GB2477912A - A system to monitor the performance of an exercise using wireless tags - Google Patents
A system to monitor the performance of an exercise using wireless tags Download PDFInfo
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- GB2477912A GB2477912A GB1002101A GB201002101A GB2477912A GB 2477912 A GB2477912 A GB 2477912A GB 1002101 A GB1002101 A GB 1002101A GB 201002101 A GB201002101 A GB 201002101A GB 2477912 A GB2477912 A GB 2477912A
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Classifications
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Abstract
A gaming system for monitoring the exercise of a user comprising a base 12 with a wireless reader device and at least one wireless user device for passing information to the base wherein the base has a memory for storing information on the user, means for commencing an exercise, means for terminating an exercise and means for communicating the performance. The user device may use an RFID tag which may also be used as part of a travel network monitoring and charging system. The device may have a speaker to issue verbal instructions and a plurality of bases 12 may be provided in an outdoor space to define a circuit. There may be a central server 26 to collate and display information from a plurality of users which may include a website.
Description
GAMING SYSTEM
Field of the Invention
This invention relates to a gaming system and a system for monitoring exercise.
Background of the Invention
It has been noted that people are taking less and less physical activity and obesity is increasing. Health providers wants to improve or provide preventative interventions and local boroughs want to provide more appealing and more accessible leisure opportunities.
Summary of the Invention
According to the present invention there is provided a gaming system for monitoring and encouraging exercise of users, the system comprising: a base unit having a wireless reader for receiving information from any one of a plurality of wirelessly co-operable user devices; a memory configured for storing information relating to users such that when user devices co-operate with a reader the users can be identified; a memory configured for storing one or more exercise formats relating to exercise of users relative to the base unit; a memory configured for storing historic data relating to users exercise over a period of time; means for allowing a user to convey to a base unit the termination or commencement of an exercise format following exercise or progress within an exercise format; means for communicating to a user information relating the performance of users exercise.
The user may interact with a base station at the beginning of an exercise format and at an end of an exercise format by touching in their user device against the reader. In response to interaction with a user device the base station may perform one or more tasks associated with the user or the exercise performed by the user. For example, the base unit may on initial interaction, record the user's identity and time of interaction. If the user has previously selected an exercise format the base station may request if the user wishes to commence the selected format. If the exercise format involves at least three interactions with the base station, including commencement, termination and interim progress, the base station will track progress of the exercise format performed by a user. The time taken for perform an exercise may be recorded or the distance travelled e.g. the number of times a user interacts with spaced apart base stations.
In a preferred embodiment, for example as shown in Figure 5, the system may comprise a plurality of base stations, the game formats available for selection by users involving interaction with at least two or all of the base stations. The base stations are located spaced apart in an area suitable for exercise and an exercise format, or routine, may involve users travelling in order from one base station to another base station in the plurality of base stations. As the invention may be applied to many people living or working in many different areas, groups of base stations may be located in respective exercise areas, such that generally similar exercise formats can be performed by users in different locations and the performance of users at different locations be compared. This arrangement may generate competitive spirit between different groups of people, for example, users exercising in Hyde Park in London may be compared with users exercising in Regent's park.
In another arrangement, base stations may be located at different positions around a city or a region of a city, and exercise formats may require users to walk or jog between base stations. Such an arrangement would have the advantage that users may be guided around a city or region providing users with a source of interest over and above the value of taking physical exercise.
Users may select walks and time those walks around a region over a period of time and compare their times with other people who have conducted similar walks.
The base station or stations may comprise processing and memory means for performing processing of users and their exercise. Alternatively, the base stations may transfer data read to a remote server or computer for processing and receive processed data from the remote server.
Also provided is a system for monitoring exercise undertaken by a plurality of users, comprising: a plurality of travel cards comprising RFID tags, said RFID cards being co-operable with the RFID readers of a travel network for monitoring and charging for travel on the network; a plurality of base stations having RFID readers co-operable with the RFID tags for monitoring exercise undertaken by the users when the RFID tags are placed proximate to any one of the readers; means configured for storing information relating to the users exercise over a period of time; and means for communicating the stored data to the users.
Other preferred and/or optional features of the invention are defined in the accompanying claims.
In order that the present invention may be well understood some embodiments thereof, which are given by way of example only, will now be described with reference to the accompanying drawings, in which:-
Brief Description of the Drawings
Figure 1 is a schematic representation of a base unit for a gaming system; Figure 2 is a schematic representation of a gaming system; Figure 3 is a more detailed drawing of a gaming system; Figure 4 is another representation of a gaming system; and Figure 5 is shows a gaming system in use.
Detailed Description of the illustrated embodiments The present system relates to an innovative service which monitors and encourages people to exercise. The system is particularly although not exclusively relevant to people living or working in urban areas, in which people carry a transport card, such as an Oyster card in London. Transport cards such as Oyster cards have a wireless transponder, such as an RFID tag, which communicates wirelessly with a base unit so that people travelling on a public transport network can enter and leave the network, whilst the network monitors their travel and deducts the necessary payments from the user for their travel.
The present system can in some arrangements be integrated with such a travel card network allowing users to play interactive games in parks, community spaces and schools, competing against themselves and other people. The interactive nature of the present system encourages and incentivises people to take regular exercise.
Figures la and lb show a base unit 12 comprising a reader, or interrogator, 14 and a card 16 including a RFID tag 18. Most RFID tags contain at least two parts. One is an integrated circuit for storing and processing information, modulating and demodulating a radio-frequency (RF) signal, and other specialized functions. The second is an antenna for receiving and transmitting the signal. There are generally three types of RFID tags: active RFID tags, which contain a battery and can transmit signals autonomously, passive RFID tags, which have no battery and require an external source to provoke signal transmission, and battery assisted passive (BAP) which require an external source to wake up but have significant higher forward link capability providing great read range. The present system is most suitable for passive RFID tags.
The base unit 12 further comprises a speaker 22 for conveying instructions or greetings to a user and an input device 24 allowing a user to input information or selections into the system.
Figure 2 shows a system 10 according to one embodiment of the invention. The system 10 comprises a plurality of base units 12 located in an open or semi-open area for example a park, playground, or sports field. The base units are distributed selectively according to the type of exercise which users 20 of the system will undertake. For example in a park, the system 10 in one configuration provides a generally circular path which users are required to travel logging in at each successive base unit along the path. The system comprises a plurality of communication lines between base units 12 for the communication of information relating to a user, or a user's exercise. The communication lines may be wired or wireless. The base units are connected to a server unit 26 which receives information or signals from the base units and transmits information or signals to the base units. The server comprises a processing unit 28, a memory 30 and a communication unit 32, for example a modem. The memory 30 stores information about users of the system and the exercise that the users have undertaken. The information can be displayed to users by a website 34 or other portal. The website also allows users to input information into the system, for example identifying information or exercise selections. The website may also be configured to display ranked exercise information such as which user has currently exercised the most in a region or town or which user has improved the most.
In one arrangement, a user 20 may input a selected exercise into the website 34, for example, count number of laps undertaken at exercise area A. The server stores information related to the selection in memory 30 for that user. The processing unit 28 and modem 32 convey the information to the base units 12 at area A. When the user touches his travel card, or other RFID tag, for reading by reader 14 at a base unit 12, the speaker 22 may greet the user by name and confirm the selected exercise. Timing of the user's exercise may be initiated once the user operates input device 24. When the exercise has been completed a user may visit the website to view his progress and set new challenges.
In parks for example, users touch in' to fixed base units, triggering audio instructions for tailored games' e.g. by touching in' to multiple units around the park, users automatically get their park lap times recorded, allowing them to track and set goals over time; or challenge others in the same park. For younger audiences, base units can activate games like hide and seek or acky 1- 2-3. For older users, base units can activate discovery trails and walking audio tours of outdoor spaces. Languages can be easily tailored to the user, encouraging diversity. In schools, units can accurately monitor and measure the amount of exercise a child takes over the year, bringing together the playground and the park. Data collected from the service can allow boroughs and Primary Care Trusts (PCTs) better to understand who is exercising, where and how often, to help improve the provision of services. Like the Nintendo Wii, games are bespoke to the user and new games can be unlocked as usage increases. Open source software allows creative Londoners to design their own games, and develop additional games for free. A Software Development Kit (SDK) allows others to create games for the system. A website is the hub for tracking how much London is exercising. Individuals can track their progress and set goals. Social relationships develop as users challenge and compete against each other. Users can search boroughs and locations with the most active and most committed exercisers. Tools are provided to encourage local events where families, friends and the community come and play together.
These events can attract voluntary groups, who are looking to provide services to hard-to-reach audiences. Additionally, units placed over longer distances can be used to encourage Londoners to walk from point A to point B. In the same way people can get points for buying petrol, they should get points I incentives for exercising e.g. accrue public transport discounts. The present system allows interaction with the physical world, the web, mobile, schools, incentives, joined up health thinking and much more. A few base units 12 could be shared by thousands in the community.
If the system relies upon data being conveyed from a network for the game to be played successfully, it is desirable to have the data stored at the base unit before the user checks in, rather than the base unit connecting to the network on demand, requesting the data, waiting for the data to be downloaded and then responding to the user, which could take longer than the system response to feeling immediate', even with a please wait, loading' response.
The system would regularly check into the central server, and request any data it needs to be able to respond adequately and immediately. If using Read Write cards, this system update could be infrequent, only to convey data to the server when needed. If using Read Only cards, the network connection would need to be more regular, every N seconds (where N is less than the time it takes to travel between two pods).
Read only/ID only (ie. oyster), no network connections: N base units, or pods, are arranged around a course. A user taps into pod 1, and a simple point to point' takes places, which takes the user on a circular route, returning to the original pod. The original pod could give a laptime by storing the card ID locally. This could be a lap race or a route which simply uses the card to activate the posts, rather than any intelligence about which points have been visited, therefore providing a very easy to game to implement and play.
Read only with GSM network connection: As shown in Figure 3, a network connection allows information to be stored on a pod 12 waiting for a user 20 to interact with it. Each pod may wait for a new user to touch in. If it doesn't recognise the card being in game', it would initiate a game with the user, and then send the ID 16 of the user, and the game they're playing to the central server 26. The rest of the pods intermittently check the server to update their own local store of player IDs and states. When a user checks into a pod, it will have detail on the player, and which game they're playing, and can react suitably. The pod can then send data back to the network stating the user visited that pod. Depending on the game, the pod would not need to respond to the network any faster than it takes a user to travel from one pod to another. Providing Pod 1 and Pod 2 had both hit the network in the time taken from getting between Pod 1 and Pod 2, game id, check-in times, score, pods visited, etc could all be made available, and immediate responses from the pod are possible, even though the pods are not immediately connecting to the network on touch in'.
Read only with Wireless connectivity: Using wifi in this context would work in exactly the same way as the GSM connection, but checking the network would not need to be as infrequent.
Downloading game state information would still be required, as a network connection upon each touch would unlikely be fast enough for the response to feel like the user initiated it.
Read/Write with no network connections: Referring to Figure 4, as the card can store information on the user, including time stamps and which game they're playing, it can guide the user from pod to pod without data transmission. User A arrives at Pod 1 with a blank card (nothing but ID). The user swipes the card, and the Pod sees there is no existing game in progress. The pod can then select a pre-defined game or ask which game the user wants to play. When a game has been selected, the game ID is written to the card, along with a timestamp, and perhaps the first Pod ID.
The user moves to the next Pod (or any pod), and swipes again. As the card holds the Game ID, the Pod knows which game the user is playing. The Card holds the timestarnp from the last pod, so lap times can be created. The card also holds a list of pods which have been visited, so a treasure hunt mechanic can be applied. Whilst the amount of storage is limited to around 1Kb or 4Kb depending on the hardware, the game state and some history can be carried around with the user, reducing the need for any server connection.
Read/Write with network connection (GSM/WifilWired): Any Pod (perhaps the final' Pod) could be connected to the server to convey data and pass it back to the server for later use or inspection, or to get some initial user data to store it on the card if the card has never been used before, or data which was updated online only.
How to connect a user to their card? A user will not have an RFID reader locally, so there needs to be a way of connecting a user with the card ID. This would either be done at an extended' terminal, which is a Budge Pod, along with screen and keyboard, or print the unique ID on each card, and ask the user to enter it via a web -11 -interface. Once the card and user have been connected, it provides more intelligence in the pods, ie. to respond to gender, age, community, language.
The next time the user checks in to a pod, that data can be written to the card and permanently stored for later use.
Storing game models and assets on devices Each pod stores a number of game assets and models internally. Not every pod would have every game, but would be able to respond to a card being swiped with either a suitable response or a message which asks the user to go to a home pod or similar. Storing the assets on the pod itself means there is no network delay in getting the assets. If pods are networked, they could be remotely updated with new assets and game models. If pods are not networked, bluetooth or USB access to the device would enable new files to be uploaded.
The system may be configured to provide for example nthe following game formats.
Game: Lap Times 1 Setup: Open Spaces I Card:ReadOnly (Oyster OK) I Net:None I Pods: 1 User taps into Pod 1, and receives instruction to make a lap. User runs around circuit, and taps in again at Pod 1. The user is given their lap time, and compared to others who ran today, and their previous lap time. We can also contextualise the script a little based upon time of day, weather, temperature, number of runners today, location, etc, as well as how many times they run the lap within that day.
Script: [tap -input device activation] "Hey there, welcome to Budge, the game that gets you moving! It's a beautiful sunny day, make sure you take a bottle of water with you.
Are you ready to Budge? Tap in I'll keep track of your time." [tap] "Ready-set-Budge!" [tap] "Your lap time was 8m 43s. Today's fastest was 6m 28s. Why not Budge again, and see if you can be the quickest runner in Hyde Park?" Game: Lap Times 2 Setup: Open Spaces I Card:ReadWrite I Net:None I Pods: N User taps into Pod 1, and receives instructions to make a lap. User runs around circuit, tapping into waypoints. Each checkin gives their split time, based upon the start time stored on the card and the current time held by the pod. When the user returns to the start Pod (or last pod), they're given their final lap time. They could then run another lap, and continue to build their times. We can also contextualise the script a little based upon time of day, weather, temperature, number of runners today, location, etc, as well as how many times they run the lap within that day. No data needs to be shared between pods if the card is RW.
Budge I Game Models and Technology Support I Version 0.1 Game: Lap Times 3 Setup: Open Spaces I Card: Readonly I Net:Any I Pods: N Same as Lap Times 2, but each pod pings the network regularly to get and set game states. When a user checkins into a pod, the pod has their lap start time, and potentially the previous pod checkin time (depending on distance between pods). The pod tells the network the user checked in at the pod. The user returns to the start or final pod, and they're given their final lap time, based upon confirmation they've accessed each pod.
Game: Bleep test 1 Setup: Open Spaces I Card: Readonly I Net:None I Pods: 1 The test involves running continuously between two points that are 20 m apart. These runs are synchronized with a pre-recorded audio track, which plays beeps at set intervals. As the test proceeds, the interval between each successive beep reduces, forcing the athlete to increase their speed over the course of the test, until it is impossible to keep in sync with the recording.
The User would touch into Pod 1, and is given instructions on the bleep test rules, including what the bleeps sound like. The start the test, running the 20m away and back to Pod 1, and touch in to show they've returned wihtin the allowed time. This is repeated again and again until they've not been able to get back to the Pod within the time. Audio responses to show they've checked in on time give the user a response. When they fail to complete the run in the allowed time, the game is over, and they're given their results. A single pod without data allows for the basic game to be played, simple contextual personalisation such as weather and time, repeat visits to be noticed and commented on, and league tables, but only for this particular pod.
Game: Bleep test 2 -14 -Setup: Card: Readwrite I Net:None I Pods: 2 Storing information on the card immediately allows us to verify the user has actually run between two points. User taps in at Pod 1, and the start time is written to their card. Running to Pod 2, the user taps in again, and a flag is stored on the card to say they've reached the half-way marker, as well as the split time. When they return to Pod 1, their full time is logged, and the half-way marker is checked to ensure the user didn't cheat.
Game: Bleep Test 3 Setup: Open Spaces / Card: ReadWrite / Net: None / Pods: N With a RW card, if the user had visited a pod with network access, and had registered on the website, it would be possible to hold data on the card which is personally identifiable, such as their first name. Each pod could use either a speech synthesiser or a list of prerecorded name mp3s to personalise the introduction/greeting. The system could also prefetch a larger list of potential users matched against card ids, but this isn't a particularly elegant solution.
Script: [tap] "This is Budge. Matthew, where've you been? I haven't seen you for five days. I hope you've been training. Your best bleep test was 13m 17s but today you're going to do it in 13m lOs! Ready-set-Budge! [tap] "Your time was 1 4m 38s. My grandma could do better than that! Check out" The invention has been described by way of several embodiment, with modifications and alternatives, but having read and understood this description further embodiments and modifications will be apparent to those skilled in the art. All such embodiments and modifications are intended to fall within the scope of the present invention as defined in the accompanying claims.
Key to Figure 3 1. User A checks into Pod 1. Pod 1 has no knowledge of the user, so must be new game. Tells user to run to Pod 2.
2. Pod 1 send update to server, stating that user A has joined Game X at time H. 3. Pod 2 requests regular updates of game states, and hears that user is playing game X, and has visited Pod 1 at time H, as well user B, user C, and user D elsewhere on the network.
4. User A arraives at Pod 2. The Pod knows that the user is playing game X, and 40 seconds have passed since game start. Pod 2 says "congratulations, you did it in less than one minute!".
Key to Figure 4 1. User arrives at Pod 1 with empty Card and swipes -"Welcome to Budge, Go and Find Pod 2" (Game start data could be pushed to a central server).
2. Card is updated with game data, timestamp, and Pod visited.
Q 3. User arrives at Pod 2, pod knows the user is playing Game X and they've visited one other pod already, and by knowing the current time, can work out how long that took between pods. Responds accordingly. "That took you under a minute, and you're playing game X, go and find Pod 3". No network needed.
4. User arrives at Pod 3, which in Game X is the final pod. The pod knows user is playing Game X, and they've visited Pods 1, 2 +3 based on card data. Game end could be sent back to server here, or they check in again at Pod 1. "You've visited all the pods, well done, and under two minutes!"
Claims (4)
- CLAIMS1. A gaming system for monitoring and encouraging exercise of users, the system comprising: a base unit having a wireless reader for receiving information from and any one of a plurality of wirelessly co-operable user devices; a memory configured for storing information relating to user such that when a user device co-operates with a reader the user can be identified; a memory configured for storing one or more exercise formats relating to exercise of users relative to the base unit; a memory configured for storing historic data relating to users exercise over a period of time; means for allowing a user to convey to a base unit the commencement of an exercise format; means for allowing a user to convey to a base unit the termination of an exercise format following exercise; means for communicating to a user information relating the performance of a user's exercise.
- 2. A system as claimed in claim 1, wherein the reader is an RFID reader and the user device is an RFID tag.
- 3. A system as claimed in claim 1, wherein the RFID tag is co-operable with a travel network monitoring and charging system.
- 4. A system as claimed in any preceding claim, comprising means for determining the performance or progress of a user's exercise so that such a determination can be stored for generating historic data and communicated to the user or users.6. A system as claimed in claim any preceding claim, wherein the base unit comprises a speaker, a processing unit and a memory, the memory storing data relating to verbal instructions or greeting to be conveyed to the user by the speaker when a user device is placed proximate to the reader.7. A system as claimed in claim any preceding claim, wherein the base unit comprises an input device configured for allowing a user to convey to the base unit the commencement and termination of an exercise format.8. A system as claimed in any preceding claim, comprising a plurality of said base units adapted to be selectively located in an exercise region in which a user can exercise, wherein the base units are configured for receiving an input from a user during an exercise format for conveying to the base unit information relating to the performance of the exercise format.9. A system as claimed in any preceding claim, comprising a server configured for communication with one or more of said base units for conveying information to the one or more base units relating to a user and a user's exercise and receiving information from the one or more base units relating to a user and a user's exercise.10. A system as claimed in any preceding claim, comprising a user interface having a graphic display such as a website for displaying information to a user relating to one or more users exercise performance and configured to receive inputs from the user relating to the selection of an exercise format.11. A system as claimed in any preceding claim, configured for receiving from said user a selection of an exercise format and communicating said selection to one or more base units so that when the user device of the user is placed proximate the reader of said one or more base units, the selected exercise format can be performed by the user.12. A system as claimed in any preceding claim, comprising a memory configured for storing information relating to the performance of exercise by a plurality of users and ranking said performance for communication to the users.13. A system for monitoring exercise undertaken by a plurality of users.comprising: a plurality of travel cards comprising RFID tags, said RFID cards being co-operable with the RFID readers of a travel network for monitoring and charging for travel on the network; a plurality of base stations having RFID readers co-operable with the RFID tags for monitoring exercise undertaken by the users when the RFID tags are placed proximate to one of the readers; means configured for storing information relating to the users exercise over a period of time; and means for communicating the stored data to the users.
Priority Applications (1)
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GB1002101A GB2477912A (en) | 2010-02-09 | 2010-02-09 | A system to monitor the performance of an exercise using wireless tags |
Applications Claiming Priority (1)
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GB1002101A GB2477912A (en) | 2010-02-09 | 2010-02-09 | A system to monitor the performance of an exercise using wireless tags |
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GB201002101D0 GB201002101D0 (en) | 2010-03-24 |
GB2477912A true GB2477912A (en) | 2011-08-24 |
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GB1002101A Withdrawn GB2477912A (en) | 2010-02-09 | 2010-02-09 | A system to monitor the performance of an exercise using wireless tags |
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EP3000077A1 (en) * | 2013-05-24 | 2016-03-30 | TRM Trading UK Limited | Associating identifiers to participants |
WO2022043647A1 (en) | 2020-08-24 | 2022-03-03 | Mark Williams | Cardiovascular exercise device, system and method |
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GB201002101D0 (en) | 2010-03-24 |
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