CN212187737U - Fitness system - Google Patents

Fitness system Download PDF

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Publication number
CN212187737U
CN212187737U CN201921415190.8U CN201921415190U CN212187737U CN 212187737 U CN212187737 U CN 212187737U CN 201921415190 U CN201921415190 U CN 201921415190U CN 212187737 U CN212187737 U CN 212187737U
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fitness
user
environment
virtual reality
immersive
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CN201921415190.8U
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朱惠璋
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Defeng Parts Co ltd
Defond Electech Co Ltd
Defond Components Ltd
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Defeng Parts Co ltd
Defond Electech Co Ltd
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Abstract

The utility model relates to a body-building system. There is provided a fitness system comprising: an exercise machine comprising a user engagement structure configured to perform a physical exercise through user engagement; an actuator configured to adjust operation of the user engagement structure to dynamically change the physical workout performed by the user; a virtual reality device configured to provide a virtual reality fitness environment to a user; an immersive environment module configured to provide an immersive fitness environment to a user; and a computing device configured to control the actuators and the immersive environment module such that the sports fitness and immersive fitness environment are dynamically changed to at least partially simulate or mimic a virtual reality fitness environment provided by the virtual reality apparatus; and a wireless communication interface configured to allow the fitness system to communicate with one or more other fitness systems or with one or more other computing devices via one or more wireless communication links.

Description

Fitness system
Technical Field
The present invention relates to fitness systems, and more particularly to immersive virtual reality fitness machines and systems.
Background
Static exercise machines and gymnasiums in which they are used are often equipped with conventional video displays to make physical fitness on the machine less tedious and more enjoyable. In addition, users of exercise machines often use traditional audio devices, such as music players and smart phones, to reduce the tedium and boredom of repeated physical exercise on exercise machines.
The use of conventional video displays and audio devices by users of exercise machines suffers from several drawbacks. Such devices typically provide limited distraction and entertainment to the user during tedious and repetitive physical exercise on the exercise machine. Furthermore, conventional video displays and audio devices do not enable a user of the exercise machine to "immerse" in a pleasing exercise environment that simulates or simulates real-world physical fitness.
Accordingly, there is a need for immersive virtual reality exercise machines and systems for improving user engagement and immersion during physical exercise on an exercise machine.
SUMMERY OF THE UTILITY MODEL
According to the utility model discloses, a body-building system is provided, include:
an exercise machine comprising a user engagement structure configured to perform a physical exercise through user engagement;
an actuator configured to adjust operation of a user engagement structure to dynamically change a physical workout performed by a user;
a virtual reality device configured to provide a virtual reality fitness environment to a user;
an immersive environment module configured to provide an immersive fitness environment to a user; and
a computing device configured to control the actuators and the immersive environment module such that the sports fitness and immersive fitness environment are dynamically changed to at least partially simulate or mimic a virtual reality fitness environment provided by a virtual reality apparatus; and
a wireless communication interface configured to allow the fitness system to communicate with one or more other fitness systems or with one or more other computing devices via one or more wireless communication links.
The computing device may include a user interface configured to enable a user to select one or both of a sports workout routine and pre-recorded video content, wherein the virtual reality workout environment is based at least in part on the selected one or both of the sports workout routine and the pre-recorded video content.
The pre-recorded video content may include pre-recorded video content of a real-world environment such as a runway, trail, road, or loop being traversed for running, riding, or rowing. Alternatively and/or additionally, the pre-recorded video content may include video content simulating a real-world environment, such as a runway, trail, road, or loop being traversed for running, riding, or rowing.
The fitness system may further include image recognition software configured to identify a sports fitness routine from the pre-recorded video content.
The workout routine may be based at least in part on performance data and environmental data sensed during performance of a pre-recorded workout by a user.
One or both of the virtual reality fitness environment and the immersive fitness environment may be based, at least in part, on one or more of the sports fitness routine, the performance data, and the environmental data.
The actuator may be further configured to dynamically adjust the resistance provided by the user engagement structure.
The actuator may be further configured to dynamically adjust an orientation of one or both of the user engagement structure and the exercise machine.
The exercise machine may be selected from an exercise bike, a treadmill, a rowing machine, a stepper, and an elliptical trainer.
The virtual reality device may include a virtual reality headset or a plurality of virtual reality displays.
The immersive environment module may be further configured to provide one or both of sensory stimuli and tactile feedback to the user that at least partially simulates or mimics the virtual reality fitness environment provided by the virtual reality device.
The fitness system may further comprise a performance sensor configured to sense performance data of the user during performance of the physical fitness.
The fitness system may further include performance analysis software configured to analyze the user's performance data during performance of the physical fitness.
The computing device may further include a network interface configured to communicate with one or more other fitness systems or one or more other computing devices via one or more networks.
The immersive environment module may include a sound generation module configured to output simulated sounds corresponding to different scenes in the virtual reality fitness environment as perceived by the user when the virtual reality device provides the virtual reality fitness environment to the user.
The exercise system may further include a safety module configured to adjust a difficulty level of operation of the exercise machine to a difficulty level of operation by reference to at least one of:
(a) a sensed interaction between the user and the exercise machine; and
(b) a user profile of a user, the user profile including data indicative of a difficulty level associated with the user.
Drawings
Embodiments of the invention will now be described, by way of example only, with reference to the accompanying drawings, in which:
fig. 1 is a schematic block diagram of an immersive virtual reality fitness system according to an embodiment of the present invention; and
fig. 2 is a flow chart of a method of performing a sports workout using a computer-controlled exercise machine controlled by the immersive virtual reality exercise system of fig. 1.
Detailed Description
Referring to the figures, immersive virtual reality fitness system 10 according to embodiments of the present invention may generally include fitness machine 12, virtual reality device 14, immersive environment module 16, and computing device 18. Exercise machine 12 may include a user engagement structure 20 configured to be engaged by a user to perform a physical exercise, such as riding, running, rowing, climbing stairs, etc. The exercise machine 12 may include an exercise bike, treadmill, rowing machine, stepper, elliptical trainer, and the like. User engagement structure 20 may be based on the type of exercise machine 12 being used. For example, when exercise machine 12 is an exercise bicycle, user engagement structure 20 may include bicycle pedals. The exercise system also includes at least one power module configured to enable power for the exercise system.
The fitness system 10 may further include an actuator 22, such as a rotary actuator, a linear actuator, a rotary eccentric mass actuator, and/or a rocking mass actuator, the actuator 22 being configured to adjust the operation of the user engagement structure 20 to dynamically change the physical fitness performed by the user. The actuator 22 may be further configured to dynamically adjust the resistance provided by the user engagement structure 20. Additionally or alternatively, actuator 22 may be further configured to dynamically adjust the orientation of one or both of user engagement structure 22 and exercise machine 12. In use, the actuator 22 may thus dynamically adjust the operation, configuration, and/or orientation of the user engagement structure 20 and/or exercise machine 12 (and thus the force applied to the user), for example, by moving left, right, forward, backward, tilting backward/forward, changing vertical/horizontal displacement, imparting a vibratory, rocking, or rolling motion, etc.
Virtual reality device 14 may be configured to provide a virtual reality fitness environment to a user during performance of a physical workout on fitness machine 12. Virtual reality device 14 may, for example, include a virtual reality headset (or goggles), or a plurality of virtual reality displays at least partially surrounding exercise machine 12. The virtual reality fitness environment may include a three-dimensional (3D) virtual reality fitness environment and/or an augmented virtual reality fitness environment.
Immersive environment module 16 may be configured to provide an immersive fitness environment to the user during performance of a physical workout on exercise machine 12. Immersive environment module 16 may be further configured to provide one or both of sensory stimuli and tactile feedback to the user that at least partially simulates or mimics the virtual reality fitness environment provided by virtual reality device 14. Sensory stimuli may include, for example, light, sound, noise, temperature, smell, and the like. The haptic feedback may include, for example, vibration, rocking, rolling, jumping, and the like. The immersive environment module 16 may include, for example, one or more of a light, a cooling fan, a heating fan, a nebulizer, a humidifier, a speaker, a noise generator, and the like.
In use, immersive environment module 16 may provide an immersive fitness environment to a user of exercise machine 12. For example, immersive environment module 16 may be controlled by computing device 18 to blow air or water onto the user, and to heat or cool the user to simulate or mimic dynamically changing environmental and weather conditions. In addition, immersive environment module 16 may be controlled by computing device 18 to dynamically change lighting conditions to simulate time of day, shadows, and the like. Further, immersive environment module 16 may generate noise and sound to simulate, mimic, or enhance the sound represented by the content shown in the real-time video stream (e.g., the sound of trees, birds and animals blown by wind, crowd cheering, traffic, etc.). For example, if the video stream is showing a bike path alongside a beach, the user can hear the simulated wave sound and feel the wind from the sea and the water droplets from the sea spray. In another example, immersive environment module 16 may be configured to output sounds that mimic actual sounds that a user may hear in a real-world environment, such as the sounds of wind blowing over the user when the user "travels" at a high speed during playback of a video stream. Conversely, when the user is traveling at a slow speed during playback of the video stream, the artificially simulated wind sounds may be reduced in pitch to correspond to the slower traveling speed. In another example, if the video stream being played represents the user traveling through a rock canyon, the immersive environment module 16 may be configured to simulate or mimic the sound of reverberant echoes in the canyon in order to provide a more realistic experience for the user.
Computing device 18 may be configured to control actuators 22 and immersive environment module 16 such that, in use, the sports fitness and immersive fitness environment are dynamically changed so as to at least partially simulate or mimic the virtual reality fitness environment provided by virtual reality apparatus 14. For example, the virtual reality fitness environment may provide the user with pre-recorded video and audio streams of actual real-world bicycle rides (e.g., different phases of a cycling game) or running paths while using exercise machine 12.
In use, actuators 22 may be dynamically controlled by computing device 18 to dynamically cause movement of user engagement structure 20 and/or exercise machine 12 in a manner that closely simulates, mimics, or reflects the environment and terrain represented in the video content (or video stream) being played in real-time on the virtual reality apparatus 14 system. For example, if the track shown is going up a hill, the actuator 22 may tilt the bicycle or treadmill platform up, or may create a vibratory motion to simulate traveling on a rough rock trail shown in the video stream.
The computing device 18 may be further configured to control the actuators 22 to adjust to change the operation of the user engagement structure 20 and/or the exercise machine 12 such that the resistance applied to the user depends on whether the video stream shows an uphill slope, a downhill slope, a characteristic of the terrain, and so forth. Accordingly, for the exercycle embodiment, the load felt on the pedals may be relatively heavy when the video indicates an uphill slope and relatively light when the downhill slope.
Computing device 18 may, for example, include one or more programmable servers, computer controllers, desktop computers, laptop computers, tablet computers, smart phones, and combinations thereof. Computing device 18 may further include a user interface 24, such as a control panel, console, or smart phone display, configured to enable user selection of one or both of a sports workout routine and pre-recorded video content. In this embodiment, the pre-recorded video content includes a plurality of real-world environments such as runways, trails, roads or loops being traversed for running, riding or rowing. By way of example, the pre-recorded video content may be various different stages of a famous bicycle route being traversed, such as a cycling game. This real-world environment provides a more realistic and immersive effect for the user and enhances the overall user experience. Additionally and/or alternatively, the pre-recorded video content may include a simulation (e.g., a computer-generated image) of the real environment being traversed.
User interface 24 may be implemented as a web and/or mobile software application including one or more computer program modules executable by computing device 18. The virtual reality fitness environment may be based at least in part on one or both of the selected sports fitness routine and the selected pre-recorded video content. The pre-recorded video content may include pre-recorded video content of a user performing a sports workout. The pre-recorded video content may be selected from a curated library of video content that may be streamed from and/or stored in one or more servers and associated databases accessible by computing device 18.
Computing device 18 may be further configured to provide an immersive virtual reality software online platform where users can set up accounts and upload and share their own recorded video with other users so that the shared video stream can be used through different exercycle/treadmill. Different video streams may also be searched through filters such as difficulty level, popularity, geography, and environment (e.g., forest, desert, city, etc.). The immersive virtual reality software online platform can be implemented as a web and/or mobile software application that includes one or more computer program modules executable by computing device 18.
Fitness system 10 may further include image recognition software 26, which image recognition software 26 is executable by computing device 18 and is configured to identify a sports fitness routine from pre-recorded video content. The image recognition software 24 may be implemented as a web and/or mobile software application including one or more computer program modules executable by the computing device 18. The workout routine may be based at least in part on performance data and environmental data sensed during performance of a pre-recorded workout by a user. One or both of the virtual reality fitness environment and the immersive fitness environment may be based, at least in part, on one or more of the sports fitness routine, the performance data, and the environmental data.
Computing device 18 of presence fitness system 10 may be configured to control actuators 22 and immersive environment module 16 in a variety of different ways to closely simulate, mimic, or reflect the virtual reality fitness environment provided by virtual reality device 14. For example, computing device 18 may be manually programmed via user interface 24 to operate actuators 22 and immersive environment module 16 so as to be consistent with the environment, terrain, weather conditions, etc. being displayed on the video stream.
Alternatively, a user may use a camera and a mobile application operating on a smartphone paired with the camera to record performance of a sports workout, such as riding or running down a trail. The application may use the built-in sensors of the smartphone to sense and record performance data and environmental data while the user is recording and performing a physical workout. Performance data and environmental data may include, for example, orientation of the bicycle/runner, ambient light, ambient noise, speed temperature conditions, weather conditions, terrain (bumpy, smooth, etc.), and the like. When the video-recording-based virtual reality fitness environment is played back to the user via virtual reality device 14, the application may convert the recorded sensor data into computer control instructions for controlling actuators 22 and/or exercise machine 12 and immersive environment module 16.
Further or alternatively, when the video stream is being played back to the user via the virtual reality device 14, the image recognition software 26 may be configured to automatically identify, extract, or recognize the orientation of the bicycle/runner, as well as other environmental features, from the recorded video stream, and to generate appropriate computer instructions for controlling the actuators 22 and the immersive environment module 16.
Fitness system 10 may further include performance sensors 28, the performance sensors 28 being configured to sense performance data of the user during performance of the physical fitness. Performance data may include, for example, speed, completion time, heart rate, calories burned, and other biometric indices, among others. Fitness system 10 may further include performance analysis software 30, which performance analysis software 30 is configured to analyze performance data of a user during performance of a physical workout. Performance analysis software 30 may be implemented as a web and/or mobile software application including one or more computer program modules executable by computing device 18. The sensed and analyzed performance data may be stored and shared onto the mobile application via an online platform provided by fitness system 10.
Computing device 10 may further include a network interface 32, the network interface 32 being configured to communicate with one or more other fitness systems 10 or one or more other computing devices 18 (e.g., a smartphone with a wireless communication module) via one or more networks or communication links. Multiple exercycle/treadmill may be networked together via LAN, WAN, internet, etc., such that multiple users may experience the same ride or route in either competitive (e.g., racing) or non-competitive (e.g., training) forms.
Referring to FIG. 2, a method 40 of performing a physical workout performed by fitness system 10 begins at step 42 by providing a virtual reality fitness environment to a user of computer-controlled fitness machine 12 during performance of the physical workout. The user is then provided with an immersive fitness environment during performance of the physical fitness at step 44. Next, at step 46, during performance of the physical fitness, exercise machine 12, which is controlled by the computer, is controlled and the immersive fitness environment is dynamically changed so as to at least partially simulate or mimic the virtual reality fitness environment.
In some embodiments, the exercise system may include a safety module configured to automatically adjust the difficulty level of operation of the exercise machine to the difficulty level of operation by reference to at least one of:
(a) a sensed interaction between the user and the exercise machine; and
(b) a user profile of a user, the user profile including data indicative of a difficulty level associated with the user.
With respect to option (a) above, the sensed interaction may include at least one sensor module operatively connected with the exercise machine sensing an interaction with the exercise machine, including an execution level of the user. The exercise machine may then automatically adjust the difficulty level of the operation of the exercise machine to match the sensed user performance based on the sensed information. The matching of the difficulty level to the sensed data may comprise any predetermined matching algorithm or method. With respect to option (b) above, the user profile may include, for example, data manually input by the user indicating a difficulty level of operation of the machine selected by the user. Alternatively, the data indicative of the difficulty level of the user in the user profile may be dynamically adjusted to a higher or lower level depending on the performance of the user using the exercise machine based on the sensed interaction between the user and the exercise machine. The user profile data may be stored, for example, in a computer module of the fitness system.
Embodiments of the present invention provide immersive virtual reality fitness systems and methods that are generally and particularly useful for growing user participation and immersion during physical fitness on a fitness machine.
For the purposes of this specification, the word "comprising" means "including but not limited to," and "includes" has a corresponding meaning.
The above embodiments have been described by way of example only and modifications are possible within the scope of the following claims.

Claims (15)

1. An exercise system characterized by comprising:
an exercise machine comprising a user engagement structure configured to be engaged by a user to perform a physical exercise;
an actuator configured to adjust operation of the user engagement structure to dynamically change the physical workout performed by the user;
a virtual reality device configured to provide a virtual reality fitness environment to the user;
an immersive environment module configured to provide an immersive fitness environment to the user;
a computing device configured to control the actuators and the immersive environment module such that the sports workout and the immersive fitness environment are dynamically changed to at least partially simulate or mimic the virtual reality fitness environment provided by the virtual reality appliance; and
a wireless communication interface configured to allow the fitness system to communicate with one or more other fitness systems or with one or more other computing devices via one or more wireless communication links.
2. The fitness system of claim 1, wherein:
the computing device includes a user interface configured to enable user selection of one or both of a sports workout routine and pre-recorded video content, and
the virtual reality fitness environment is based at least in part on one or both of the selected sports fitness routine and the selected pre-recorded video content.
3. The fitness system of claim 2, wherein:
the pre-recorded video content includes at least one of:
prerecorded video content of a real world environment including a runway, trail, road, or loop being traversed for running, riding, or rowing, and
pre-recorded video content of the real-world environment is simulated.
4. The fitness system of claim 3, further comprising:
image recognition software configured to identify the sports workout routine from the pre-recorded video content.
5. The fitness system of claim 4, wherein:
the workout routine is based at least in part on performance data and environmental data sensed during performance of the pre-recorded workout by the user.
6. The fitness system of claim 5, wherein:
one or both of the virtual reality fitness environment and the immersive fitness environment are based at least in part on one or more of the sports fitness routine, the performance data, and the environment data.
7. The fitness system of any one of claims 1 to 6, wherein:
the actuator is further configured to dynamically adjust a resistance provided by the user engagement structure.
8. The fitness system of claim 7, wherein:
the actuator is further configured to dynamically adjust an orientation of one or both of the user engagement structure and the exercise machine.
9. The fitness system of any one of claims 1 to 6, wherein:
the exercise machine is selected from the group consisting of exercise bicycles, treadmills, rowing machines, stepping machines, and elliptical exercise machines.
10. The fitness system of any one of claims 1 to 6, wherein:
the virtual reality device includes a virtual reality headset or a plurality of virtual reality displays.
11. The fitness system of any one of claims 1 to 6, wherein:
the immersive environment module is further configured to provide one or both of sensory stimuli and tactile feedback to a user that at least partially simulates or mimics the virtual reality fitness environment provided by the virtual reality device.
12. The fitness system according to any one of claims 1 to 6, further comprising:
a performance sensor configured to sense performance data of the user during performance of the physical fitness.
13. The exercise system of claim 12, further comprising:
performance analysis software configured to analyze the performance data of the user during performance of the athletic workout.
14. The fitness system according to any one of claims 1 to 6, further comprising:
a security module configured to adjust a difficulty level of operation of the exercise machine to a difficulty level of operation by reference to at least one of the following:
(a) a sensed interaction between the user and the exercise machine; and
(b) a user profile of the user, the user profile including data indicative of a difficulty level associated with the user.
15. The fitness system of claim 1, wherein the immersive environment module comprises:
a sound generation module configured to: outputting simulated sounds corresponding to different scenes in the virtual reality fitness environment as perceived by the user when the virtual reality device provides the virtual reality fitness environment to the user.
CN201921415190.8U 2019-08-28 2019-08-28 Fitness system Active CN212187737U (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114296541A (en) * 2021-04-26 2022-04-08 苏州酷约网络科技有限公司 Motion interaction system based on cloud rendering and application thereof

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114296541A (en) * 2021-04-26 2022-04-08 苏州酷约网络科技有限公司 Motion interaction system based on cloud rendering and application thereof

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