CN113813547A - Contextual exercise device and corresponding method - Google Patents

Contextual exercise device and corresponding method Download PDF

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Publication number
CN113813547A
CN113813547A CN202111251423.7A CN202111251423A CN113813547A CN 113813547 A CN113813547 A CN 113813547A CN 202111251423 A CN202111251423 A CN 202111251423A CN 113813547 A CN113813547 A CN 113813547A
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China
Prior art keywords
exercise
game
user
episodic
exercise device
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CN202111251423.7A
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Chinese (zh)
Inventor
不公告发明人
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Beijing Mitao Zhilian Technology Co ltd
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Beijing Mitao Zhilian Technology Co ltd
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Priority to CN202111251423.7A priority Critical patent/CN113813547A/en
Priority to PCT/CN2021/126941 priority patent/WO2023070418A1/en
Publication of CN113813547A publication Critical patent/CN113813547A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B21/00Exercising apparatus for developing or strengthening the muscles or joints of the body by working against a counterforce, with or without measuring devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B22/00Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B23/00Exercising apparatus specially adapted for particular parts of the body
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B23/00Exercising apparatus specially adapted for particular parts of the body
    • A63B23/035Exercising apparatus specially adapted for particular parts of the body for limbs, i.e. upper or lower limbs, e.g. simultaneously
    • A63B23/12Exercising apparatus specially adapted for particular parts of the body for limbs, i.e. upper or lower limbs, e.g. simultaneously for upper limbs or related muscles, e.g. chest, upper back or shoulder muscles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/06Training appliances or apparatus for special sports for rowing or sculling
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/16Training appliances or apparatus for special sports for cycling, i.e. arrangements on or for real bicycles

Abstract

A situational exercise device, including the situational device who is used for providing the situational experience, with the exercise device that the situational device is connected, its characterized in that, the exercise device receives the signal that matches with predetermined scene that the situational device sent for user's exercise action and the resistance that receives are unanimous with predetermined scene.

Description

Contextual exercise device and corresponding method
Technical Field
The invention relates to the field of fitness exercise, in particular to an immersive situational exercise device and a situational exercise method.
Background
The traditional way is a stand-alone fitness exercise method in a gymnasium or home. Conventional exercise methods are generally performed passively, either through the exerciser's own voluntary drive, or through the motivation and urge of a trainer, and are often simply boring and uninteresting with the use of equipment throughout the exercise. A novel intelligent fitness device and an online fitness method of the product. The existing product keep makes an effort for the exercisers to perform the autonomous promotion of aerobic exercises through fragmented on-demand live-broadcast courses and lightweight tasks, but the existing product keep cannot make beneficial help for the exercisers with strength training requirements; in addition, the existing products of mirror and configuration attract exercisers by combining different classes of courses in a way of combining hardware and software courses and using a body-building mirror to feed back in time; in addition, the existing products, namely the final and the form, are combined through software and hardware, so that the equipment is matched with part of games, a trainer can finish aerobic and anaerobic movement through hand holding or body feeling interaction, and the diversity of the exercise process is increased, so that the insightful force of the trainer is improved.
The traditional fitness mode only provides a single training scene, the entertainment is low, and the participation and the insisting will of the user are not strong. Most exercisers are difficult to complete the exercise goal and insist on it by themselves in the early stage, and others cannot continue or give supervision around the exerciser at any time, and the exerciser cannot obtain high self-discipline sense of identity.
The online fitness method of the novel intelligent fitness equipment effectively improves the participation and the holding willingness of users by online participation of multiple users in the same exercise plan through the network, but most of the prior methods are concentrated in the exercise items such as group class gymnastics and the like, and mature products and methods for online strength training do not exist; or to assist in exercise in part by way of a game-based approach that works in cooperation locally or remotely, there is no sophisticated solution to combine local and online game exercises and to match the game to the exerciser's exercise needs well, and how the pull cord of the strength training device is used to control the progress of the game.
Disclosure of Invention
A game-based exercise method utilizes a game designed based on body-building actions, and an exerciser finishes exercise while using an exercise device as game input to finish the game, so that the exercise interest is increased, the adherence and the self-discipline level of the exerciser are improved, and the exercise insensibility reaches the standard.
The applicant proposes to install a game program designed for fitness on an intelligent fitness device, use an exercise device as game input and output, feed back the game and exercise status to the user through a feedback device, and include a remote server that matches the user and transmits game data during online game networking. The input of the game is mainly realized by mapping the stroke position of the pull rope into a one-dimensional coordinate system or mapping the stroke position of the pull rope into a one-dimensional vector as a key, so that the multi-pull rope can realize multi-key interactive control with the game program.
A situational exercise device comprises a situational device for providing situational experience and an exercise device connected with the situational device, wherein the exercise device receives a signal which is sent by the situational device and matched with a preset situation, so that exercise actions and resistance of a user are consistent with the preset situation. The use stage that novice exercisers pass the entry level of the intelligent fitness equipment can be effectively promoted in a local game mode, more interesting and amusing training contents are explored, and the initial endurance of the novice exercisers is easier to improve;
the remote online game mode enables exercisers to achieve higher target of winning self-luxury and honor through competition or cooperation so as to improve the insights of the exercisers.
The comprehensive adherence force of the exerciser can reach the standard in an imperceptible way through the game-based exercise, and the self-discipline level of the exerciser is potentially improved.
Preferably, the contextual device comprises a gaming device.
Preferably, the gaming device comprises a video device and an audio device.
Preferably, the exercise device is connected to the scene device by means of a signal recognition and processing device.
Preferably, the exercise device comprises operating means for gripping by the user, stepping, body-building and assisting in sitting and lying.
Preferably, the operating device comprises a pull cord and at least one of the following fittings connected to the pull cord: the device comprises a handle, a double-end rope, a high-position lower pull rod, a long straight rod, a binding band, a rowing machine, a bicycle simulator, a back-pedal simulator and a V-shaped handle. Preferably, the signal recognition and processing means translate the action performed by the user through the operating means into triggering the deployment of the preset scenario.
Preferably, the exercise device further comprises a storage device for recording exercise indexes of the users and a comparison device for comparing the exercise indexes according to the data of the users stored in the storage device.
The applicant also proposes an exercise method for the episodic exercise device according to claim 8, performing individual exercises, antagonistic exercises and fitting exercises by means of the comparison device.
Preferably, matching exercise recommendations are provided based on the exercise results.
Drawings
FIG. 1 is a block diagram of an embodiment of an apparatus for gamification exercise;
FIG. 2 is a block diagram of an embodiment of an exercise device in a gammed exercise system;
FIG. 3 is a block diagram of an embodiment of a feedback device in a gammed exercise system;
FIG. 4 is a block diagram of an embodiment of a remote server in a gammed exercise system;
FIG. 5 is a block diagram of an embodiment of a process for conducting a gamed exercise using an exercise device;
FIG. 6 is a block diagram of an embodiment of local gaming in a gamed workout;
FIG. 7 is a block diagram of an embodiment of remote online gaming in a gamed workout;
FIG. 8 is a block diagram of an embodiment of a pull-cord controlled game play in a playable exercise.
Detailed Description
The following description of the present patent application, which is provided for purposes of illustration and description, will be made in the light of the accompanying drawings and will not be used to limit the scope of the present patent application.
The playable exercise device of fig. 1 includes a remote server 11, a game program 12, and a feedback device 13. Wherein, the game program 12 is connected with the remote server 11 to realize the online of the network. The game program 12 is connected with the feedback device 13 to visually present game scenes and states to the user, enhancing the immersion of the game-type exercise. The playable exercise device also includes a collection device 17, an exercise device 16, and a resistance device 15. Acquisition device 17 is connected with exercise device 16 electricity, and acquisition device 17 includes the stroke sensor, can discern and gather the stroke data in the user holds exercise device accessory motion. The exercise device 16 is connected with the resistance device 15 by a pull cord to achieve a method of exercising against resistance. The game-enabled exercise device also includes a controller 14, the controller 14 controlling the entire device. The controller 14 is connected to the remote server 11 and the game program 12, and is electrically connected to the resistance device 15, the exercise device 16 and the acquisition device 17, so that the signals of the ports are integrated and processed to control the whole game program in the form of game input or output. The gamification exercise device realizes an efficient contextual human-computer interaction exercise method combining reality and virtual. The user not only is an exerciser, but also is a game role or a team member, and not only can feel the audio-visual impact of the virtual game scene in real time, but also can utilize the physical exercise device 16 at the user to operate and exert force to enrich the game role (instead of the traditional key or body feeling). Meanwhile, the game player can communicate with the outside in real time to feed back by connecting the remote server 11, and can share the experience and fun of the game, so that the exercise efficiency and the exercise achievement feeling are enhanced.
The exercise device in the playable exercise system of fig. 2 is comprised of various exercise device attachments 172 coupled to a pull cord 171. The pull cord 171 is connected to the resistance device 15 and exercise is accomplished by pulling the pull cord 171 against resistance using a different exercise device fitting 172. The exercise device accessory 172 includes, but is not limited to: a handle 1721, a double-ended rope 1722, a high-level down-link 1723, a long straight rod 1724, a strap 1725, a rowing machine 1726, a bicycle simulator 1727, a back pedal simulator 1728, a V-shaped handle 1729, and the like. The exercise device 16 is connected to the game program 12 through the controller 14. The access of the game program 12 enables a human-machine interactive exercise regimen, as compared to a traditional exercise regimen using a force exercise machine in a single field, which is directed and serviced by a computer program to use exercise device accessories (172) to make the exercise richer and more user friendly. The program can prompt the user to finish game exercise step by step from easy to difficult according to the self condition (ability and preference) of the user in a form of unlocking the clearance, thereby increasing the exercise interest and ensuring that the exercise is more scientific.
The feedback device 13 of the game-based exercise device shown in fig. 3 is connected to an output device via an output interface 32 to transmit various information in the game program 31 to the user 36 in the form of multi-senses of sound, image, and touch. A plurality of output interfaces 32 are connected to the game program 31. The output interface 32 is electrically connected to a speaker 38 for communicating audio information to the user 36. The output interface 32 is electrically connected to a display 37 for communicating image information to the user 36. The output interface 32 is electrically connected to the controller 33, the controller 33 is connected to the motor 34, the motor 34 is connected to the pull rope 35, and the user 36 can intuitively feel the difficulty of pulling, the vibration and the like in the process of pulling the pull rope 35 or using the exercise device accessory 172. For example, when the user 36 enters a "rowing game" game program, the user sees the scene pictures on both sides of the river from the display 37 and hears the rowing sound from the speaker box 38. When the ship collides with an obstacle in water, the controller 33 transmits resistance data to the motor 34, so as to drive the pull rope 35 to transmit vibration to the rowing machine 1726, and a user holds the rowing machine 172 to intuitively sense collision vibration in rowing. The feedback device 13 is connected with the game program 31, creates a scene type and an immersion type game exercise scene for the user, fully mobilizes the participation sense and the enthusiasm of the user, promotes the user to be embedded into the game scene in whole, obtains experience and perception in the scene in person, and can improve the exercise efficiency.
Fig. 4 illustrates remote server 11 of the playable exercise device, which mainly includes data receiving module 45, data processing module 43, and data transmitting module 42. The data receiving module 45 receives the matching or invitation information sent by the user at the device side, and transmits the matching or invitation information to the data processing module 43. The data processing module 43 analyzes the acquired information and transmits the result to the data sending module 42. The data transmission module 42 further passes the information to the matching user equipment. The data processing process also involves the exercise data database 44 and the matching module 41. The data processing module 43 stores the received information in the exercise data database 42 while extracting the required exercise data from the database. The matching module 41 receives the relevant data, analyzes and matches the relevant data, and transmits the relevant data back to the data processing module 43. The remote server 11 is connected with the game program 12 and the controller 14, and is used for storing, integrating, comparing, analyzing and transmitting the exercise data of multiple users, so that the networked online connection of the game exercise is realized.
Fig. 5 shows a process of conducting a gamification exercise using the exercise device. Firstly, selecting the body-building action 51, installing the accessories 52 of the exercise device according to the prompt, entering the set game program 53 after the installation is finished, and setting the difficulty and the mode 54 according to the self condition by the user so as to start the game 55. During the game, the exercise device is used to complete the exercise, and the stroke of the reciprocating pull cord is mapped to the game program operating game 56 to complete the level unlock for more difficulty, mode, reward and game 57, and finally the game is ended to complete the exercise 58. The exercise process is simple, and is a routine operation, and the zero-base user can also complete the game matched with the self ability according to the game prompt.
FIG. 6 illustrates a gamed exercise process using an intelligent fitness device through a local game. Firstly, the intelligent fitness equipment 61 is started, a game program 62 is started, the accessories 63 of the exercise device are installed according to game prompts, the accessories are pulled to start a game 64 after the accessories are installed and connected successfully, all game stages 65 are completed through exercise for a certain time, and finally the online game mode 66 is unlocked.
FIG. 7 illustrates the main steps of using the intelligent fitness device to conduct a gamed workout through a remote online game. The user opens the game program 71 and selects the online mode 72 on the program interface. The online mode includes two modes of inviting other players 73 and automatic smart match player 75. The remote server 76 filters the data according to the online mode selected by the user and returns the online request of the user to the remote player 74, and the remote player agrees to start the online game 79 and play the local online game show 78. During the course of the game, the remote server 76 returns the processed remote game data 77 by sending the local game data 791 to the remote server 76 for association into the local online game show 78. Thereby enabling the sharing of remote player and local player game data.
Fig. 8 shows the control of game progress by a pull cord during a playable exercise. The user 81 pulls the pulling rope 82 in accordance with the game prompt, causing the tensile state of the pulling rope 82 to change. The controller 83 is connected to the pull cord 82 and the game program 84, respectively. The controller 83 receives the tension state data of the pulling rope 82: such as length, direction, speed, etc., and sends the relevant data to the game program 84. The game program 84 guides the user 81 to perform a subsequent game exercise by changing the program or feeding back different game state information to the user 81.
The practical use is as follows:
in one embodiment, the user turns on the intelligent fitness device, and sees that the human-computer interaction program (a GUI program) running on the host computer recommends a game of exercising arm strength and endurance: logging is performed, the game program is installed, and after the game program is entered, the description is checked to prepare for starting the game. According to the instructions, the user operates the game using an exercise device, the exercise device comprising: the handle is connected with the pull rope, the pull rope is connected with the resistance device to generate resistance, and the resistance source of the resistance device is a motor. The acquisition device acquires the stroke data of the pull rope for the stroke sensor at the moment and transmits the stroke data to the controller, the controller controls the game according to the force feedback transmitted by the resistance device and the stroke feedback transmitted by the acquisition device as input, and the patent with the application number of 202110181488.2, namely 'a body building method based on stroke mapping interaction', is introduced, wherein a one-dimensional or two-dimensional vector with acceleration of the length of the pull rope pulled out or retracted by a handle is used as a basic input variable of user interaction and is mapped into the controller of the intelligent body building equipment. The controller operates the game accordingly: along with the reciprocal stay cord of user's one hand or both hands, can see that the saw makes a round trip to move on trees in display device, along with user's stay cord speed accelerates or the resistance that sets up increases, the speed of lumbering is followed faster and faster, if speed or strength are not enough, hardly saw off wood. When the user consumes a lot of heat, the character in the game starts to sweat, increasing the immersion. Different levels are set in the game program, the trees are thicker and thicker along with the difficulty of upgrading, and the next level can be unlocked along with the fact that the user insists on exercising to complete each level. When the game clearance is finished from easy to go to hard, the user is familiar with the body-building action of arm exercising and also passes the insights of the insightful force brought by exercising.
Fig. 2 shows an exercise device used for a game-based exercise, where an exercise accessory is selected according to an exercise goal, and an exercise is started in a game matched with a fitness action. The exercise device is connected with the stay cord by the exercise accessory of difference and is formed, and the stay cord is connected with resistance device, uses different accessories pulling stay cords to confront the resistance and accomplishes the exercise. Common accessories include, but are not limited to: the device comprises a handle, a double-end rope, a high-position lower pull rod, a long straight rod, a binding belt, a rowing machine, a bicycle simulator, a back-pedal simulator, a V-shaped handle and the like. For example, a long straight bar is a common accessory, and in one embodiment, a user may use the long straight bar for squat training and may choose a "strong" game for playful exercise: lifting the stones with different weights to a high platform, wherein the resistance corresponds to the weight of the stones in the game, and pushing the long straight rod upwards to correspondingly lift the stones; in one embodiment, the user uses the pull handle for arm strength or shoulder shaping training, and may choose a "guard" game: the enemies are knocked back by loading their own weapons with ammunition. When the training times reach the standard, the training can be advanced after a specified number of enemies are knocked off in the game: the number of enemies is increasing and the user needs to fill ammunition against a greater weight of drag in order to upgrade a weapon, for example from a gun to a cannon. After long-term exercise, the user can complete more game stages only by improving the self strength, and can collect favorite advanced weapons; in one embodiment, the user is training using a rowing machine accessory, and may select a "rowing game": the rowing machine accessory is provided with a physical structure of a connecting pull rope driven by a leg, a user can sit on the rowing machine accessory to finish the bending and stretching actions of the leg, meanwhile, a pull handle is connected with other pull ropes to pull the simulating shaking paddle back and forth, the user can adjust the advancing direction of a boat in a game through the pull handle, and the speed and the force for pulling the pull rope are improved to accelerate the boat to advance; in one embodiment, the user exercises the strength of the waist, abdomen and arms, and may select a "fishing" game: connect stay cord simulation fishing rod through a handle, pull out the stay cord 60cm and can throw out the fishhook, the resistance that sets up is big more can be with the farther that the fishhook was thrown, according to the near shallow water district, deep water district, near sea district, deep sea district etc. that correspond far away in the recreation, the regional water that is far away is dark more, the fish is big more, the reward is better, need the user to accomplish the fishing task in every region and unblock step by step. After the fish is hooked, the fish needs to be pulled out of the water surface in opposition to the fish, so that the user needs to keep 10 seconds of the resistance set at present even greater (because the fish is about to escape and burst with greater strength) and then pull out the pull rope by 20cm, so as to fish the fish. Along with the size of fish is bigger and bigger, the pulling force that the fishing rod received is stronger and stronger, only relies on arm power and has can't pull out the surface of water with the fish, at this moment need connect the stay cord through the bandage, with bandage system between the waist, realize the function of fishing tripe top, exert oneself the pulling force of supplementary antagonism large-scale fish through the waist belly. In particular, when going to fishing, the user can use the bicycle simulator to simulate riding to a destination, and can obtain reward and collect bait on the road. When the water reaches the water side, the rowing machine is used for simulating rowing to a target water area, and fishing is started. A plurality of exercise devices are used in one game, so that the body building exercise of different actions and different body parts is completed more interestingly, more reasonably and more invisibly.
Fig. 3 shows a feedback device for a game-based exercise, such as the rowing game of the above embodiment, in which the user obtains a game feedback visually, audibly, and tactually, the direction of travel of the boat, the scenery on both sides of the river, displays a picture through a display, hears a rowing sound from a speaker, and receives a shock transmitted to the exercise accessory by a drag device to a pull rope when hitting wood floating in the water flow or hitting the shore.
FIG. 4 illustrates a remote server used by a gamed workout to invite other users or automatically match other users to play a team or battle when a user is online. In one embodiment, for example, in a "dragon boat" of a "rowing" game, a plurality of persons rowing at the same time are required to reach the end point within a specified time, a user sends a request at a device end, a data receiving module receives a game invitation request of the user, transmits the game invitation request to a data processing module to find an online device and sends an invitation to other remote intelligent fitness devices through a data sending module, and other remote users can start the game after receiving the invitation. In one embodiment, for example, a canoe for a "rowing" game, a user can form a team and match with other teams, the user forms the team and sends a player matching request to a remote server, the data receiving module receives the user matching request, the data processing module intelligently matches the teams with the same strength according to exercise data of the user in the exercise data database, such as duration, intensity and the like, and sends invitations to intelligent fitness equipment of other remote teams through the data sending module, and the matched teams start game match.
In the online game process, the local equipment sends game information data to the remote server, and the server synchronously sends the data to other remote end equipment participating in the game together, such as the force data and the paddle-swinging direction of the crowds in the 'rowing' game; displaying the result of the game resultant force exercise on a display device: for example, in the case of consistency of forward and backward paddles, it is important to make the teams coordinate with each other in skill, for example, rather than to determine the boat speed by only the core strength and endurance of the teams, and teams with smaller strength can overcome opponents with stronger strength than the team's own strength.
FIG. 5 illustrates the use of the exercise device for a playable exercise, as described in the "lumbering" game embodiment, where the user follows a persistent exercise, completes the checkpoint challenge in the game to obtain a reward of different timbers, collects enough timbers to create a boat, and unlocks the "rowing" game, which in one embodiment, obtains a harder timbers to create a larger and more robust boat, and unlocks the higher difficulty level, such as a faster water speed, required by the boat in the "rowing" game. Further, the bigger the boat is, the greater the power required for rowing, and the achievement feeling in the game is obtained while the exercise intensity is gradually improved.
Fig. 6 shows the steps of using the intelligent fitness equipment to conduct game-based exercise through a local game, and a user installs an exercise device accessory according to the requirements of exercise positions and fitness actions, and starts a game after selecting an exercise game to conduct exercise. After all the level cards of the local game are opened, the online mode game can be unlocked, for example, the game simulating training activities of tug-of-war, team weightlifting and the like to overcome resistance can be played, and the body building exercise can be continued together with friends or other people while the interactive fun of the multiplayer online game is experienced.
Fig. 7 shows the steps of using the intelligent fitness device to perform the game-based exercise through the remote online game, such as the "lumbering" game mentioned in the above embodiment, in the remote online mode, two persons can cooperate with each other to pull one end of the saw, and the remote server sends the received data of the stroke data of the pulling and recycling pull ropes and the data of the action ending position and the like sent by the two parties to the other party, so that the two parties can pull and send one by one to meet the aim of sawing the wood against the resistance. The game can also be played by two persons to play with other two persons for wood sawing at high speed to obtain rewards, so that the game competitiveness is improved, the special attention of players and the willingness of keeping the game are improved, the aim of body building and exercise is achieved potentially, and some traditional strength training with simple repeated actions is not tedious. The data received by the remote server also comprises heat data consumed by the game-based exercise user, and the user can check the effect of exercise through the game and also can share the data recorded by other platforms to stimulate the user to insist on exercise.
The progress of the game is controlled using the pull cord of the intelligent fitness device as a game input as described in the embodiments based on the following method: at different stages during the game, different forms of cord stretching are mapped as game key inputs and game control inputs, including the number of cords being pulled out, the direction of the cords (pull out and retraction), cord length and length variation, and cord speed.
According to the intelligent exercise device described in the 'exercise method based on travel mapping interaction' patent No. 202110181488.2, two upper swing arms or two lower swing arms located on the left and right sides of the device may be used to control a game. For example, in the selection interface in the game preparation stage, the left rope and the right rope of the upper swing arm are simultaneously pulled out, so that the selection key of the game moves among game option buttons, and the cursor in the corresponding game interface is simultaneously pulled out to move once; holding the two ropes for 3 seconds to be mapped into a confirmation key of the game;
after the game is played, as in the logging game described in the embodiment, the pull rope is pulled out and retracted once, and is mapped to be a pull saw and a retracting saw in the game, and the pull length of the pull rope is mapped to be the distance of the saw being pulled. Further, in the online double felling competition, if the distance of each pulling and feeding of the two parties is stabilized within a length range and the speed is stable, the saw mapped to the game rhythmically moves the sawn timber back and forth by a stable moving length, the felling speed of the party with more consistent pulling and feeding rhythm, pulling and feeding length and pulling and feeding speed is higher, and even if the strength of the opponent is large, the party with better cooperation can win by skill through tacit cooperation; for example, in a game simulating cool running, the double ropes are pulled out to a certain length, for example, 30cm, the character in the game starts to run forwards, after the length is beyond the certain length, the left rope is pulled again to have the character squat when the length is more than 10cm, the right rope is pulled again to have the character jump when the length is more than 10cm, the character simultaneously pulled by the double ropes is changed along the road in the game when the length is more than 10cm, and the character stops going forwards when the length of the pull rope is recovered to be within 30 cm.
The above embodiments are only preferred embodiments of the present invention, and any changes and modifications based on the technical solutions of the present invention in the technical field should not be excluded from the protection scope of the present invention.

Claims (10)

1. A situational exercise device, including the situational device who is used for providing the situational experience, with the exercise device that the situational device is connected, its characterized in that, the exercise device receives the signal that matches with predetermined scene that the situational device sent for user's exercise action and the resistance that receives are unanimous with predetermined scene.
2. The episodic exercise device of claim 1 wherein the episodic device comprises a game device.
3. The episodic exercise device of claim 2 wherein the game device comprises a video device and an audio device.
4. The episodic exercise device of claim 3 wherein the exercise device is connected to the episodic device through signal recognition and processing means.
5. The episodic exercise device of claim 4 wherein the exercise device includes operating means for user grasping, stepping, body binding and assisted recumbent.
6. The episodic exercise device of claim 5 wherein the operating device comprises a pull cord and at least one of the following accessories connected to the pull cord: the device comprises a handle, a double-end rope, a high-position lower pull rod, a long straight rod, a binding band, a rowing machine, a bicycle simulator, a back-pedal simulator and a V-shaped handle.
7. The episodic exercise device of claim 6 wherein the signal recognition and processing device translates user action through the operating device into triggering of the deployment of the preset episodic.
8. The episodic exercise device of claim 7 further comprising a storage device to record user exercise metrics and a comparison device to compare against a plurality of user data stored in the storage device.
9. An exercise method for the episodic exercise device of claim 8 wherein individual exercises, antagonistic exercises and fitting exercises are performed by the comparison device.
10. Exercise method according to claim 9, characterized in that matching exercise advice is provided depending on the exercise result.
CN202111251423.7A 2021-10-27 2021-10-27 Contextual exercise device and corresponding method Pending CN113813547A (en)

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