EP3452183A1 - Variable-resistance exercise machine with wireless communication for smart device control and interactive software applications - Google Patents
Variable-resistance exercise machine with wireless communication for smart device control and interactive software applicationsInfo
- Publication number
- EP3452183A1 EP3452183A1 EP17793193.8A EP17793193A EP3452183A1 EP 3452183 A1 EP3452183 A1 EP 3452183A1 EP 17793193 A EP17793193 A EP 17793193A EP 3452183 A1 EP3452183 A1 EP 3452183A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- user
- movement
- user device
- exercise machine
- resistance
- 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- Withdrawn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
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B22/00—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
- A63B22/06—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with support elements performing a rotating cycling movement, i.e. a closed path movement
- A63B22/0664—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with support elements performing a rotating cycling movement, i.e. a closed path movement performing an elliptic movement
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- A—HUMAN NECESSITIES
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- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/0057—Means for physically limiting movements of body parts
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- A—HUMAN NECESSITIES
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- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B22/00—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
- A63B22/02—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with movable endless bands, e.g. treadmills
- A63B22/0235—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with movable endless bands, e.g. treadmills driven by a motor
- A63B22/0242—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with movable endless bands, e.g. treadmills driven by a motor with speed variation
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- A63B22/00—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
- A63B22/02—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with movable endless bands, e.g. treadmills
- A63B22/0292—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with movable endless bands, e.g. treadmills separate for each leg, e.g. dual deck
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- G—PHYSICS
- G05—CONTROLLING; REGULATING
- G05G—CONTROL DEVICES OR SYSTEMS INSOFAR AS CHARACTERISED BY MECHANICAL FEATURES ONLY
- G05G1/00—Controlling members, e.g. knobs or handles; Assemblies or arrangements thereof; Indicating position of controlling members
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- A63B2022/067—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with support elements performing a rotating cycling movement, i.e. a closed path movement performing an elliptic movement with crank and handles being on opposite sides of the exercising apparatus with respect to the frontal body-plane of the user, e.g. the crank is behind and handles are in front of the user
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- A63B22/201—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements using rollers, wheels, castors or the like, e.g. gliding means, to be moved over the floor or other surface, e.g. guide tracks, during exercising for moving a support element in reciprocating translation, i.e. for sliding back and forth on a guide track
- A63B2022/206—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements using rollers, wheels, castors or the like, e.g. gliding means, to be moved over the floor or other surface, e.g. guide tracks, during exercising for moving a support element in reciprocating translation, i.e. for sliding back and forth on a guide track on a curved path
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- A63B2024/009—Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load the load of the exercise apparatus being controlled in synchronism with visualising systems, e.g. hill slope
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- A63B24/0087—Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
- A63B2024/0096—Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load using performance related parameters for controlling electronic or video games or avatars
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- A63B2071/0625—Emitting sound, noise or music
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- A63B22/02—Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with movable endless bands, e.g. treadmills
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Definitions
- the disclosure relates to the field of exercise equipment, and more particularly to the field of exercise machines for fitness and health.
- ⁇ олователи often interact with fitness devices such as treadmills or elliptical trainers while using a smart device such as their smartphone or tablet, generally for consuming media.
- the interactions with the fitness device and smart device are separate, with media playback occurring independently of the user's operation of an exercise machine.
- a user may choose to view a static screen displaying a television show.
- the elements in a television show are static, in that the elements do not change behavior based on the user's interactions with the television show, but instead perform predetermined actions.
- An example of a dynamic screen is that of a video game.
- the user interacts with a remote and influences the activity of the elements in the video game. At most, the user may interact with the screen performing an activity independent of actions related to interacting with the fitness device.
- controllers are commonly used to enable a user to provide interaction or receive feedback from a host device, such as a personal computer or a video gaming console. These controllers may be connected via a wired or a wireless connection, and generally are paired with only a single host device at any given time. When a user wishes to utilize multiple controllers, they must be connected individually to the host device (for example, connecting both a keyboard and a mouse to a personal computer, using two separate ports on the computer). This requires a number of separate communication connections between a host device and controllers, and if a host device or controller have mismatched communication hardware, they are incompatible and cannot be used.
- controllers generally are designed for a particular purpose (such as for a particular type of video game or computer application), and require a user to interact with them in a specific fashion, such as to hold the controller in a particular manner to have manual access to all of its functions. This can be awkward or even unhealthy for the user, and restrictive of the manner with which they interact with the device.
- users typically interact with a fitness device, whether viewing or not viewing a static screen.
- a fitness device For example, while running on a treadmill a user may choose to view a static screen displaying a television show.
- the elements in a television show are static, in that the elements do not change behavior based on the user's interactions with the television show, but instead perform predetermined actions.
- An example of a dynamic screen is that of a video game. The user interacts with a remote and influences the activity of the elements in the video game. At most, the user may interact with the screen performing an activity independent of actions related to interacting with the fitness device.
- an exercise machine that is designed to connect to a variety of user smart devices for interaction, that receives direction from a connected smart device and provides interaction input to a connected smart device, and that provides for the use of the human body as an input method through position and movement tracking.
- variable-resistance exercise machine with wireless communication for smart device control and interactive software applications.
- the invention discloses a new, unique exercise machine design that incorporates the best features of conventional treadmills and elliptical machines without the typical compromises. For example, users will be able to walk or run at their own speeds, not based on a specific user-input speed required by all digitally-controlled treadmills. It also provides variable resistance settings to simulate more strenuous walks or climbs. Additionally, the exercise machine of the invention is specifically designed to support various forms of "active" virtual, augmented, or mixed-reality gaming and software application, as well as normal cardio exercises.
- a system for natural body interaction for mixed or virtual reality applications comprising a composition server comprising at least a plurality of programming instructions stored in a memory and operating on a processor of a network-connected computing device and configured to receive input data from a plurality of hardware devices via a network, and configured to operate a virtual control stick, and configured to produce a plurality of operations of the virtual control stick based at least in part on at least a portion of the received input data, and configured to produce a composite data stream based at least in part on at least a portion of the received input data and the virtual control stick operations, is disclosed.
- a method for natural body interaction for mixed or virtual reality applications comprising the steps of: receiving, at a composition server comprising at least a plurality of programming instructions stored in a memory and operating on a processor of a network-connected computing device and configured to receive input data from a plurality of hardware devices via a network, and configured to operate a virtual control stick, and configured to produce a plurality of operations of the virtual control stick based at least in part on at least a portion of the received input data, and configured to produce a composite data stream based at least in part on at least a portion of the received input data and the virtual control stick operations, a plurality of device inputs; creating a virtual control stick software device; and directing the operation of the virtual control stick based at least in part on at least a portion of the device inputs, is disclosed.
- a variable-resistance exercise machine with wireless communication for smart device control and interactive software applications as well as other applications comprising: a wireless network interface configured to communicate with a plurality of user devices via a network, and configured to receive input from a connected user device and configured to provide output to a connected user device; a plurality of moving surfaces each configured to provide an independent degree of resistance to movement, the degree of resistance being based at least in part on received input from a user device, and configured to detect movement and provide output to a user device, the output being based at least in part on the detected movement; and a plurality of rigid rails configured to provide a rigid support for a human user to grasp during movement, and configured to provide a plurality of immovable attachment points for a user to affix a variety of external user devices, is disclosed.
- FIG. 1 is a side view of a variable-resistance exercise machine with wireless communication for smart device control and interactive software applications, according to a preferred embodiment of the invention.
- FIG. 2 is a top-down view of a variable-resistance exercise machine with wireless communication for smart device control and interactive software applications, according to a preferred embodiment of the invention.
- FIG. 3 is a diagram illustrating an exemplary method for interacting with a variable- resistance exercise machine with wireless communication for smart device control and interactive software applications using a smart device, illustrating the use of a plurality of connected smart devices and tethers, and showing interaction via the user's body as a control stick.
- FIG. 4 is a block diagram illustrating an exemplary hardware architecture of a computing device used in an embodiment of the invention.
- FIG. 5 is a block diagram illustrating an exemplary logical architecture for a client device, according to an embodiment of the invention.
- FIG. 6 is a block diagram showing an exemplary architectural arrangement of clients, servers, and external services, according to an embodiment of the invention.
- FIG. 7 is another block diagram illustrating an exemplary hardware architecture of a computing device used in various embodiments of the invention.
- FIG. 8 is a diagram of an exemplary hardware arrangement of an apparatus for natural torso tracking and feedback for electronic interaction according to a preferred embodiment of the invention, illustrating the use of multiple tethers and a movable torso harness.
- Fig. 9 is a diagram illustrating a variety of alternate tether arrangements.
- FIG. 10 is a diagram of an additional exemplary hardware arrangement of an apparatus for natural torso tracking and feedback for electronic interaction according to a preferred embodiment of the invention, illustrating the use of angle sensors to detect angled movement of tethers.
- Fig. 11 is a diagram illustrating an exemplary hardware arrangement of an apparatus for natural torso tracking and feedback for electronic interaction according to a preferred embodiment of the invention, illustrating the use of multiple tethers and a movable torso harness comprising a plurality of angle sensors positioned within the movable torso harness.
- Fig. 12 is a diagram of a further arrangement of a system for natural body interaction for mixed or virtual reality applications, illustrating the use of handheld controllers and a headset on an elliptical machine, according to a preferred embodiment of the invention.
- Fig. 13 is a flow diagram illustrating an exemplary method for natural body interaction for mixed or virtual reality applications, according to a preferred embodiment of the invention.
- Fig. 14 is a flow diagram illustrating an exemplary method for processing natural body interaction and additional inputs and producing a composite output, according to a preferred embodiment of the invention.
- FIG. 15 is a block diagram of an exemplary system architecture for natural body interaction for mixed or virtual reality applications, according to a preferred embodiment of the invention.
- variable-resistance exercise machine with wireless communication for smart device control and interactive software applications.
- Devices that are in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise.
- devices that are in communication with each other may communicate directly or indirectly through one or more communication means or intermediaries, logical or physical.
- steps may be performed simultaneously despite being described or implied as occurring non- simultaneously (e.g., because one step is described after the other step).
- the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to one or more of the invention(s), and does not imply that the illustrated process is preferred.
- steps are generally described once per embodiment, but this does not mean they must occur once, or that they may only occur once each time a process, method, or algorithm is carried out or executed. Some steps may be omitted in some embodiments or some occurrences, or some steps may be executed more than once in a given embodiment or occurrence.
- Fig. 1 is a side view of a variable-resistance exercise machine with wireless communication for smart device control and interactive software applications 100, according to a preferred embodiment of the invention.
- an exercise machine 100 may have a stable base 101 to provide a platform for a user to safely stand or move about upon. Additional safety may be provided through the use of a plurality of integrally- formed or detachable side rails 102, for example having safety rails on the left and right sides (with respect to a user's point of view) of exercise machine 100 to provide a stable surface for a user to grasp as needed.
- side rails 102 may comprise a plurality of open regions 105a-n formed to provide additional locations for a user to grasp or for the attachment of additional equipment such as a user's smart device (not shown) through the use of a mountable or clamping case or mount.
- Formed or removable supports 106a-n may be used for additional grip or mounting locations, for example to affix a plurality of tethers (not shown) for use in interaction with software applications while a user is using exercise machine 100 (as described below, referring to Fig. 3).
- Exercise machine 100 may further comprise a rigid handlebar 103 affixed or integrally- formed on one end of exercise machine 100, for a user to hold onto while facing forward during use.
- Handlebar 103 may further comprise a stand or mount 104 for a user's smart device such as (for example) a smartphone or tablet computer, so they may safely support and stow the device during use while keeping it readily accessible for interaction (for example, to configure or interact with a software application they are using, or to select different applications, or to control media playback during use, or other various uses).
- a user's smart device such as (for example) a smartphone or tablet computer, so they may safely support and stow the device during use while keeping it readily accessible for interaction (for example, to configure or interact with a software application they are using, or to select different applications, or to control media playback during use, or other various uses).
- Handlebar 103 may be used to provide a stable handle for a user to hold onto during use for safety or stability, as well as providing a rigid point for the user to "push off during use as needed, for example to begin using a moving treadmill surface (described below in Fig. 2).
- a user may also face away from handlebar 103, using exercise machine 100 in the reverse without their view or range of motion being obscured or obstructed by handlebar 103 (for example, for use with a virtual reality game that requires a wide degree of movement from the user's hands for interaction).
- the base 101 of exercise machine 100 may be formed with a mild, symmetrical curvature, to better approximate the natural range of movement of a user's body during use.
- Common exercise machines such as treadmills generally employ a flat surface, which can be uncomfortably during prolonged or vigorous use, and may cause complications with multi-directional movement or interaction while a user's view is obscured, as with a headset (described below in Fig. 3).
- a headset described below in Fig. 3
- a gradual curvature a user's movements may feel more natural and require less reorientation or accommodation to become fluid and proficient, and stress to the body may be reduced.
- Fig. 2 is a top-down view of a variable-resistance exercise machine 100 with wireless communication for smart device control and interactive software applications, according to a preferred embodiment of the invention.
- exercise machine 100 may comprise a stable base 101 to provide a platform for a user to safely stand or move about upon.
- Exercise machine 100 may further comprise right 201a and left 201b hand rails for a user to brace against or grip during use, to provide a stable support for safety as well as a mounting point for external devices such as a plurality of tethers, as described below with reference to Fig. 3.
- a plurality of steps 202a-n may be used to provide a user with a safe and easy means to approach or dismount exercise machine 100, as well as a nonmoving "staging area" where a user may stand while they configure operation or wait for exercise machine 100 to start operation.
- exercise machine 100 may be made with greater width to accommodate a wider range of free movement of a user's entire body (whereas traditional treadmills are designed to best accommodate only a jogging or running posture, with minimal lateral motion), and a plurality of separate moving surfaces 203a-b may be utilized to provide multiple separate surfaces that may move and be controlled independently of one another during use.
- a user may move each of their legs independently without resistance applied, with separate moving surfaces 203a-b moving freely underfoot as a user applies pressure during their movement. This may provide the illusion of movement to a user while in reality they remain stationary with respect to their surroundings.
- Another use may be multiple separate moving surfaces 203a-b, with separate speeds of movement or degrees of resistance, so that as a user moves about during use they may experience physical feedback in the form of changing speed or resistance, indicating where they are standing or in what direction they are moving (for example, to orient a user wearing a virtual reality headset, as described below with reference to Fig. 3).
- Moving surfaces 203a-b may be formed with a texture 204 to increase traction, which may improve user safety and stability during use as well as improve the operation of moving surfaces 203a-b for use in multidirectional movement (as the user's foot is less likely to slide across a surface rather than taking purchase and applying directional pressure to produce movement).
- Use of multiple, multidirectional moving surfaces 203a-b may also be used in various therapeutic or rehabilitation roles, for example to aid a user in developing balance or range of motion. For example, a user who is recovering from an injury or surgery (such as a joint repair or replacement surgery) may require regular physical therapy during recovery.
- multidirectional moving surfaces 203a-b may make regular therapy more convenient and accessible to the user, rather than requiring in-home care or regular visits to a clinic.
- a rehabilitation specialist or physical therapist or optionally a virtual or remote coach using a software application
- they can examine a user's ability to overcome resistance to different movements such as at odd angles or across varying range of motion, to examine the user's physical health or ability.
- By further varying the resistance it becomes possible to assist the user with rehabilitation by providing targeted resistance training to specific movements, positions, or muscle groups to assist in recovery and development of the user's abilities.
- Exercise machine 100 may be designed without a control interface commonly utilized by exercise machines in the art, instead being configured with any of a variety of wireless network interfaces such as WiFi or BLUETOOTHTM for connection to a user's smart device, such as a smartphone or tablet computer.
- a user may use a software application on their device to configure or direct the operation of exercise machine 100, for example by manually configuring a variety of operation settings such as speed or resistance, or by interacting with a software application that automatically directs the operation of exercise machine 100 without exposing the particular details of operation to a user.
- communication may be bi-directional, with a smart device directing the operation of exercise machine 100 and with exercise machine 100 providing input to a smart device based at least in part on a user's activity or interaction.
- a user may interact with a game on their smart device, which directs the operation of exercise machine 100 during play as a form of interaction with, and feedback to, the user.
- exercise machine 100 may alter the resistance of moving surfaces 203a-b as a user's speed changes within the game.
- a user may be moving about on moving surfaces 203a-b while playing a simulation or roleplaying game, and their movement may be provided to the connected smart device for use in controlling an in-game character's movement.
- Another example may be two-way interactive media control, wherein a user may select media such as music for listening on their smart device, and then while using exercise machine 100 their level of exertion (for example, the speed at which they run or jog) may be used to provide input to their smart device for controlling the playback of media. For example, if the user slows down music may be played slowly, distorting the audio unless the user increases their pace.
- exercise machine 100 may be used interchangeably as a control and feedback device or both simultaneously, providing an immersive environment for a wide variety of software applications such as virtual reality, video games, fitness and health applications, or interactive media consumption.
- Fig. 3 is a diagram illustrating an exemplary method for interacting with a variable- resistance exercise machine 100 with wireless communication for smart device control and interactive software applications using a smart device, illustrating the use of a plurality of connected smart devices and tethers, and showing interaction via the user's body as a control stick (referencing 9407?).
- a user 301 may be standing, walking, or running on a variable-resistance exercise machine 100 with wireless
- Exercise machine 100 may have fixed handlebars with affixed or integrally-formed controllers 305a, 305b for use as connected smart devices for interaction, and support rails 201a, 201b for a user to hold onto or affix tethers for safety or interaction when needed.
- User 401 may interact with software applications using a variety of means, including manual interaction via controller devices 305a, 305b that may be held in the hand for example to use as motion-input control devices (such as GOJI PLAYTM controllers, for example— which were disclosed in parent application 14/012,879) or (as illustrated) may be affixed or integrally- formed into exercise machine 100. This may provide a user with traditional means of interacting with software applications while using exercise machine 100.
- controller devices 305a, 305b may be held in the hand for example to use as motion-input control devices (such as GOJI PLAYTM controllers, for example— which were disclosed in parent application 14/012,879) or (as illustrated) may be affixed or integrally- formed into exercise machine 100. This may provide a user with traditional means of interacting with software applications while using exercise machine 100.
- controller devices 305a, 305b may be held in the hand for example to use as motion-input control devices (such as GOJI PLAYTM
- a user's body position or movement may be tracked and used as input, for example via a plurality of tethers 304a-n affixed to handlebars 201a, 201b and a belt, harness or saddle 303 worn by user 301, or using a headset device 302 that may track the position or movement of a user's head as well as provide video (and optionally audio) output to the user, such as a virtual reality headset that displays images while blocking the user's view of the outside world, or an augmented reality or mixed reality headset that combines presented information with the user's view using transparent or semitransparent displays (for example, using transparent OLED displays, hologram displays, projected displays, or other various forms of overlaying a display within a user's normal field of vision without obstructing the user's view).
- a headset device 302 may track the position or movement of a user's head as well as provide video (and optionally audio) output to the user, such as a virtual reality headset that displays images while blocking the user'
- Body tracking may be used to recognize additional input data from user 301 (in addition to manual input via controllers 305a, 305b), by tracking the position and movement of user 301 during use.
- motion tracking within a headset device 302 may be used to recognize a variety of translational 310 or rotational 320 movement of user's 301 head, such as leaning to the side, or looking over the shoulder.
- Tethers 304a-n may recognize a variety of movement of user's 301 torso, such as leaning, crouching, sidestepping, or other body movement.
- This body tracking may then be utilized either as feedback to rehab programs (for example, to track a user's posture for physical therapy coaching or exercises such as holding yoga poses) or input similar to a control stick or joystick in manual controller arrangements, for example by interpreting the user's entire body as the "stick” and processing their body movements as if they were stick movements done manually (such as to control in- game character posture or movement, or to direct movement in certain applications such as vehicle simulations that may turn or accelerate in response to stick movements).
- rehab programs for example, to track a user's posture for physical therapy coaching or exercises such as holding yoga poses
- input similar to a control stick or joystick in manual controller arrangements for example by interpreting the user's entire body as the "stick” and processing their body movements as if they were stick movements done manually (such as to control in- game character posture or movement, or to direct movement in certain applications such as vehicle simulations that may turn or accelerate in response to stick movements).
- a user 301 on exercise machine 100 may be playing a virtual reality skiing game or rehab program wherein they are given audio and video output via a headset 302 to immerse them in a virtual ski resort.
- user 301 When user 301 is not skiing, they may be able to use manual controls 305a, 305b for such operations as selecting from an on-screen menu, or typing text input such as to input their name or to chat with other players using text.
- user 301 may be instructed in proper ski posture or technique, and may then use their body to control various aspects of their virtual skiing, such as leaning to the side 320 to alter their course and avoid trees or other skiers, or jumping 310 to clear rocks or gaps.
- Movement of their head may be detected by a headset 302 and used to control their view independently of their body as it is tracked by tethers 304a-n, allowing user 301 to look around freely without interfering with their other controls.
- the user's entire body may serve as an input control device for the game, allowing and encouraging them to use natural body movements to control their gameplay in an immersive manner while still retaining the option to use more familiar manual control means as needed.
- specific body functions such as hip twisting are used as user feedback for rehabilitating programs, including rehab games.
- FIG. 8 is a diagram of an exemplary hardware arrangement 800 for natural torso tracking and feedback for electronic interaction according to a preferred embodiment of the invention, illustrating the use of multiple tethers 810a-n and a movable torso harness 820.
- a plurality of tethers 810a-n may be affixed or integrally- formed as part of a handle or railing 830, such as handlebars found on exercise equipment such as a treadmill, elliptical trainer, stair-climbing machine, or the like.
- Tethers 810a-n may then be affixed or integrally-formed to a torso harness 820, as illustrated in the form of a belt, that may be worn by a user such that movement of their body affects tethers 810a-n and applies stress to them in a variety of manners.
- a belt design for a torso harness 820 is shown for clarity, a variety of physical arrangements may be used such as including (but not limited to) a vest, a series of harnesslike straps similar to climbing or rappelling equipment, a backpack, straps designed to be worn on a user's body underneath or in place of clothing (for example, for use in medical settings for collecting precise data) or a plurality of specially- formed clips or attachment points that may be readily affixed to a user's clothing.
- a torso harness 820 may be constructed with movable parts, for example having an inner belt 821 that permits a user some degree of motion within the harness 820 without restricting their movement.
- Movement of inner belt 821 may be measured in a variety of ways, such as using accelerometers, gyroscopes, or optical sensors, and this data may be used as interaction with software applications in addition to data collected from tethers 810a-n as described below.
- a saddle-like surface on which a user may sit may be used, with motion of the saddle-like surface measured as described generally herein.
- tethers 810a-n As a user moves, his or her body naturally shifts position and orientation. These shifts may be detected and measured via tethers 810a-n, for example by detecting patterns of tension or strain on tethers 810a-n to indicate body orientation, or by measuring small changes in strain on tethers 810a-n to determine more precise movements such as body posture while a user is speaking, or specific characteristics of a user's stride or gait.
- tethers 810a-n through varying the quantity and arrangement of tethers 810a-n, more precise or specialized forms of movement may be detected and measured (such as, for example, using a specific arrangement of multiple tethers connected to a particular area of a user's body to detect extremely small movements for medical diagnosis or fitness coaching).
- This data may be used as interaction with software applications, such as for virtual reality applications as input for a user to control a character in a game.
- this movement may be translated to an in-game character or avatar to convey a more natural sense of interaction and presence.
- this may be used to facilitate nonverbal communication and recognition between players, as their distinct mannerisms and gestures may be conveyed in the game through detection of natural torso position and movement.
- this data may be used to track and monitor a user's posture or ergonomic qualities, or to assist in coaching them for specific fitness activities such as holding a pose for yoga, stretching, or proper running form during use with a treadmill.
- this data may be used to assist in diagnosing injuries or deficiencies that may require attention, such as by detecting anomalies in movement or physiological adaptations to an unrecognized injury (such as when a user subconsciously shifts their weight off an injured foot or knee, without consciously realizing an issue is present).
- tethers 810a-n and tether sensors it may be possible to enable a variety of immersive ways for a user to interact with software applications, as well as to receive haptic feedback from applications.
- a user may interact with applications such as virtual reality games or simulations, by using natural body movements and positioning such as leaning, jumping, crouching, kneeling, turning, or shifting their weight in various directions to trigger actions within a software application configured to accept torso tracking input.
- haptic feedback of varying form and intensity as is described in greater detail below, referring to Fig.
- applications may provide physical indication to a user of software events, such as applying tension to resist movement, pulling or tugging on a tether to move or "jerk" a user in a direction, or varying feedback to multiple tethers such as tugging and releasing in varying order or sequence to simulate more complex effects such as (for example, in a gaming use case) explosions, riding in a vehicle, or walking through foliage.
- torso tracking may be used for fitness and health applications, to monitor a user's posture or gait while walking, without the use of additional virtual reality equipment or software.
- Fig. 9 is a diagram illustrating a variety of alternate tether arrangements.
- tethers 810a-n may utilize a variety of purpose-driven designs as illustrated.
- a "stretchable" tether 910 may be used to measure strain during a user's movement, as the tether 910 is stretched or compressed (for example, using piezoelectric materials and measuring electrical changes).
- Such an arrangement may be suitable for precise measurements, but may lack the mechanical strength or durability for gross movement detection or prolonged use.
- An alternate construction may utilize a non-deforming tether 920 such as a steel cable or similar non-stretching material.
- tether 920 may be permitted a degree of movement within an enclosure 922 (for example, an attachment point on a torso harness 820 or handlebar 830), and the position or movement 921 of the tether 920 may be measured such as via optical sensors.
- a tether 930 may be wound about an axle or pulley 931, and may be let out when force is applied during a user's movement. Rotation of the pulley 931 may be measured, or alternately a tension device such as a coil spring may be utilized (not shown) and the tension or strain on that device may be measured as tether 930 is extended or retracted.
- tension on a tether may be used to simulate restrained movement such as wading through water or dense foliage, walking up an inclined surface, magnetic or gravitational forces, or other forms of physical resistance or impedance that may be simulated through directional or non-directional tension.
- Tugging, retracting, or pulling on a tether may be used to simulate sudden forces such as recoil from gunfire, explosions, being grabbed or struck by a software entity such as an object or character, deploying a parachute, bungee jumping, sliding or falling, or other momentary forces or events that may be conveyed with a tugging or pulling sensation.
- a software entity such as an object or character
- deploying a parachute, bungee jumping, sliding or falling, or other momentary forces or events that may be conveyed with a tugging or pulling sensation By utilizing various patterns of haptic feedback, more complex events may be communicated to a user, such as riding on horseback or in a vehicle, standing on the deck of a ship at sea, turbulence in an aircraft, weather, or other virtual events that may be represented using haptic feedback.
- virtual environments and events may be made more immersive and tangible for a user, both by enabling a user to interact using natural body movements and positioning, as well as by providing haptic feedback in a manner that feels natural and expected to the user. For example, if a user is controlling a character in a gaming application through a first-person viewpoint, it would seem natural that when their character is struck there would be a physical sensation corresponding to the event; however, this is not possible with traditional interaction devices, detracting from any sense of immersion or realism for the user.
- Haptic feedback may be provided to notify a user of non-gaming events, such as for desktop notifications for email or application updates, or to provide feedback on their posture for use in fitness or health coaching. For example, a user may be encouraged to maintain a particular stance, pose, or posture while working or for a set length of time (for example, for a yoga exercise application), and if their posture deviates from an acceptable range, feedback is provided to remind them to adjust their posture. This may be used in sports, fitness, health, or ergonomic applications that need not utilize other aspects of virtual reality and may operate as traditional software applications on nonspecialized computing hardware.
- a user at their desk may use an ergonomic training application that monitors their body posture throughout the work day and provides haptic reminders to correct poor posture as it is detected, helping the user to maintain a healthy working posture to reduce fatigue or injuries due to poor posture (for example, repetitive-stress injuries that may be linked to poor posture while working at a computer).
- an ergonomic training application that monitors their body posture throughout the work day and provides haptic reminders to correct poor posture as it is detected, helping the user to maintain a healthy working posture to reduce fatigue or injuries due to poor posture (for example, repetitive-stress injuries that may be linked to poor posture while working at a computer).
- Fig. 10 is a diagram of an additional exemplary hardware arrangement 1000 for natural torso tracking and feedback for electronic interaction according to a preferred embodiment of the invention, illustrating the use of angle sensors 1012,1021a-n to detect angled movement of a tether 1020.
- a tether 1010 may be affixed to or passed through a rotating joint such as a ball bearing 1011 or similar, to permit free angular movement.
- the angular movement or deflection 1012 of a protruding bar, rod, or tether segment 1013 may be measured (for example, using optical, magnetic, or other sensors) to determine the corresponding angle of tether 1010. In this manner, precise angle measurements may be collected without impeding range of motion or introducing unnecessary mechanical complexity.
- angle sensors 1021a-n enable tracking of a vertical angle of a tether 1020, to detect and optionally measure vertical movement or orientation of a user's torso.
- tether 1020 contacts a sensor 1021a-n this may be registered and used to detect a general vertical movement (that is, whether the tether is angled up or down).
- the specific hardware construction of a sensor 1021a-n may be varied, for example using a pressure-sensing switch to detect how much force is applied and use this measurement to determine the corresponding angle (as may be possible given a tether 1020 of known construction).
- a conductive tether 1020 and a capacitive sensor 1021a-n may be used to provide a desired method or degree of angle detection or measurement, for example using a conductive tether 1020 and a capacitive sensor 1021a-n to detect contact, or using a mechanical or rubber-dome switch (as are commonly used in keyboard construction) to detect physical contact without a conductive tether 1020.
- angle detection or measurement may expand interaction possibilities to encompass more detailed and natural movements of a user's body. For example, if a user crouches, then all tethers 910a-n may detect a downward angle simultaneously. Additionally, data precision or availability may be enhanced by combining input from multiple available sensors when possible (for example, utilizing adaptive software to collect data from any sensors that it detects, without requiring specific sensor types for operation), for example by combining data from tethers 910a-n and hardware sensors such as an accelerometer or gyroscope, enabling multiple methods of achieving similar or varied types or precision levels of position or movement detection. Similarly, when a user jumps then all tethers may detect an upward angle simultaneously.
- tethers 910a-n may detect the same angle.
- tethers 910a- n in the direction the user is leaning may detect a downward angle, while those on the opposite side would detect an upward angle (due to the orientation of the user's torso and thus a worn torso harness 920). In this manner, more precise torso interaction may be facilitated through improved detection and recognition of orientation and movement.
- sensors 1021a-n may be utilized for other angle measurements, such as to detect horizontal angle. For example, if a user is wearing a non- rotating torso harness 920, when they twist their body a similar stress may be applied to all attached tethers 910a-n.
- FIG. 11 is a diagram illustrating an exemplary hardware arrangement of an apparatus for natural torso tracking and feedback for electronic interaction according to a preferred embodiment of the invention, illustrating the use of multiple tethers 810a-n and a movable torso harness 820 comprising a plurality of angle sensors 1101a-n positioned within the movable torso harness 820.
- a plurality of tethers 810a-n may be affixed or integrally-formed as part of a handle or railing 830, such as handlebars found on exercise equipment such as a treadmill, elliptical trainer, stair-climbing machine, or the like.
- tethers 810a-n may be used, but it may be appreciated that a modular design with tethers 810a-n that may be affixed and removed freely may be desirable for facilitating use with a variety of fitness equipment or structural elements of a building, according to a user's particular use case or circumstance as well as weight-holding strength of the tethers.
- Tethers 810a-n may then be affixed or integrally-formed to angle sensors 1101a-n placed within or integrally- formed as a component of torso harness 820 (as illustrated in the form of a belt) that may be worn by a user such that movement of their body affects tethers 810a-n and applies detectable or measurable stress to tethers 810a-n and angular motion to angle sensors 1101a- n.
- angle sensors 1101a-n may be utilized as integral or removable components of a torso harness 820, as an alternative arrangement to utilizing angle sensors 1101a-n placed or formed within railings 830 or other equipment components connected to distal ends of tethers 810a-n (with respect to the user's torso).
- sensors may be placed optionally on a belt, harness, or saddle-like surface or at attachment points on safety railings, or indeed both.
- Fig. 12 is a diagram of a further arrangement of a system 1200 for natural body interaction for mixed or virtual reality applications, illustrating the use of fixed controllers 1203a-b and a headset 1204 on an elliptical machine 1202, according to a preferred embodiment of the invention.
- a user 1201 may use an elliptical trainer 1202 or similar fitness device while using a headset device 1204 for mixed or virtual reality interaction.
- user 1201 may interact manually with controller 1203a-b affixed to or integrally formed as a portion of the elliptical trainer 1202, and may also interact through position or movement tracking provided by headset 1204 for natural body tracking.
- a user 1201 may use an elliptical trainer 1202 while playing a virtual reality flight simulation game that places the user inside the cockpit of a plane during flight.
- User 1201 may use fixed controls 1203a-b to operate various aircraft controls within the game, which may feel natural as these would generally be in a fixed position relative to a seated pilot.
- the user may tilt 1205 and move their head, providing body tracking data via headset 1204, such as through onboard position or motion sensing hardware, for example a gyroscope, accelerometer, or optical tracking device.
- Feedback may be provided to the user in the form of exercise resistance, increasing or decreasing the difficulty of operating the elliptical machine 1202 in response to events in the game or software application (for example, increasing resistance as the aircraft gains altitude in a flight simulation game, or increasing resistance as a part of increasing difficulty in a game).
- the user may easily enjoy natural body input for mixed or virtual reality applications, with minimal hardware or environment setup allowing them to utilize the enhanced input functions with a variety of existing equipment, devices, or environments as desired.
- tethers as described above, in Fig. 3
- a user may use a headset 1204 to engage in body tracking for mixed or virtual reality applications using any available fitness device 1202, for example to enhance their exercise at a gym where they may use any available devices and may change devices multiple times during use.
- a user may utilize an open space such as an empty room or workspace (such as an alcove intended for a desk or cubicle), and may setup their devices in this space according to its size or layout.
- multiple tethers may be used by affixing to walls or furniture within a reasonable distance, utilizing existing room features in place of a fitness device or exercise machine as desired.
- haptic feedback may be provided to further enhance immersion and natural interaction, according to the capabilities of an environment or devices used. For example, if multiple tethers are used, tension or movement may be applied to these tethers as software output, to provide physical feedback for a user during operation.
- a user may setup multiple tethers in an open space as described above, for use in a boxing simulation game. During gameplay, sudden “jerking" tension may be applied to one or more tethers, to simulate a "knock-back" effect from an opponent's blow, or constant tension may be applied to restrain a user's movements during grappling.
- a user may be playing a virtual reality flight simulator as described previously (referring to Fig.
- Fig. 13 is a flow diagram illustrating an exemplary method 1300 for natural body interaction for mixed or virtual reality applications, according to a preferred embodiment of the invention.
- a composition server 1501 (as described previously, referring to Fig. 15) may load a variety of device and tracking configuration data, such as preconfigured parameters to establish a "default mode" or baseline tracking behavior, or using historical data from previous sessions if available.
- Device tracking may optionally be calibrated 1301a if needed, for example if new devices are detected or an arrangement has changed since previous operation, or if a user manually requests calibration (or any other criteria, such as a configured calibration time interval). Devices may then begin tracking a user's torso position and movement 1302, providing these readings to the composition server as input data. In a next step 1303, composition server 1501 may create a virtual "torso joystick" within a software application, to emulate a standard control stick input device in software without needing a hardware device present.
- composition server 1501 may translate received torso readings from previous steps into movements of the software-based torso joystick, and in a final step 1305 may provide these torso joystick movements as user input for further use. In this manner, movement of a user's body may be used to emulate the movements or other behaviors of a control stick, enabling complex and reliable interaction with software applications through natural body movements. By translating these movements into joystick input via composition server 1501, this functionality may be added to existing software programs and games that have support for control stick interfaces, without the need for additional configuration.
- Fig. 14 is a flow diagram illustrating an exemplary method 1400 for processing natural body interaction and additional inputs and producing a composite output, according to a preferred embodiment of the invention.
- a composition server 1501 may receive a plurality of device inputs, such as motion data from a controller 1504 or headset 1503, or fitness data from a fitness tracking device 1505, or other device input.
- composition server 1501 may receive a variety of torso tracking input, such as movement data from a headset 1503 or torso position or movement tracking via a plurality of tethers 308a-b (as described previously in Fig. 3).
- received data may be compared to calibration values to perform data "clean up", for example by discarding erroneous readings or by adjusting readings based on known calibration (such as applying an offset to normalize readings), and in a next step 1404 the resulting calibrated readings may be further compared against each other and further refined as necessary (for example, applying an offset or bias to a portion of readings to normalize them relative to other readings, such as having an "axis multiplier" to correct for distorted movement along a particular axis relative to other axes).
- these calibrated readings may then be used to derive composite tracking data, such as by utilizing tracking of hands and head to identify complex movements of a user's hands relative to their face, or by combining head and torso movement to identify more complex poses or movements of the user's body, such as leaning in one direction while looking in another, or attempting to hold a specific complex pose such as for yoga or contortion-based games.
- composite data may be provided as user input for further use in software applications, for example for use in a gaming application or for use by a connected computing device such as a personal computer or video game console.
- multiple data type or sources may be used to derive more complex and detailed movements and other data, and this may be combined into a single composite input for use in software applications according to their particular configuration (such as for use in a video games designed to accept control stick input, but not designed or readily adaptable to utilize fitness tracker data).
- the techniques disclosed herein may be implemented on hardware or a combination of software and hardware. For example, they may be implemented in an operating system kernel, in a separate user process, in a library package bound into network applications, on a specially constructed machine, on an application-specific integrated circuit (ASIC), or on a network interface card.
- ASIC application-specific integrated circuit
- Software/hardware hybrid implementations of at least some of the embodiments disclosed herein may be implemented on a programmable network-resident machine (which should be understood to include intermittently connected network-aware machines) selectively activated or reconfigured by a computer program stored in memory.
- a programmable network-resident machine which should be understood to include intermittently connected network-aware machines
- Such network devices may have multiple network interfaces that may be configured or designed to utilize different types of network communication protocols.
- a general architecture for some of these machines may be described herein in order to illustrate one or more exemplary means by which a given unit of functionality may be implemented.
- At least some of the features or functionalities of the various embodiments disclosed herein may be implemented on one or more general-purpose computers associated with one or more networks, such as for example an end-user computer system, a client computer, a network server or other server system, a mobile computing device (e.g., tablet computing device, mobile phone, smartphone, laptop, or other appropriate computing device), a consumer electronic device, a music player, or any other suitable electronic device, router, switch, or other suitable device, or any combination thereof.
- at least some of the features or functionalities of the various embodiments disclosed herein may be implemented in one or more virtualized computing environments (e.g., network computing clouds, virtual machines hosted on one or more physical computing machines, or other appropriate virtual environments).
- FIG. 4 there is shown a block diagram depicting an exemplary computing device 10 suitable for implementing at least a portion of the features or functionalities disclosed herein.
- Computing device 10 may be, for example, any one of the computing machines listed in the previous paragraph, or indeed any other electronic device capable of executing software- or hardware-based instructions according to one or more programs stored in memory.
- Computing device 10 may be configured to communicate with a plurality of other computing devices, such as clients or servers, over communications networks such as a wide area network a metropolitan area network, a local area network, a wireless network, the Internet, or any other network, using known protocols for such communication, whether wireless or wired.
- communications networks such as a wide area network a metropolitan area network, a local area network, a wireless network, the Internet, or any other network, using known protocols for such communication, whether wireless or wired.
- computing device 10 includes one or more central processing units (CPU) 12, one or more interfaces 15, and one or more busses 14 (such as a peripheral component interconnect (PCI) bus).
- CPU 12 may be responsible for implementing specific functions associated with the functions of a specifically configured computing device or machine.
- a computing device 10 may be configured or designed to function as a server system utilizing CPU 12, local memory 11 and/or remote memory 16, and interface(s) 15.
- CPU 12 may be caused to perform one or more of the different types of functions and/or operations under the control of software modules or components, which for example, may include an operating system and any appropriate applications software, drivers, and the like.
- CPU 12 may include one or more processors 13 such as, for example, a processor from one of the Intel, ARM, Qualcomm, and AMD families of microprocessors.
- processors 13 may include specially designed hardware such as application- specific integrated circuits (ASICs), electrically erasable programmable read-only memories (EEPROMs), field-programmable gate arrays (FPGAs), and so forth, for controlling operations of computing device 10.
- ASICs application- specific integrated circuits
- EEPROMs electrically erasable programmable read-only memories
- FPGAs field-programmable gate arrays
- a local memory 11 such as non- volatile random access memory (RAM) and/or read-only memory (ROM), including for example one or more levels of cached memory
- RAM non- volatile random access memory
- ROM read-only memory
- Memory 11 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, and the like. It should be further appreciated that CPU 12 may be one of a variety of system-on-a-chip (SOC) type hardware that may include additional hardware such as memory or graphics processing chips, such as a QUALCOMM
- SNAPDRAGONTM or SAMSUNG EXYNOSTM CPU as are becoming increasingly common in the art, such as for use in mobile devices or integrated devices.
- processor is not limited merely to those integrated circuits referred to in the art as a processor, a mobile processor, or a microprocessor, but broadly refers to a microcontroller, a microcomputer, a programmable logic controller, an application-specific integrated circuit, and any other programmable circuit.
- interfaces 15 are provided as network interface cards (NICs).
- NICs control the sending and receiving of data packets over a computer network; other types of interfaces 15 may for example support other peripherals used with computing device 10.
- interfaces that may be provided are Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, graphics interfaces, and the like.
- interfaces may be provided such as, for example, universal serial bus (USB), Serial, Ethernet, FIREWIRETM, THUNDERBOLTTM, PCI, parallel, radio frequency (RF), BLUETOOTHTM, near-field communications (e.g., using near-field magnetics), 802.11 (WiFi), frame relay, TCP/IP, ISDN, fast Ethernet interfaces, Gigabit Ethernet interfaces, Serial ATA (SAT A) or external SATA (ESATA) interfaces, high- definition multimedia interface (HDMI), digital visual interface (DVI), analog or digital audio interfaces, asynchronous transfer mode (ATM) interfaces, high-speed serial interface (HSSI) interfaces, Point of Sale (POS) interfaces, fiber data distributed interfaces (FDDIs), and the like.
- USB universal serial bus
- RF radio frequency
- BLUETOOTHTM near-field communications
- near-field communications e.g., using near-field magnetics
- WiFi WiFi
- frame relay e.g., WiFi
- such interfaces 15 may include physical ports appropriate for communication with appropriate media. In some cases, they may also include an independent processor (such as a dedicated audio or video processor, as is common in the art for high- fidelity A/V hardware interfaces) and, in some instances, volatile and/or non-volatile memory (e.g., RAM).
- an independent processor such as a dedicated audio or video processor, as is common in the art for high- fidelity A/V hardware interfaces
- volatile and/or non-volatile memory e.g., RAM
- a single processor 13 handles communications as well as routing computations, while in other embodiments a separate dedicated communications processor may be provided.
- a client device such as a tablet device or smartphone running client software
- server systems such as a server system described in more detail below.
- the system of the present invention may employ one or more memories or memory modules (such as, for example, remote memory block 16 and local memory 11) configured to store data, program instructions for the general - purpose network operations, or other information relating to the functionality of the embodiments described herein (or any combinations of the above).
- Program instructions may control execution of or comprise an operating system and/or one or more applications, for example.
- Memory 16 or memories 11, 16 may also be configured to store data structures, configuration data, encryption data, historical system operations information, or any other specific or generic non-program information described herein.
- At least some network device embodiments may include nontransitory machine-readable storage media, which, for example, may be configured or designed to store program instructions, state information, and the like for performing various operations described herein.
- nontransitory machine- readable storage media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD- ROM disks; magneto-optical media such as optical disks, and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM), flash memory (as is common in mobile devices and integrated systems), solid state drives (SSD) and "hybrid SSD” storage drives that may combine physical components of solid state and hard disk drives in a single hardware device (as are becoming increasingly common in the art with regard to personal computers), memristor memory, random access memory (RAM), and the like.
- ROM read-only memory
- flash memory as is common in mobile devices and integrated systems
- SSD solid state drives
- hybrid SSD hybrid SSD
- such storage means may be integral and non-removable (such as RAM hardware modules that may be soldered onto a motherboard or otherwise integrated into an electronic device), or they may be removable such as swappable flash memory modules (such as “thumb drives” or other removable media designed for rapidly exchanging physical storage devices), "hot-swappable” hard disk drives or solid state drives, removable optical storage discs, or other such removable media, and that such integral and removable storage media may be utilized interchangeably.
- program instructions include both object code, such as may be produced by a compiler, machine code, such as may be produced by an assembler or a linker, byte code, such as may be generated by for example a JAVATM compiler and may be executed using a Java virtual machine or equivalent, or files containing higher level code that may be executed by the computer using an interpreter (for example, scripts written in Python, Perl, Ruby, Groovy, or any other scripting language).
- interpreter for example, scripts written in Python, Perl, Ruby, Groovy, or any other scripting language.
- systems according to the present invention may be implemented on a standalone computing system.
- FIG. 5 there is shown a block diagram depicting a typical exemplary architecture of one or more embodiments or components thereof on a standalone computing system.
- Computing device 20 includes processors 21 that may run software that carry out one or more functions or applications of embodiments of the invention, such as for example a client application 24.
- Processors 21 may carry out computing instructions under control of an operating system 22 such as, for example, a version of MICROSOFT WINDOWSTM operating system, APPLE MACOSTM or iOSTM operating systems, some variety of the Linux operating system, ANDROIDTM operating system, or the like.
- an operating system 22 such as, for example, a version of MICROSOFT WINDOWSTM operating system, APPLE MACOSTM or iOSTM operating systems, some variety of the Linux operating system, ANDROIDTM operating system, or the like.
- one or more shared services 23 may be operable in system 20, and may be useful for providing common services to client applications 24.
- Services 23 may for example be WINDOWSTM services, user-space common services in a Linux environment, or any other type of common service architecture used with operating system 21.
- Input devices 28 may be of any type suitable for receiving user input, including for example a keyboard, touchscreen, microphone (for example, for voice input), mouse, touchpad, trackball, or any combination thereof.
- Output devices 27 may be of any type suitable for providing output to one or more users, whether remote or local to system 20, and may include for example one or more screens for visual output, speakers, printers, or any combination thereof.
- Memory 25 may be random-access memory having any structure and architecture known in the art, for use by processors 21, for example to run software.
- Storage devices 26 may be any magnetic, optical, mechanical, memristor, or electrical storage device for storage of data in digital form (such as those described above, referring to Fig. 4).
- Examples of storage devices 26 include flash memory, magnetic hard drive, CD-ROM, and/or the like.
- systems of the present invention may be implemented on a distributed computing network, such as one having any number of clients and/or servers.
- a distributed computing network such as one having any number of clients and/or servers.
- FIG. 6 there is shown a block diagram depicting an exemplary architecture 30 for implementing at least a portion of a system according to an embodiment of the invention on a distributed computing network.
- any number of clients 33 may be provided.
- Each client 33 may run software for implementing client-side portions of the present invention; clients may comprise a system 20 such as that illustrated in Fig. 5.
- any number of servers 32 may be provided for handling requests received from one or more clients 33.
- Clients 33 and servers 32 may communicate with one another via one or more electronic networks 31, which may be in various embodiments any of the Internet, a wide area network, a mobile telephony network (such as CDMA or GSM cellular networks), a wireless network (such as WiFi, WiMAX, LTE, and so forth), or a local area network (or indeed any network topology known in the art; the invention does not prefer any one network topology over any other).
- Networks 31 may be implemented using any known network protocols, including for example wired and/or wireless protocols.
- servers 32 may call external services 37 when needed to obtain additional information, or to refer to additional data concerning a particular call. Communications with external services 37 may take place, for example, via one or more networks 31.
- external services 37 may comprise web-enabled services or functionality related to or installed on the hardware device itself. For example, in an embodiment where client applications 24 are implemented on a smartphone or other electronic device, client applications 24 may obtain information stored in a server system 32 in the cloud or on an external service 37 deployed on one or more of a particular enterprise's or user's premises.
- clients 33 or servers 32 may make use of one or more specialized services or appliances that may be deployed locally or remotely across one or more networks 31.
- one or more databases 34 may be used or referred to by one or more embodiments of the invention. It should be understood by one having ordinary skill in the art that databases 34 may be arranged in a wide variety of architectures and using a wide variety of data access and manipulation means.
- one or more databases 34 may comprise a relational database system using a structured query language (SQL), while others may comprise an alternative data storage technology such as those referred to in the art as "NoSQL” (for example, HADOOP CASSANDRATM, GOOGLE BIGTABLETM, and so forth).
- SQL structured query language
- variant database architectures such as column-oriented databases, in-memory databases, clustered databases, distributed databases, or even flat file data repositories may be used according to the invention. It will be appreciated by one having ordinary skill in the art that any combination of known or future database technologies may be used as appropriate, unless a specific database technology or a specific arrangement of components is specified for a particular embodiment herein.
- database may refer to a physical database machine, a cluster of machines acting as a single database system, or a logical database within an overall database management system. Unless a specific meaning is specified for a given use of the term “database”, it should be construed to mean any of these senses of the word, all of which are understood as a plain meaning of the term “database” by those having ordinary skill in the art.
- security systems 36 and configuration systems 35 may make use of one or more security systems 36 and configuration systems 35.
- Security and configuration management are common information technology (IT) and web functions, and some amount of each are generally associated with any IT or web systems. It should be understood by one having ordinary skill in the art that any configuration or security subsystems known in the art now or in the future may be used in conjunction with embodiments of the invention without limitation, unless a specific security 36 or configuration system 35 or approach is specifically required by the description of any specific embodiment.
- FIG. 7 shows an exemplary overview of a computer system 40 as may be used in any of the various locations throughout the system. It is exemplary of any computer that may execute code to process data. Various modifications and changes may be made to computer system 40 without departing from the broader scope of the system and method disclosed herein.
- Central processor unit (CPU) 41 is connected to bus 42, to which bus is also connected memory 43, nonvolatile memory 44, display 47, input/output (I/O) unit 48, and network interface card (NIC) 53.
- I/O unit 48 may, typically, be connected to keyboard 49, pointing device 50, hard disk 52, and real-time clock 51.
- NIC 53 connects to network 54, which may be the Internet or a local network, which local network may or may not have connections to the Internet.
- power supply unit 45 connected, in this example, to a main alternating current (AC) supply 46.
- AC alternating current
- Fig. 15 is a block diagram of an exemplary system architecture 1500 for natural body interaction for mixed or virtual reality applications, according to a preferred embodiment of the invention.
- a composition server 1501 comprising programming instructions stored in a memory 11 and operating on a processor 12 of a computing device 10 (as described above, with reference to Fig. 4), may be configured to receive a plurality of input data from various connected devices.
- Such input devices may include (but are not limited to) a variety of hardware controller devices 1504 (such as a gaming controller [such as GOJI PLAYOE-tl controllers], motion tracking controller, or traditional computer input devices such as a keyboard or mouse), a headset device 1503 such as an augmented reality or virtual reality headset (for example, OCULUS RIFTOE-tl, HTC VIVEOM, SAMSUNG GEAR VRTM, MICROSOFT HOLOLENS "M , or other headset devices), a variety of fitness devices 1505 (for example, fitness tracking wearable devices such as FrrBrTM, MICROSOFT BAND "DM, APPLE WATCHOM, or other wearable devices, or exercise machines such as a treadmill, elliptical trainer, stair-climbing machine, or other such equipment), or a variety of body input 1502 tracking devices or arrangements, such as using a plurality of tethers attached to the environment and a harness worn by a user, configured to track movement and position of the user's body.
- composition server 1501 may be connected to composition server 1501 interchangeably as desired for a particular arrangement or use case, for example a user may wish to use a controller 1504 in each hand and a headset 1503, but omit the use of fitness devices 1505 altogether.
- composition server 1501 may identify connected devices and load any stored configuration corresponding to a particular device or device type, for example using preconfigured parameters for use as a default configuration for a new controller, or using historical configuration for a headset based on previous configuration or use.
- a user may be prompted (or may volunteer) to provide configuration data for a particular device, such as by selecting from a list of options (for example, "choose which type of device this is", or “where are you wearing/holding this device", or other multiple-choice type selection), or composition server 1501 may employ machine learning to automatically determine or update device configuration as needed.
- input values may be received that are determined to be "out of bounds", for example an erroneous sensor reading that might indicate that a user has dramatically shifted position in a way that should be impossible (for example, an erroneous reading that appears to indicate the user has moved across the room and back again within a fraction of a second, or has fallen through the floor, or other data anomalies).
- These data values may be discarded and configuration updated to reduce the frequency of such errors in the future, increasing the reliability of input data through use.
- Composition server 1501 may receive a wide variety of input data from various connected devices, and by comparing against configuration data may discard undesirable or erroneous readings as well as analyze received input data to determine more complex or finegrained measurements. For example, combining input from motion-sensing controllers 1504 with a motion-sensing headset 1503 may reveal information about how a user is moving their arms relative to their head or face, such as covering their face to shield against a bright light or an attack (within a game, for example), which might otherwise be impossible to determine with any reliability using only the controllers themselves (as it may be observed that a user is raising their hands easily enough, but there is no reference for the position or movement of their head).
- composition server 1501 may operate such software applications in a standalone manner, functioning as a computer or gaming console as needed.
- composition server 1501 may provide the composite data for use by an external computer 1510, such as a connected gaming console, virtual reality device, personal computer, or a server operating via a network in the cloud (such as for online gaming arrangements, for example).
- an external computer 1510 such as a connected gaming console, virtual reality device, personal computer, or a server operating via a network in the cloud (such as for online gaming arrangements, for example).
- the composite data functions of the embodiment may be utilized with existing hardware if desired, or may be provided in a standalone package such as for demonstrations or public use, or for convenient setup using a single device to provide the full interaction experience (in a manner similar to a household gaming console, wherein all the functions of computer components may be prepackaged and setup to minimize difficulty for a new user).
- functionality for implementing systems or methods of the present invention may be distributed among any number of client and/or server components.
- various software modules may be implemented for performing various functions in connection with the present invention, and such modules may be variously implemented to run on server and/or client components.
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- Cardiology (AREA)
- Vascular Medicine (AREA)
- Engineering & Computer Science (AREA)
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- General Physics & Mathematics (AREA)
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Abstract
Description
Claims
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US15/219,115 US9849333B2 (en) | 2012-08-31 | 2016-07-25 | Variable-resistance exercise machine with wireless communication for smart device control and virtual reality applications |
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GB2572976A (en) * | 2018-04-18 | 2019-10-23 | Ge Aviat Systems Ltd | Touch screen display with stabilizing feature |
CN110362198A (en) * | 2018-06-18 | 2019-10-22 | 蓝枸杞有限公司 | It is a kind of for mixing or the system and method for the enhanced fixed sports bicycle of virtual reality |
US11331538B2 (en) * | 2018-08-07 | 2022-05-17 | Interactive Strength, Inc. | Interactive exercise machine data architecture |
CN109692457A (en) * | 2019-02-28 | 2019-04-30 | 焦作大学 | A kind of virtual reality rehabilitation training system and control method |
CZ309013B6 (en) * | 2019-12-03 | 2021-11-24 | Jakub Mgr Jiruš | Fitness machine with devices for adjusting the load and/or speed |
RU2770146C2 (en) * | 2020-08-24 | 2022-04-14 | Акционерное общество "Лаборатория Касперского" | System and method for protecting user devices |
USD988440S1 (en) | 2020-09-16 | 2023-06-06 | Life Fitness, Llc | Frame for a treadmill |
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US7537546B2 (en) * | 1999-07-08 | 2009-05-26 | Icon Ip, Inc. | Systems and methods for controlling the operation of one or more exercise devices and providing motivational programming |
ATE522254T1 (en) * | 2000-08-18 | 2011-09-15 | Icon Ip Inc | SYSTEM FOR INTERACTION WITH EXERCISE EQUIPMENT |
US7815549B2 (en) * | 2003-02-28 | 2010-10-19 | Nautilus, Inc. | Control system and method for an exercise apparatus |
US10737175B2 (en) * | 2012-08-31 | 2020-08-11 | Blue Goji Llc | Mobile and adaptable fitness system |
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