operation keys (156) to (160). For example, when the pass operation key (156) is operated to enter the circumstance of a forward pass, the user can draw an arrow with a full line between the icons representing the players. Similarly, when the escape operation key with ball (157) is operated in the case of the representation of an escape pass, the user can draw an arrow with a dotted line.
When the operation key is pressed for mode C, the data entered during mode D can be accessed and displayed on the playback menu screen (15). The actions of each player involved in the seen event can be represented graphically, the movement and sequence of actions that led to the event being viewed can be shown in the panoramic view of the terrain (151) or in the window (155). In C mode, the operation keys (156) or (160) are used to access the data and graphical representations entered during the D mode. Also, as was done above for the actions and positions of the players on the team itself in the D mode as explained above, the formations, actions and / or positions of the players in the opposite field can also be entered graphically in the D mode and then displayed in the C mode.
For example, as illustrated graphically in Fig. 4, in mode C, when the pass operation key (156) is actuated together with the selection of the moment when the last ball was lost, the playback menu screen (15) will show the graphic representation entered as explained above. As shown in Fig., The ball is passed from a player represented by the icon 8 to a player driven with the icon 12. The player shown with the icon 12 passes the ball to the player shown with the icon 9 while escaping with the icon. ball. Then, the player shown with the icon 9 attempts to pass the ball to the player shown with the icon 10 at which point the loss occurs in the pass of the ball which causes the ball to fall into the hands of the opposing team.
In a typical application of this invention, the system would be operated by a technical director or team captain involved with the cause of certain events during the game, with how certain formations or actions are being executed, etc. The information provided by this invention allows the user to analyze the specific details that caused those events to occur or that led to the success or failure of certain formations or actions in effective use. The information can then be used to correct problems or deficiencies in a way that can be avoided in future games.
As in the ball pass loss example, the user of this invention may find that the training used during the games was less than that of the opposing team, where the lower formation allowed the presence of an opposing player who interfered with the pass. among the players identified with icons 9 and 10. Accordingly, a user would use this invention to understand and illustrate the tactics necessary to face the presence of an opposing player when the training is used again.
Although this example has been described with respect to football, it is not limited to it but also applies to ball games such as football, basketball, rugby, volleyball and others as well as almost all team sports where they are used other types of ball that are not the previous ones, for example hockey and other similar ones. The system of this invention is applicable to these other sports in a manner similar to that described in the previous example, where the software program of this invention would be modified to adapt it to the rules, offensive and defensive schemes for a given game as it will be understood by a expert in art. Also, the implementation of this undisclosed invention and detailed above is consistent with the implementation of software and graphics operations known and understood in the art.
Claims (18)
1. A system for analyzing offensive and defensive schemes of teams in team sports, characterized in that it comprises: means to enter data in the offensive / defensive schemes to be analyzed, said data on offensive / defensive schemes include data on the actions of individual players; means for displaying that data of offensive / defensive schemes that include at least means for displaying a graphic representation of a playing field with said data on the actions of individual players on them; means for recording and reproducing video images of a real game for analysis; means for synchronizing at least that reproduction of those video images from said recording and reproducing means with said sample of offensive / defensive scheme data, whereby the video images of the game are extracted and shown coordinated with the broadcast and sample of offensive / defensive scheme data selected to be viewed.
2. A system according to claim 1, characterized in that said means for entering data on offensive / defensive schemes to be analyzed includes a plurality of input keys dedicated to input predetermined data types, said data entry keys are operatively connected with the input data together with the sample media showing the input of the data on offensive / defensive schemes.
3. A system according to claim 1, characterized in that said sample means are operatively connected to the means for data entry in such a way that said sample means display a plurality of input keys dedicated to enter predetermined data types, said keys data entry are operatively connected to said means of data entry through a screen medium in order to enter the data of offensive / defensive scheme and together with the sample medium that displays the input of that data.
4. A system according to claim 1, characterized in that said means for displaying said offensive / defensive scheme data also includes means for displaying data on at least one of a game start time, a game end time, a name of the home team, a name of the opposing team and the names of each player.
5. A system of . according to claim 1, characterized in that said means for displaying a graphic representation of a playing field with said data on the actions of individual players represented on it also serves to display said graphic representation with data on at least one of the positions of individual players and the identifications of individual players.
6. A system according to claim 1, characterized in that said means for displaying a graphic representation of a playing field with said data on the actions of individual players represented on it also serves to display said graphic representation with data on at least one of the position and movement of a ball.
7. A system according to claim 1, characterized in that said means for recording and reproducing video images of a real game for analysis includes a video camera for recording video images of said game.
8. A system according to claim 1, characterized in that said synchronizing means also serves to synchronize at least said reproduction of video images with said graphic representation of the playing field and said data on the actions of individual players.
9. A system according to claim 1 characterized in that said synchronization means includes a computer device for processing said data on offensive / defensive scheme through a data entry means and means for controlling the operation of said sample means and said means of recording and reproducing video images.
10. A system according to claim 9, characterized in that said means for recording and reproducing video images of a real game includes a video player device and a video recorder device, said video player device being operatively connected to extract image data. of selected video to the computer device and the video recorder device; and said computer device is operatively connected to output screen image data together with selected video image data to said video recorder device for recording said image data in synchronization with said video image data.
11. A system according to claim 10, characterized in that said computer device includes a monitor screen for displaying at least one of said selected video image data and said screen image data and a converter operatively connected between the computer device. and the video recorder device for converting the screen image data of the computer device into video screen image data to be recorded on the video recorder device.
12. A method to analyze offensive and defensive schemes of a team in team sports, characterized by understanding: providing video images of a real game to be analyzed; provide a graphic representation of offensive / defensive schemes to be analyzed along with the video images; and synchronizing this graphic representation with the video images of said real game, characterized in that the step of providing said graphic representation includes the steps of entering data on said offensive / defensive schemes, generating a graphic representation of at least one playing field of said real game, generate graphic representations of at least offensive / defensive schemes to show them on said graphic representation of the playing field; and said step of synchronizing said graphic representation with the video images includes synchronizing the sample of the graphic representation of the playing field and of the offensive / defensive schemes that were selected to be seen with the sample of the selected video images associated with said graphic representations of selected offensive / defensive schemes, whereby such graphic representations of offensive / defensive schemes are viewed and analyzed together with the selected video images.
13. A method according to claim 12, characterized in that the step of providing said graphical representation also includes providing a graphical data entry interface for entering such data on offensive / defensive schemes by a plurality of dedicated data entry keys shown with the graphic reprsentación.
14. A method according to claim 12, characterized in that said step of synchronizing said graphic representation with said video images also includes synchronizing said data entry on said offensive / defensive schemes with the sample of said selected video images.
15. A method according to claim 12, characterized in that said step of providing said graphic representation also includes the steps of entering data on actions of individual players and generating graphic representations of at least individual player actions selected to be displayed on said graphical representation of the field of play.
16. A method according to claim 15, characterized in that said step of synchronizing said graphic representation of said video images also includes synchronizing said data entry for the graphic representations of individual player actions that are selected to be viewed thereon with the sample of the selected video images associated with said graphic representations of individual player actions, whereby said representations of actions of individual players are viewed and analyzed together with said selected video images. A method according to claim 12, characterized in that said step of providing a graphic representation also includes the steps of entering data on movements and positions of a ball and generating graphic representations of at least ball movements and selected positions to display them. on the graphic representation of the game field. 18. A method according to claim 17, characterized in that the step of synchronizing the graphic representation with the video images also includes synchronizing the data entry for the representations of ball movements and positions selected to be viewed over them with the sample of selected video images associated with said selected movement and ball position representations.
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP8-170776 | 1996-05-27 | ||
JP17077696A JP3902266B2 (en) | 1996-05-27 | 1996-05-27 | Methods and equipment for checking and correcting attacks and defensive positions in team ball games |
JPH8-170776 | 1996-05-27 |
Publications (2)
Publication Number | Publication Date |
---|---|
MX9703854A MX9703854A (en) | 1998-06-30 |
MXPA97003854A true MXPA97003854A (en) | 1998-10-30 |
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