US-20260127945-A1 - METHODS, SYSTEMS, AND APPARATUSES FOR PROCESSING SPORTS-RELATED DATA
Abstract
A method, system, and apparatus for collecting, manipulating, transmitting, and interpreting data. In one embodiment, a plurality of sensors configured to capture real-time sensor data from a live event including a plurality of actions; one or more sport gaming platforms, and a user device, where the one or more sports gaming platforms are configured to: receive and store the captured sensor data, filter a historical sensor database on similar event data matching an ID for an upcoming action, wherein the ID identifies odds on upcoming plays, determine, based on artificial intelligence and/or machine learning and before occurrence of the upcoming action, that there is a high correlation between the captured sensor data and the similar event data, determine a probability of occurrence of the upcoming play associated with the wager ID, and update odds offered by the exchange system.
Inventors
- Casey Alexander HUKE
- Joseph W. Beyers
- John Cronin
- Michael D'Andrea
- Harrison GRANT
- JOSEPH BODKIN
Assignees
- ADRENALINEIP
Dates
- Publication Date
- 20260507
- Application Date
- 20221014
Claims (20)
- 1 - 10 . (canceled)
- 11 . A method of displaying information on a device of at least one user related to wagering on an action in a live sporting event based on interaction with a live video feed and the at least one user, comprising: receiving data from a sporting event upon which wagers can be placed on actions occurring during the live sporting event; providing one more areas for selecting a portion of the video feed of the live sporting event based on one or more of sensor data, character recognition data, facial recognition, artificial intelligence, and/or machine learning; and displaying, on the device, elements of the sporting event in the selected portion of the video feed of the live sporting event, wherein available data from the sporting event are dependent upon elements of the live sporting event displayed on the device in the selected portion of the video feed of the live sporting event.
- 12 . The method of claim 11 , further comprising: triggering a selection module based on identified elements of the selected portion of the video feed of the sporting event.
- 13 . The method of claim 11 , wherein the sensor data comprises physiological data.
- 14 . The method of claim 12 , further comprising: displaying one or more menus based on the selected portion of the video feed of the sporting event.
- 15 . The method of claim 11 , further comprising: displaying historical data related to the identified elements based on the selected portion of the video feed of the sporting event.
- 16 . A system integrating sports wagering into the display of a live sporting event, comprising: a first device having a first display; a second device having a second display; a broadcast of a live sporting event; and a wagering network, wherein the wagering network provides one or more wagers on one or more outcomes of actions inside of the live sporting event, the device controls an integrated display of data associated with the one or more wagers and the broadcast of the live sporting event on the second display, the data associated with the one or more wagers is displayed on the second display, and the data associated with the one or more wagers is related to one or more elements of the live sporting event and is overlaid on one or more corresponding elements in the live sporting event, or the data associated with the one or more wagers is displayed at a location on a game play area that is correlated to, or determined by artificial intelligence and/or machine learning, one or more locations relevant to the one or more wagers.
- 17 . The system of claim 16 , wherein the first device is communicatively paired to the second device.
- 18 . The system of claim 17 , further comprising a display module to display the data associated with the one or more wagers upon a successful pairing of the first device to the second device.
- 19 . The system of claim 16 , wherein the data associated with the one or more wagers is displayed in a ribbon on the second device.
- 20 . The system of claim 16 , wherein a display module is triggered as a result of an input on the first device.
- 21 . The system of claim 16 , wherein inputs on the first device control one or more of the display of the data associated with the one or more wagers on the second device and locations of display of the data associated with the one or more wagers.
- 22 . The system of claim 16 , further comprising a wagering module configured to provide wagering activity on the live sporting event in real time.
- 23 . The system of claim 12 , wherein the wagering module is coupled to the wagering network and facilitates placing wagers on the mobile device.
- 24 . The system of claim 16 , wherein the first device is communicatively paired to a set top box.
- 25 . A method for displaying a probabilistic outcome over video of a live event, comprising: retrieving at least one active live event upon which probabilistic outcomes can be determined on actions occurring during that live event; presenting at least one probabilistic outcome on an action occurring during of the live event, the at least one probabilistic outcome determined by artificial intelligence and/or machine learning; selecting at least one player or object in an area of play inside the live event for providing at least one probabilistic outcome; and providing at least one a probabilistic outcome on the selection.
- 26 . The method of claim 25 , further comprising triggering the presenting of at least one probabilistic outcome on an occurring during of the live event through detection of movement of at least one player inside the live event.
- 27 . The method of claim 25 , wherein the at least one player or object who is the basis for the probabilistic outcome is at least one or more players or objects selected from a predetermined group of players or objects.
- 28 . The method of claim 27 , wherein the predetermined group of players or objects is based on the type of live event.
- 29 . The method of claim 25 , wherein the determination of whether a probabilistic outcome was successful is based on a difference between the actual path taken and the path wager, wherein the path wager is successful if the difference between the actual path taken and the path wager is less than a threshold value.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS The present patent application claims benefit and priority to U.S. Provisional Patent Application No. 63/256,103 filed on Oct. 15, 2021, which is hereby incorporated by reference into the present disclosure. FIELD The embodiments are generally related to wagers in sports or athletics that are focused on player's sensor data. BACKGROUND The subject matter discussed in the background section should not be assumed to be prior art merely as a result of its mention in the background section. Similarly, a problem mentioned in the background section or associated with the subject matter of the background section should not be assumed to have been previously recognized in the prior art. The subject matter in the background section merely represents different approaches, which in and of themselves may also correspond to implementations of the claimed technology. Currently sport betting platforms offer proposition bets or proposition wagers for individuals and teams competing in an event. These “prop bets” are focused on the player's or team's statistics that are gathered and collected over the course of the event. However, these proposition bets are limited to the statistics within the sport or event and have little to do with some of the athletic feats that the athletes perform over the course of an event. Sports fan usually debate the athlete's skill and performance so there is strong interest in the athlete as well as the final game outcomes. This invention deals with capturing play data and communicating it to the user's mobile device for play-by-play betting can be problematic when the user is at the live game. The large number of people in the stadium makes reliable bandwidth problematic and that could cost wagering providers potential revenue with missed opportunities to bet. A bettor may restrict their betting to a particular type of bet or another criterion such as odds meeting their own personal threshold. Behaviors such as this restrict the potential number of bets which may be made. Some bettors may be more likely to take a particular type of bet regardless of the odds. In this case, offering the bettor the same odds as someone less likely to make the bet would be contrary to the interests of the bookmaker, as they would likely make the bet even with poorer odds. Environmental factors such as home team advantage, and the likelihood of a bettor favoring the home team. As such, the bettor may be more likely to favor bets pertaining to the home team. Similar to favoring a particular kind of bet, the favoring of one team versus another may result in the bettor making fewer bets. A bookmaker collects a fee on every bet placed, therefore it is beneficial to the bookmaker to increase the number of bets made. By incentivizing bets which would otherwise not be made by increasing the odds in favor of the bettor, the bookmaker can increase the overall number of bets made. Similarly, there is a benefit to reducing the payout wherever possible, therefore it is beneficial to identify bets which have a high likelihood of receiving a bet by a bettor, even a lower odd that would otherwise be offered, and decreasing the odds for the bet before offering the bet to the bettor. Traditional advertisements required maximum exposure to see an adequate return on investment. With the advent of digital marketing, it has become possible to target individuals instead of groups of people, however the amount of personalized information required to achieve this is difficult to obtain, as is determining the timing during which to deliver advertisements. Live events often rely on passive advertisements, traditionally via advertisements which are placed on uniforms, on billboards within stadiums and even in the naming of stadiums themselves. These advertisements are largely inefficient as they are only relevant to a segment of the individuals present and while they can be changed during a live event, the still suffer the same inability to be relevant to each individual present. Live events often involve spectators who are emotionally involved with the event itself, such as when the live event is a sporting event. Typically, spectators are emotionally invested in one of the teams and therefore may be more likely to be influenced by an advertisement depending on how events unfold, however these experiences vary widely depending on the person, requiring a personalized means of delivery for advertisements to be most effective. Advertisements have an improved return on investment if they are targeted towards the individuals most likely to be influenced by them. This can be further improved by also delivered to an individual the most appropriate time. Currently sport betting platforms provide users with wagering odds which are usually calculated using some sort of statistical analysis on the two teams of event. A current issue with this analysis is that it does not incorporate data on a player by player b