EP0506863A4 - - Google Patents
Info
- Publication number
- EP0506863A4 EP0506863A4 EP19910902634 EP91902634A EP0506863A4 EP 0506863 A4 EP0506863 A4 EP 0506863A4 EP 19910902634 EP19910902634 EP 19910902634 EP 91902634 A EP91902634 A EP 91902634A EP 0506863 A4 EP0506863 A4 EP 0506863A4
- Authority
- EP
- European Patent Office
- Prior art keywords
- player
- user
- heart rate
- exercise
- predetermined level
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Classifications
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
- A61B5/02—Detecting, measuring or recording pulse, heart rate, blood pressure or blood flow; Combined pulse/heart-rate/blood pressure determination; Evaluating a cardiovascular condition not otherwise provided for, e.g. using combinations of techniques provided for in this group with electrocardiography or electroauscultation; Heart catheters for measuring blood pressure
- A61B5/024—Detecting, measuring or recording pulse rate or heart rate
- A61B5/0245—Detecting, measuring or recording pulse rate or heart rate by using sensing means generating electric signals, i.e. ECG signals
- A61B5/02455—Detecting, measuring or recording pulse rate or heart rate by using sensing means generating electric signals, i.e. ECG signals provided with high/low alarm devices
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
- A61B5/22—Ergometry; Measuring muscular strength or the force of a muscular blow
- A61B5/221—Ergometry, e.g. by using bicycle type apparatus
- A61B5/222—Ergometry, e.g. by using bicycle type apparatus combined with detection or measurement of physiological parameters, e.g. heart rate
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0622—Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2230/00—Measuring physiological parameters of the user
- A63B2230/04—Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations
- A63B2230/06—Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations heartbeat rate only
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2230/00—Measuring physiological parameters of the user
- A63B2230/04—Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations
- A63B2230/06—Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations heartbeat rate only
- A63B2230/062—Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations heartbeat rate only used as a control parameter for the apparatus
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/26—Miscellaneous game characteristics the game being influenced by physiological parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
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- G—PHYSICS
- G16—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
- G16H—HEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
- G16H20/00—ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance
- G16H20/30—ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance relating to physical therapies or activities, e.g. physiotherapy, acupressure or exercising
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02A—TECHNOLOGIES FOR ADAPTATION TO CLIMATE CHANGE
- Y02A90/00—Technologies having an indirect contribution to adaptation to climate change
- Y02A90/10—Information and communication technologies [ICT] supporting adaptation to climate change, e.g. for weather forecasting or climate simulation
Definitions
- the present invention is directed to an exercise and video game device, and more particularly to an aerobic exercise and video game device to encourage people to commence and continue an aerobic exercise program.
- the present invention integrates the operation of a video game with an exercise program, in the hope that those who use this invention will find that the addictive nature of the video game will keep them involved longer in an exercise program.
- Video games are usually constructed with multiple levels, each level being progressively harder to complete than the previous one. For progress to occur through all the levels of the game, the game player must learn his way through the game. This often requires repeated tries at each level, with a scoring system recording the progress achieved. Effective fitness routines share many of the characteristics of video games. Not only is fitness achieved through repeated exercise, but once the exerciser gets used to a particular level of exercise, further increases in the level of fitness are achieved only if the workout level becomes progressively harder and the workout time at the harder level is increased. This process continues until the exerciser reaches the desired standard of fitness.
- U.S. Patent No. 4,720,789 to Hector discloses a video game, or an exercise system utilizing a video display, which is played by movement of the game player's feet.
- the apparent objective is to require the game player to exercise while playing the game by moving his feet.
- the game player is required to move at the game's speed.
- the game in no way alters to conform to the individual's fitness level.
- U.S. Patent No. 4,711,447 to Mansfield integrates an exercise machine with a video game. To play the game, the operator is required to move a resistance creating assembly, and in doing so, exercises. As with the previous patent, no attempt is made to adjust the video game to the player's fitness level.
- U.S. Patent No. 4,278,095 to Lapeyre discloses an exercise device connected to a video machine.
- the speed of the exercise device, and the accompanying video display, is controlled by the exerciser.
- an accompanying signal is sent to the video machine, so that the exerciser is presented with a visual display of the increase in speed.
- the exerciser's heart rate is monitored and displayed a T.V. monitor.
- U.S. Patent No. 4,512,567 to Phillips is directed to an exercise bicycle used to operate a video game.
- the game player receives exercise while operating the bicycle, and at the same time, moving the handlebars.
- the video game operates at a preset speed, thus making no allowance for the fitness of the player.
- U.S. Patent No. 4,630,817 to Buckley is directed to an exercise machine which allows for movement of a control rod, e.g. a handlebar, to provide two degrees of freedom to a controllable character in a video display. Resistance is 5 provide to the handlebar to ensure that physical exertion is required by the user.
- U.S. Patent No. 4,709,917 to Yang discloses an exercise device which is furnished with an electronic display or a 10 mechanical belt for simulating road conditions.
- a microprocessor controls the position of the exercise bicycle with respect to the scene being displayed and the running speed of the road condition simulation.
- a combination exercise device and game apparatus comprises an exercise device for aerobic activity and means for sensing the aerobic activity level of a user of said exercise device and for outputting an activity level signal having a characteristic indicative of said activity level.
- the apparatus further comprises a video game having at least one user operated control for controlling the actions of at least one player, regulating means for regulating the relative actions of said one player and one of an opposition piece or obstacle, display means for displaying the one player and the one of said opposition piece or obstacle, and wherein said regulating means renders the video game more difficult for the one player relative to the opposition piece or obstacle in response to activity level, as indicated by the activity level signal characteristic, falling below a first predetermined level.
- the exercise device can be an exercise bicycle, treadmill or stair climbing device, for example.
- the means for sensing the aerobic activity level can be means for sensing the heart rate of the user of the exercise device, or can be means for sensing the output of the exercise device.
- the regulating means may further increase the speed of the opposition piece or obstacle relative to the one player in t ' response to the heart rate of the user falling below the
- the first predetermined level 5 may correspond to the minimum aerobic activity level for the user, which can be selected according to the user's age.
- the regulating means may preferably render the video game less difficult to the one player in response to the activity level exceeding a second predetermined level, 10 where the second predetermined level is greater than said first predetermined level.
- the second predetermined level preferably corresponds to the maximum heart rate of the user in an optimum aerobic exercise range.
- the apparatus may be arranged so that the speed of the player and the opposition piece or obstacle both increase or decrease, respectively, in
- the display means may display the heart rate of the user, and/or the output level of the exercise device.
- a game apparatus useable with an exercise device comprising means for sensing the aerobic activity level of a user of an exercise device and for outputting an activity level signal having a characteristic indicative of said activity level, and a video game having at least one user operated control for controlling the actions of at least one player, display means for displaying the one player and the one of said opposition piece or obstacle, and wherein said regulating means renders the video game more difficult for the one player relative to the opposition piece or obstacle in response to activity level, as indicated by the activity level signal characteristic, falling below a first predetermined level.
- an exercise motivation apparatus which is useatble with an exercise device and a video game having at least one user operated control for controlling the actions of at least one player, and which controls the relative actions said one player and of one of an opposition piece or obstacle, and which displays the one player and the one of said opposition piece or obstacle, comprising means for sensing the aerobic activity level of a user of an exercise device, and for outputting an activity level signal having a characteristic indicative of said activity level and regulating meams for rendering the video game more difficult for the one player relative to the opposition piece or obstacle in response to activity level, as 9 indicated by the activity . level signal characteristic falling below a first predetermined level.
- a 5 controller with three inputs, is integrated with a video game.
- the first input is from a speed sensor connected to an exercise machine.
- the speed sensor measures the speed with which an exercise machine is being used.
- the second input is from a heart rate monitor that is attached to the 10 person using the exercise machine.
- the third input is from a joystick that is operated by the exerciser.
- a game player In the standard format of a video game, a game player, using some form of joystick, maneuvers a player or playing
- opposition or obstacle means any playing piece which serves as an obstacle. opposition or adversary to the player and can be a target if the player is a weapon. Of course, the player can be a target, in which case the opposition may be or may have a weapon.
- the mechanics of the video game are altered to integrate an individual's exercise routine.
- the speed the source moves in the video game is determined by the speed that the exerciser is using the exercise equipment. This is measured by the speed sensor.
- Directional movement of the source may be controlled using a standard joystick.
- the speed of the villain is determined according to the game player's pulse, recorded with the heart rate monitor.
- An exerciser prior to commencing a workout, inputs his age, and the preferred duration of his warm-up and work ⁇ out. According to a preset formula, the controller sets upper amd lower heart rates for the duration of the exercise routine. These heart rates may be overridden by user input.
- the controller continually checks the pulse of the exerciser against the upper and lower optimal exercise heart rates for that individual. If the heart rate falls outside the preset limits or bands at any time throughout the exercise routine the speed of the game is altered. Where the video game is Pac-man, for example, if the hear rate of the exercising individual falls below the prese minimum optimal heart rate, the villain, in this game th Goblin, would move faster than its normal speed. Thi should prompt the game player to speed up on the exercis machine, thereby increasing the speed of the source, called the Pac-man, to escape the Goblin.
- the primary object of the invention is to keep people motivated to exercise, and particularly to exercise within an optimal range of heartbeats per minute. Since the exerciser will become fitter over time, the speed of the exercise machine needed to keep the heart rate within the optimal aerobic range would increase. The video game continually motivates the game player to maintain aerobic efficiency.
- the video game may include a display such as a bar graph, indicating the present heart rate, and its relation to the minimum and maximum limits.
- Fig. 1 is a block diagram of an exercise and video game device according to the invention with controller and input devices.
- Fig. 2 illustrates the optimal heart rate during aerobic exercise
- Fig. 3 is an example of an optimal exercise routine for a 30 year old individual
- Fig. 4 is a flowchart of the logic of a video game arranged according to the invention that accepts input from the speed sensor and heart monitor.
- FIG. 1 is a block diagram of a video game includes a video display 10, a microprocessor 12, random access data memory 14, a video controller 16, read only memory 18 for storing programs, and a hand operated joystick and other controls or inputs 20.
- the hand operated joystick 20 may also be in the form of an x-direction control which is mounted on the exercise machine 28 for operation by one of the user's hands, and a y-direction control mounted for the other user's hands.
- a speed sensor 24 connected to an exercise machine 28, (for example an exercise bicycle, treadmill or stair climbing exerciser) , and a heart rate monitor 26, which is used to measure the pulse of the exerciser 30, i.e. the user of the exercise machine.
- the speed of the exercise bicycle and the pulse rate are passed via the input interface 22 to the game microprocessor 12.
- Figure 4 describes the flow-chart for the logic of the video game in accordance with a program stored in read only memory 18.
- the exerciser Prior to starting a work-out, the exerciser inputs his age, length of warm-up (Tw) and length of main work-out (Tz) at step 30.
- the optimal range of heart rate required during exercise for a person of the entered age is calculated and displayed in step 34.
- a different upper (Pmax) and lower (Pmin) heart rate may be manually entered at step 36.
- the purpose of recording the heart rate is to ensure that the exerciser exercises optimally, but does not over exert his or her heart. Should the heart rate of the exerciser fall outside the optimal heart rate range calculated, or the manually entered range, the speed of the opposition or villain changes in relation to the speed of the source.
- the variable that controls the villain's relative speed, and thus represents the advantage or disadvantage the villain will have in relation to the source, is a settable constant called the K factor.
- the video game will have a default K factor value, between l.l and 1.5 for example, and it is displayed after the exerciser has inputted his workout information at step 38. Should the exerciser wish to change the default K factor, a new K factor may be manually entered at step 40.
- the exercise routine can commence once the operator presses the start button at step 42, whereupon the internal timer (T) begins at step 44, and the time remaining in the warm-up is displayed on the screen.
- the speed the source or one player moves in the video game is proportional to the speed that the exerciser uses the exercise machine, if the exerciser fails to begin the workout, the source or one player will remain stationary on the screen at step 46.
- the villain immediately gets an advantage versus the source, which at this point is stationary, in that its speed is the game's preset speed
- the villain's speed will be one and a half times faster than its preset value.
- the villain will gain rapidly on the source, prompting the exerciser to begin his warm-up, and get away from the villain.
- the heart rate of the exerciser is continually checked to ensure that it does not deviate from the optimal work-out rate at step 52.
- the villain's speed is directly proportional to the source's speed Y (see step 54).
- the timer (T) resets in step 58, and the work-out commences.
- the villain's speed is reset to the speed of the source in step 59.
- the heart rate is continually monitored during the work-out in step 60. If the heart rate falls below the minimum aerobic rate Pmin, the villain's speed increases in relation to the source by the K factor in step 6 A message on the screen then advises the exerciser to increase his level of activity. Conversely, should it be detected in step 62 that the heart rate exceeds the optimal aerobic rate Pmax, the speed of the villain decreases in relation to that of the source in step 66 (in a manner similar to that described above in step 56) and a message cautions the exerciser to slow down.
- step 67 If however, exercise is occurring within the optimal range, then the speed of the villain equals the speed of the source in step 67.
- the time remaining in the work-out is recalculated and refreshed on the display in step 68 and a check is made in step 70 on whether the total time Tt elapsed in the main work-out period has reached the time Tz which has been preset. If not the program returns to step 60.
- the timer (T) is reset in step 72, and the source gains a continual speed advantage versus the villain in step 74, prompting the exerciser to slow down.
- the cool-down period continues for at least a quarter of the time of the work-out 76. If the heart rate at the end of this period still exceeds 50% of the maximal attainable heart rate 78, a message is displayed recommending the exerciser to continue the cool-down period. The cool-down period thus continues until the heart rate of the exerciser drops to below 50% of the maximal attainable heart rate.
- the villain in the video game may be programmed to go faster, rather than slower relative to the player or source when the heart rate exceeds the maximum aerobic level.
- the exerciser in this circumstance will get immediate feedback that exceeding the maximum aerobic limit will not place him in any greater advantage relative to the villain (and will actually be placed in a disadvantage relative to the villain) when the with aerobic limit is exceeded.
- This is consistent with research on exercise indicating that exercise levels exceeding the maximum aerobic limit provide little additional aerobic benefit over exercise within the preferred aerobic range, and may actually pose some risks for persons not in excellent physical condition.
- the present invention is not limited to the specific embodiment disclosed and the scope of the invention is limited only by the appended claims.
Abstract
Description
Claims
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US45348889A | 1989-12-20 | 1989-12-20 | |
US453488 | 1989-12-20 | ||
US455651 | 1989-12-22 | ||
US07/455,651 US5001632A (en) | 1989-12-22 | 1989-12-22 | Video game difficulty level adjuster dependent upon player's aerobic activity level during exercise |
Publications (2)
Publication Number | Publication Date |
---|---|
EP0506863A1 EP0506863A1 (en) | 1992-10-07 |
EP0506863A4 true EP0506863A4 (en) | 1994-04-13 |
Family
ID=27037132
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP91902634A Withdrawn EP0506863A1 (en) | 1989-12-20 | 1990-12-20 | Exercise and video game device |
Country Status (4)
Country | Link |
---|---|
EP (1) | EP0506863A1 (en) |
JP (1) | JPH05505319A (en) |
CA (1) | CA2071993A1 (en) |
WO (1) | WO1991009374A1 (en) |
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US5956501A (en) | 1997-01-10 | 1999-09-21 | Health Hero Network, Inc. | Disease simulation system and method |
US5678571A (en) * | 1994-05-23 | 1997-10-21 | Raya Systems, Inc. | Method for treating medical conditions using a microprocessor-based video game |
US20010011224A1 (en) | 1995-06-07 | 2001-08-02 | Stephen James Brown | Modular microprocessor-based health monitoring system |
US6968375B1 (en) | 1997-03-28 | 2005-11-22 | Health Hero Network, Inc. | Networked system for interactive communication and remote monitoring of individuals |
US7624028B1 (en) | 1992-11-17 | 2009-11-24 | Health Hero Network, Inc. | Remote health monitoring and maintenance system |
US9215979B2 (en) | 1992-11-17 | 2015-12-22 | Robert Bosch Healthcare Systems, Inc. | Multi-user remote health monitoring system |
US5672107A (en) * | 1996-01-31 | 1997-09-30 | Federal Patent Corporation | Integral video game and cardio-waveform display |
US6405077B1 (en) * | 1999-01-15 | 2002-06-11 | Polar Electro Oy | Method in connection with personal non-invasive heartrate measuring arrangement with alarm |
US20030022140A1 (en) * | 2001-07-09 | 2003-01-30 | Huang-Tung Chang | Interactive game apparatus by utilizing parameters related to exerciser user |
US7399276B1 (en) | 2003-05-08 | 2008-07-15 | Health Hero Network, Inc. | Remote health monitoring system |
JP5806443B2 (en) * | 2008-12-26 | 2015-11-10 | 任天堂株式会社 | Biological information management system |
US8332544B1 (en) | 2010-03-17 | 2012-12-11 | Mattel, Inc. | Systems, methods, and devices for assisting play |
CN108144255B (en) * | 2017-03-29 | 2024-01-09 | 青岛云匠智能科技有限公司 | Intelligent game exercise bicycle is felt to body |
US20230173335A1 (en) * | 2020-05-05 | 2023-06-08 | Jet Black Products Pty Ltd | Devices and computer technology configured to enable enhanced simulated bicycle steering, for use with a stationary training system |
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US4630817A (en) * | 1983-12-20 | 1986-12-23 | Gym Bee Enterprises, Inc. | Recreation apparatus |
US4637605A (en) * | 1984-02-17 | 1987-01-20 | Frank Ritchie | Controls for a game bike |
US4643421A (en) * | 1984-08-31 | 1987-02-17 | Marvin Glass & Associates | Video game in which a host image repels ravenous images by serving filled vessels |
US4720789A (en) * | 1985-10-31 | 1988-01-19 | Bally Manufacturing Corporation | Video exercise or game floor controller with position indicating foot pads |
US4711447A (en) * | 1985-12-23 | 1987-12-08 | Mansfield Michael R | Exercise apparatus for use with video game |
JPS6335254A (en) * | 1986-07-29 | 1988-02-15 | コンビ株式会社 | Training apparatus for rehabilitation |
JPS6346186A (en) * | 1986-08-13 | 1988-02-27 | 美津濃株式会社 | Rowing machine |
US4751642A (en) * | 1986-08-29 | 1988-06-14 | Silva John M | Interactive sports simulation system with physiological sensing and psychological conditioning |
-
1990
- 1990-12-20 JP JP91502899A patent/JPH05505319A/en active Pending
- 1990-12-20 CA CA002071993A patent/CA2071993A1/en not_active Abandoned
- 1990-12-20 WO PCT/US1990/007579 patent/WO1991009374A1/en not_active Application Discontinuation
- 1990-12-20 EP EP91902634A patent/EP0506863A1/en not_active Withdrawn
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE3428675A1 (en) * | 1984-08-03 | 1986-02-13 | Vdo Adolf Schindling Ag, 6000 Frankfurt | Fixed body exercise apparatus |
EP0235312A2 (en) * | 1986-02-14 | 1987-09-09 | Computerized Sports Equipment, Inc. | System and method for skill enhancement and behavior modification |
EP0255142A1 (en) * | 1986-08-01 | 1988-02-03 | Mizuno Corporation | Exercise bicycle apparatus |
Non-Patent Citations (1)
Title |
---|
See also references of WO9109374A1 * |
Also Published As
Publication number | Publication date |
---|---|
EP0506863A1 (en) | 1992-10-07 |
CA2071993A1 (en) | 1991-06-21 |
JPH05505319A (en) | 1993-08-12 |
WO1991009374A1 (en) | 1991-06-27 |
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