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A Performance Analysis System for the Sport of Bowling

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2.8.1 Detecting Release<br />

Detecting <strong>the</strong> point <strong>of</strong> release by using a RELEASE light level has been quite effective.<br />

Since <strong>the</strong> bowler must cover up <strong>the</strong> light sensor when placing <strong>the</strong>ir fingers in <strong>the</strong> ball, <strong>the</strong><br />

module sees a very low level <strong>of</strong> light (essentially 0) while <strong>the</strong> bowler is gripping <strong>the</strong> ball.<br />

There are circumstances when, as part <strong>of</strong> a bowler's normal ritual, <strong>the</strong>y insert and remove<br />

<strong>the</strong>ir fingers in <strong>the</strong> ball several times be<strong>for</strong>e commencing <strong>the</strong>ir delivery. SMARTDOT<br />

detects each <strong>of</strong> <strong>the</strong>se as a release, assuming enough pressure has been applied to activate<br />

<strong>the</strong> module, but <strong>the</strong> discrimination routine is intended to recognize, and ignore, such<br />

behavior.<br />

Pre-sampling <strong>of</strong> <strong>the</strong> wave<strong>for</strong>m helps capture <strong>the</strong> moment <strong>of</strong> release - that point when <strong>the</strong><br />

light samples start to increase from <strong>the</strong>ir dark pre-release levels. Although <strong>the</strong> module<br />

uses <strong>the</strong> configured RELEASE level to detect release (at which time it writes <strong>the</strong> eight<br />

pre-samples to EEPROM), <strong>the</strong> MASTER program determines <strong>the</strong> exact moment <strong>of</strong> release<br />

from those pre-sample values, which might differ from <strong>the</strong> time <strong>the</strong> module used by one<br />

or two sample times. Referring to Figure 2-7, which zooms in on <strong>the</strong> first 400 msecs <strong>of</strong><br />

<strong>the</strong> wave<strong>for</strong>m shown in Figure 2-6, <strong>the</strong> pre-sample light level is actually 0 (completely<br />

dark) until <strong>the</strong> bowler starts to release <strong>the</strong> ball at -17 msecs. Release occurs between -8<br />

msecs and 0 msecs, where a sharp increase in <strong>the</strong> light level is evident.<br />

70<br />

60<br />

50<br />

Impact with Lane<br />

(ball l<strong>of</strong>t)<br />

Light Level<br />

40<br />

30<br />

20<br />

Release<br />

Point<br />

Finger Pressure<br />

at Release<br />

10<br />

0<br />

-50<br />

0 50 100 150 200 250 300 350<br />

Milliseconds (since Release)<br />

Figure 2-7: Raw Data Release Region (400 ms)<br />

2.8.2 Detecting Impacts<br />

The piezoelectric film sensor and <strong>the</strong> comparator circuitry are more than adequate <strong>for</strong><br />

detecting <strong>the</strong> various impacts <strong>the</strong> ball experiences. Several impacts are shown in Figure<br />

2-7, which presents <strong>the</strong> first few hundred milliseconds after release. At two consecutive<br />

sample times, -8 msecs and 0 msecs, <strong>the</strong> sudden pressure that <strong>the</strong> bowler applied to <strong>the</strong><br />

finger insert while releasing <strong>the</strong> ball is indicated. At 183 msecs, <strong>the</strong> graph indicates <strong>the</strong><br />

ball contacting <strong>the</strong> lane. The module consistently records both <strong>the</strong> pressure applied at<br />

release and <strong>the</strong> impact generated when <strong>the</strong> ball hits <strong>the</strong> lane.<br />

At <strong>the</strong> o<strong>the</strong>r end <strong>of</strong> <strong>the</strong> lane, <strong>the</strong> module has no problem detecting multiple impacts with<br />

<strong>the</strong> pins, as seen in Figure 2-8 (an expansion <strong>of</strong> <strong>the</strong> wave<strong>for</strong>m in Figure 2-6). This<br />

particular wave<strong>for</strong>m is from a ball that hit <strong>the</strong> 1-3 pocket and resulted in a strike. A good<br />

pocket hit generally results in <strong>the</strong> ball hitting four pins on its way through <strong>the</strong> rack, and<br />

<strong>the</strong>re are four impacts indicated on <strong>the</strong> graph. Throughout testing, solid pocket hits<br />

tended to generate four impacts, while light pocket hits, and high hits resulted in three<br />

29

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