Data processing apparatus for baseball game

The present invention makes it possible to input, process, modify and edit necessary information such as character, diagram or image information, and display that information on a display in a computer. The present invention incorporates a monitor display A, a personal computer B for processing, storing and controlling data to be inputted, a handy-sized touch pen board D for inputting the processing information, one or more video cassette records connected to the personal computer B through a converter E for converting signals from the personal computer B into image signals, one or more controllers G building into a video cassette recorder F for displaying a desired image on a display as still or dynamic images, and a video cassette recording H to be connected with the personal computer B, for storing a video image which is edited in the controller G. The monitor display and/or touch pen board D has a menu screen I, which comprises a diamond table, strike zone table 2, score board diagram 3, and count indicator for indicating strikes, ball, and outs.

FIELD OF THE INVENTION 
This invention relates to a data processing apparatus for baseball games 
for inputting collectible data from a baseball game in progress, 
processing the data and displaying the collected data in the form of 
characters, diagrams, stills or dynamic pictures on a computer display. 
BACKGROUND OF THE INVENTION 
Conventionally, it was normal to fill all the baseball game data in a data 
sheet made of paper, so-called baseball game scorebook, and to record the 
baseball game data while the game was in progress. Unfortunately, it was 
not possible to extract desired information instantly in a usable form 
when it is needed. 
For example, if it is possible for a team scorer or pitcher to know the 
kind of pitch a particular batter can use to hit a home run, then he can 
gain a considerable advantage over that batter if and when the pitcher 
confronts the batter in a future game. 
On the other hand, if it is possible for a batter to know the strongest 
pitches of a particular pitcher and study the pitcher's pitching motion in 
the form of still pictures or videos, that batter can then gain an 
advantage over that pitcher. 
According to this invention, desired data that is generated in the progress 
of a baseball game can be inputted as a database of information, 
processed, modified and edited. The data can then be outputted or 
displayed in the form of characters, diagrams, and still or dynamic 
pictures. 
SUMMARY OF THE INVENTION 
The data processing apparatus for a baseball game of this invention has a 
monitor display A, a personal computer B for processing, storing and 
controlling input data, a handy-sized touch pen board D for inputting the 
processed information into the personal computer, a converter E for 
converting a signal, input from said computer into a picture symbol, one 
or more than one video cassette recorder F, combined with the personal 
computer B through the converter E, a controller G for displaying a 
desired picture in the form of still or dynamic pictures and a video 
cassette recorder H connected to the personal computer and for storing a 
video picture as edited by said controller G. 
Furthermore, an initial screen on said monitor display and touch pen board 
displays at least diamond table 1, strike zone table 2, score board table 
3, and a count indicator 4 for indicating a strike, ball or out. 
Therefore, a team scorer will bring the touch pen board D instead of a 
baseball game scorebook, and the video cassette recorder F when he goes to 
a baseball stadium. When the scorer goes to the baseball stadium in which 
a televised game is in progress, he will record the broadcast of the game 
or input the desired data on the screen which displays the touch pen board 
D with the broadcast. However, it is necessary for this invention that the 
team scorer goes to the baseball stadium because he must decide the kind 
of pitch, for example, a straight, curve, slider, screw, or fork ball the 
pitcher threw, and also collect data on the batter(s). 
A team scorer switches on the touch pen board D and the video cassette 
recorder linked with the touch pen board D when a game starts, and then 
inputs data on every movement of the pitcher(s) and batter(s). 
The team scorer inputs the data on the strike or ball through the touch pen 
C and then inputs data on the kind of pitch and ball distribution. The 
inputted data is then displayed in a strike zone table 2. At that point, 
the team scorer inputs a predetermined time by conventional means. 
However, current video cassette recorders have timekeeping functions such 
that time data can be inputted automatically from the video cassette 
record H. 
As a result, the inputted data is displayed in the same plane of the strike 
zone table 2 while a batter is at bat. Therefore, the team scorer will 
input all the desired data by checking up the input data on the monitor 
display A. 
If the batter gets a hit, the team scorer will click a hit key. Preferably, 
when the scorer clicks on a distribution diagram of the batted ball and on 
bases to where a base runner advances, on the diamond table 1, the batted 
ball line and base running line may be drawn on the diamond table 1 
automatically. This makes the inputting of the desired data easy and 
interesting to the team scorer. 
When an out count indicator 4 counts three outs, the inning score will be 
indicated in the score board table 3, the inputting of data in the inning 
will be completed and stored. Data will then be repeatedly inputted for 
each inning until the game finishes. 
Then, after the team scorer inputs all the game data via the touch pen 
board D, he can bring the touch pen board D and the video cassette 
recorder F home or to another place to connect them with the personal 
computer B. The data, stored in the touch pen board D, is transferred into 
the personal computer B. Therefore, the data need not be stored in the 
memory of the touch pend board when the data is processed, modified and 
edited. 
This invention is characterized in at least providing a character indicator 
5 for indicating the kind of pitch thrown by a pitcher on the initial 
screen I of the monitor display A. 
That is, the team scorer or batter can study the pitcher's pitching 
combination and motion during the baseball game by looking at the kinds of 
pitches, such as straight, fork or sinker, thrown by the pitcher and 
indicated in the form of diagrams, bar graphs or time progressive diagrams 
on monitor display A. 
Furthermore, this invention is characterized in providing a numerical 
indicator for an integer of 0 to 9 to represent the speed of a ball thrown 
by a pitcher. Therefore, the pitcher's allocation for the ball speed can 
be expected or anticipated. 
In addition, this invention is characterized in providing a menu screen for 
processing, modifying and editing the input data. 
According to the invention, the monitor display A displays the initial 
screen I and the menu screen II. The menu screen II has character 
indicators or keys, as well as at least a score table L, a picture M, a 
ball distributing pattern N, and a batted ball pattern 0. When the score 
table L is clicked, a data block with the names of the pitcher and batters 
who have come against the pitcher with numbers of strike out counts and 
the resulting hit by the batter is displayed for each turn a batter comes 
to bat. Therefore, the team scorer will know all the game data at 
necessary places on the same screen, and can access important information 
for analyzing the game or for using as a reference for future games. 
Furthermore, according to this invention, circular and bar graphs can be 
displayed for indicating the rate at which different kinds of pitches, 
i.e., straight, curve, fork, etc., are thrown by a pitcher. When a hit 
table is accessed for indicating a specific combination of pitcher and 
batter, as designated by the team scorer, the team scorer can know what 
kind of ball a batter prefers or can hit. 
Next, the automatic picture editor system comprises a monitor display A, a 
personal computer B for processing data to be inputted, a converter or 
V-box E connected to the personal computer B, a reproducing video deck "a" 
connected to the converter E through an AV table, and a recording video 
deck connected to the converter E through the rank cable, the video deck 
"a", and the personal computer B. 
Accordingly, if the team scorer or a batter would like to look at a 
pitcher's pitching form, he would operate a tape in the reproducing video 
deck "a", and enable it to output inputted picture(s) of the pitcher to 
the monitor display A after the input data is edited through the personal 
computer or recorded into the recording video deck.

Numeral references in the figures designate a monitor display A, a personal 
computer B, a touch pen C, a touch pen board D, a converter E, a video 
cassette recorder F, a controller G, a score table L, an image M, a ball 
distribution pattern N, a batted ball pattern 0, a hit table P, a ball 
distribution pattern for right and left handed batters Q, a career 
matching between a batter and pitcher R, a diamond table 1, a strike zone 
table 2, a score board table 3, a character indicator for a kind of ball 
5, and a number indicator 6. 
DETAILED DESCRIPTION OF THE EMBODIMENTS 
FIG. 1 shows a block diagram of the preferred embodiments for implementing 
this invention, A being a computer monitor display, B being a personal 
computer for storing in memory, controlling and processing information 
inputted through the computer monitor display. In the embodiment, a 
PC-9801FA made by the Japanese corporation, NEC Corp., is used. However, 
the personal computer B is not limited to using a PC-9801FA. 
The personal computer B is operated by a touch pen C, functioning through a 
touch pen board D, or a computer display A directly. 
A converter E for converting signals transmitted from the personal computer 
B is provided in one or more video cassette recorders F, and connected 
with the personal computer B. 
The video cassette recorders F perform the reproduction of output images 
transmitted from the personal computer B. In this embodiment, two units of 
Model No. EVO-9650 for Hi-8 made by the Japanese corporation, SONY Corp., 
are used. However, the video cassette recorders F are not limited to 
EVO-9650 models. The controllers G and H connected to respective video 
cassette recorders F detect desired images and control the personal 
computer B to display still or dynamic images on the monitor display. 
A necessary image may be printed on a hard copy through a video printer K. 
FIG. 2 shows a layout example of an initial screen for inputting baseball 
data, 1 being a diamond table at the center right, 2 being a strike zone 
table at the upper left, 3 being a scoreboard table at the upper side of 
the diamond table 1, 4 being a strike, ball or out count indicator between 
the diamond table 1 and the strike zone table 2, and 7 being a character 
indicator for indicating the batting result of a batter. 
Furthermore, a ball indicator 5 for indicating the kind of pitch thrown by 
a pitcher, a character indicator 8 for indicating a strike or ball and a 
numerical indicator of 0 to 9 for inputting a ball speed thrown by a 
pitcher are provided. 
FIG. 3 shows a means for inputting through the menu screen I. That is, the 
team scorer has a touch pen in hand and sits face to face with the monitor 
display while he watches a baseball game in progress, live or on 
television. 
According to FIG. 3, when a pitcher has a ball in hand in the diamond, the 
pitcher on the monitor display is marked with a circle. In each square of 
defensive positions, the uniform number of each player can be indicated. 
Moreover, in each square of the first, second and third bases, the uniform 
numbers of each runner in a team up at bat can be indicated. 
For example, when a pitcher throws the first ball against a batter and the 
batter ignores the first ball, the team scorer clicks the first ball 
distribution in a strike zone table on the monitor display with the touch 
pen C. When the kind of ball is a straight ball, the team scorer clicks 
the character for a straight in the pitched ball type indicator with the 
touch pen C. Accordingly, the team scorer can know that the first ball is 
a straight ball and a point where the first ball is distributed. Then, 
when the team scorer clicks the character for a strike in the strike and 
ball indicator 8, a circle with "S" in the strike, ball and out indicator 
4 will be illuminated. As the game progresses, the team scorer can input 
data repeatedly while a batter stands at bat. 
Another example, when the batter with uniform number 44 gets a three-base 
hit after the ball count is two strikes and three balls, the team scorer 
clicks on a third base in the diamond table 1 on the monitor display A and 
then a line where the batter ran is drawn automatically from the home base 
to the third base and the uniform number 44 is indicated in a square of 
the third base. 
Next, the team scorer clicks on the point where the batted ball is caught 
by a fielder or reaches the stands and then a straight line is drawn 
automatically from the home base to the inputted point. 
Moreover, the team scorer clicks on a fielder who caught the batted ball 
and another fielder who cut back the ball, the ball line is drawn on the 
diamond diagram 1, as shown in FIG. 4. When the returning ball comes back 
directly from the outfield to the home base, the line may be drawn. 
FIGS. 5 and 6 show that a batter of uniform number 0 struck out after a 
ball count of two strikes and two balls with a runner on third base. The 
strike, ball and out indicator 4 lights three circle of "S", differing 
from the scoreboard in the baseball stadium. 
FIG. 7 shows that the next batter at bat after uniform number 0 is uniform 
number 55. 
FIG. 8 shows that, when the batter of uniform number 55 gets a first-base 
hit, his batted ball grounded between the right and center fielders and 
the runner of uniform number 44 ran from the third base to home plate. As 
such, uniform number 44 is indicated in the square of home plate. At that 
time, it can be understood that the batted ball was caught by the right 
fielder and returned through the first fielder to the catcher, because 
"relay 9-3-2" is indicated in a caught ball order indicator. 
According to FIG. 9, "1" point is indicated in the scoreboard at the top of 
the first inning with the team at bat of XXX. It can be understood that a 
batter of uniform number 60 stood at bat after the batter of uniform 
number 55 and got a first base-hit because uniform numbers 60 and 44 are 
indicated in the square of the home plate and first base, respectively. 
Therefore, a team scorer can get all the information on a baseball game 
from game start to game finish, based on the pitching combination of the 
pitcher or tactics of the batters. 
In the preferred embodiment, a picture is recorded by a video cassette 
recorder I and video camera J, linked with the touch pen board D. When the 
pitcher, batter, or team scorer wishes to review the recorded game or 
prepare for a future game, the tape cassette recorder I and touch pen 
board D are connected to the personal computer B to output the recorded 
picture and input data. 
Other figures besides FIG. 10 show an output means. 
The personal computer B also has a program for starting and displaying a 
menu screen II, depicted in FIG. 11, reading all the data transferred from 
the touch pen board D. 
The menu screen II indicates keys for showing the date, stadium name, game 
number, chief umpire's name, other team's name, weather conditions, start 
time, final time, and direction and velocity of the wind, as well as keys 
for displaying screens of the score table L, image M, ball distribution 
pattern N, batted ball lines O, hit table P, ball distribution pattern for 
left and right batters Q, career matching with opponent teams R and 
individual results matching T. 
When the score table is clicked on, all the data on the score table is 
detected and processed for displaying a screen on the monitor display, 
depicted in FIG. 16. 
According to FIG. 16, a scoreboard L1 is indicated at the top part of the 
screen and a player's name indicator for indicating the names of 1 to 9 
batters in batting order. The other team's pitcher L2 and a diamond table 
L3 are indicated in first and second lines under the scoreboard, 
respectively. Continuously, the name L2 and the diamond table L3 are 
indicated in two lines, the names L2 in an upper line and the diamond 
table L3 on a lower line. 
This example shows a game wherein the team from LOTTE is matched with the 
team from ORIX. According to the player's name indicator L2, LOTTE's 
starting pitcher was Komiyama and ORIX's first batter was Taguchi who 
struck out. Therefore, an "out" is indicated in the diamond table and "one 
out" is indicated in the player's name indicator of ORIX's second batter, 
Fukura. 
For example, if the team scorer or the above batter, Taguchi, would like to 
see an image for displaying the pitching form of the pitcher with which he 
struck out, he clicks on the image M and the score table diagram L in the 
menu screen II. Then, a signal from the personal computer B is converted 
to an image signal through the converter E, transmitted to the video 
cassette recorder F and the image is edited in the controller G and 
displayed in the monitor display A. Therefore, the image is displayed in 
the form of dynamic and still pictures. 
For example, if the above batter was struck out swinging at a straight ball 
thrown by the above pitcher, the batter can get information on the 
pitcher's motions and habits. Therefore, the batter will know beforehand 
when the pitcher throws a straight ball the next time they play, and he 
will have an advantage over the pitcher. 
FIG. 12 shows an image of a pitcher starting his pitching motion. From the 
image, the team scorer or batter will know that, for example, when the 
pitcher throws a straight ball, the pitcher moves his back with a 
particular posture. The team scorer or batter may fill the important 
description in the image through the image processor. 
Furthermore, the team scorer or batter will also get information on the 
pitcher's motions and habits from images of the pitcher in his pitching 
motion, raising his leg, and trying to throw a ball from his palm, as 
depicted in FIGS. 13, 14, and 15, respectively, and match with the pitcher 
in a future game using that important data. 
Conversely, the pitcher can change his motion by getting information on his 
pitching motions and habits for when he matches with the batter in a 
future game. 
The ball distribution pattern N by the pitcher is displayed when the ball 
distribution pattern N in the menu screen II is clicked. The ball 
distribution pattern N can be displayed in only the first inning or all 
innings of the baseball game when the inning numbers are clicked through 
the number keys (N1). 
As a result, a screen, as depicted in FIG. 17, is displayed in the monitor 
display A after the above desired data is detected. According to FIG. 17, 
a pitcher name indicator is indicated at the upper left, a strike zone 
table N2 is indicated and a bar graph N4 is indicated for showing the kind 
of pitch and tendency of the ball distribution, according to the strike 
zone table N2, and a bar graph N5 is indicated for showing the kind of 
pitch and the area of the pitch where the batter got hits. In order to 
show a kind of pitch and tendency of the pitched ball distribution, a 
circle graph may be used in place of the bar graph. Different kinds of 
pitches may be distinguished by using different colors or symbols. For 
example, straight, curve and slider balls are defined as .largecircle., 
.DELTA., and .quadrature., respectively. 
Accordingly, the scorer or batter will know that the pitcher threw straight 
balls frequently, as a ratio, or that the pitcher's curve ball pitch was 
called a ball frequently, or that when the pitcher threw his first ball, 
his ball was often straight, whereby the batter will know to bat the 
pitcher's first ball aggressively, or that when the pitcher threw his 
winning shot at the strike two and ball three, he threw his straight ball 
outside of the strike zone, etc. 
Conversely, the scorer or pitcher will know with what kind of pitch the 
batter gets long and single hits. For example, it can be understood from 
N9 that when the pitcher threw a fork ball pitch, he was hit frequently. 
Therefore, the scorer, batter or pitcher will be able to get the necessary 
information prior to that kind of pitch being used or encountered again. 
Furthermore, the pitcher will know his weak points so that when he throws 
his pitches he will change his pitching form. 
Next, if the team scorer or pitcher would like to know the distribution 
pattern of the batted ball by the batter, he can click on the distributing 
pattern for batted balls in the menu screen II. 
Accordingly, as depicted in FIG. 18, a diamond table for the distribution 
pattern for batted balls in inning data 01, and a strike zone for showing 
the ball distribution and result 02 are indicated. The batted ball line 03 
is indicated in the diamond diagram 01. If the batter was out, the point 
of the ball line is indicated as X. If the batter got a hit, the point of 
the ball line is indicated as .largecircle., and if the batter got a home 
run, the point of the ball line is indicated as .circle-solid.. Then the 
result of the batted ball may be indicated in the strike zone 02 with the 
same symbols as the point of the batted ball. That is, the batter will 
know in which directions he hit the balls, in order to get home-runs. 
Next, when the hit table P in the menu screen II is clicked on, a list is 
simultaneously indicated on the monitor display under the input data on 
the current game or a past game, as shown in FIG. 19. The batter can find 
out which pitcher the batter had a hard time hitting, or the pitcher can 
find out with which batter(s) the pitcher had a hard time striking out. 
When the pitching pattern S on the menu screen II is clicked on, the data 
on the pitching pattern is detected, edited for each inning, and displayed 
on monitor display A, as depicted in FIG. 20. From that display, the 
batter will know what kind of pitching pattern the pitcher combines in 
each inning. 
According to FIG. 20, a batter's name and a pitcher's name S1, a result of 
the match S2, and a strike zone diagram S3 are indicated. Therefore, the 
pitcher will know that when he threw his ball high in the strike zone, his 
ball was hit by batters frequently, while the batter had a hard time 
hitting lower balls in the strike zone. Conversely, the batter will know 
his own weak points. 
When the ball distribution by left or right-handed batters Q on the menu 
screen II is clicked on, a ball distribution table, classified by the kind 
of pitch and vertically separated between left or right-handed batters, is 
indicated on monitor display A, as depicted in FIG. 21. 
For example, according to FIG. 21, the ball distribution table Q11 shows a 
pattern in which a pitcher threw straight balls against a right-handed 
batter. The ball distribution table Q12 shows a pattern in which a pitcher 
threw screw and sinker balls. Another ball distribution table Q13 shows a 
pattern in which a pitcher threw curve balls against right-handed batters. 
Other ball distribution tables show slider and fork ball patterns, for 
example. 
Therefore, the batter, pitcher and coaching staff or manager in the 
baseball team will get important information. Because they will know, for 
example, that when a pitcher throws breaking balls, he has difficulty 
throwing the balls on a strike course, or the pitcher will plan his 
pitching training, based on the information, or the coaching staff or 
manager will get the most helpful coaching manual. 
When the career matching in games R in the menu screen II is clicked on, a 
career table is displayed, as depicted in FIG. 22. According to FIG. 22, a 
name indicator matching between a batter and pitcher R1, and a ball 
distribution table R2 are indicated. 
The ball distribution table R2 shows batting results of hits and outs, 
classified by colors, and swings and misses, balls, fouls, and long hits, 
classified by symbols of +, .vertline., -, and@, respectively, as stated 
above. Therefore, the batter will know the kind of pitches with which he 
has gotten home-runs or base hits frequently, or when a pitcher threw 
balls. Also, the pitcher will know the kind of pitches he has thrown with 
which the batter has struck out most frequently. 
Furthermore, according to FIG. 22, batting results at bat R3 are indicated. 
The batting results at bat R3 show a diagram of which balls indicated in 
the ball distribution table R2 are aligned horizontally. Therefore, the 
batter will know ball distribution patterns in which he was struck out by 
a pitcher, and the pitcher will know ball distribution patterns that were 
hit by a batter. 
In the next step, when a result matching between players T is clicked on, a 
ball distribution table T1 is indicated. The ball distribution table T1 is 
classified by each count between a strike and ball. Therefore, the pitcher 
will know that a batter got out or got a hit coincidentally when the 
combination between ball distribution and ball counts was in a certain 
pattern, or the batter will know that he struck out coincidentally when 
the combination between ball distribution and ball counts was in a certain 
pattern. 
According to the present invention, preferably, the automatic image editor 
system indicated in FIG. 1 is desired as a system to be used in this 
embodiment. The automatic editor system has a monitor display A to be 
combined with a personal computer B, a converter E, a so-called V box to 
be connected with a personal computer B, a playback video deck "a" to be 
connected with the converter E through a video line, and a recording video 
deck "b" to be connected with the converter E through a rank cable. The 
playback video deck "a" is connected to a recording video deck "b" through 
an analog cable. Both monitor outputs from the playback video deck "a" and 
the recording video deck "b" are connected to an image board input, 
attached on the personal computer B. 
Therefore, when the team scorer or the batter would like to see a part of 
an image, such as when a pitcher's throwing ball form is recorded, the 
image is outputted on the monitor display A or recorded onto a video tape 
in the recording video deck "b" after the image is outputted from the 
playback video deck "a" to the personal computer B and edited on the 
personal computer. 
As stated above, necessary important data in baseball games can be inputted 
into a personal computer, and detected, processed, edited and, if 
necessary, outputted into an image. Therefore, the team scorer, batter, 
and pitcher on the baseball team will know important information on any 
baseball game. For example, the team scorer, the batter, and the pitcher 
will try to break their individual or team weak points when they train in 
training camp or before they confront other team such that their team can 
gain the upper hand in the next game.