A Performance Analysis System for the Sport of Bowling
A Performance Analysis System for the Sport of Bowling
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 />
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