US20250360358A1 - Game control system for converting physical efforts into a virtual gaming environment - Google Patents

Game control system for converting physical efforts into a virtual gaming environment

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Publication number
US20250360358A1
US20250360358A1 US18/673,379 US202418673379A US2025360358A1 US 20250360358 A1 US20250360358 A1 US 20250360358A1 US 202418673379 A US202418673379 A US 202418673379A US 2025360358 A1 US2025360358 A1 US 2025360358A1
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United States
Prior art keywords
user
gaming
pedals
game
physical
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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.)
Pending
Application number
US18/673,379
Inventor
Chris Dodds
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Cycleverse Inc
Original Assignee
Cycleverse Inc
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Cycleverse Inc filed Critical Cycleverse Inc
Priority to US18/673,379 priority Critical patent/US20250360358A1/en
Publication of US20250360358A1 publication Critical patent/US20250360358A1/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0087Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B22/00Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
    • A63B22/06Exercising 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
    • A63B22/0605Exercising 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 a circular movement, e.g. ergometers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0003Analysing the course of a movement or motion sequences during an exercise or trainings sequence, e.g. swing for golf or tennis
    • A63B24/0006Computerised comparison for qualitative assessment of motion sequences or the course of a movement
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0062Monitoring athletic performances, e.g. for determining the work of a user on an exercise apparatus, the completed jogging or cycling distance
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0087Electric or electronic controls for exercising apparatus of groups A63B21/00 - A63B23/00, e.g. controlling load
    • A63B2024/0096Electric 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0638Displaying moving images of recorded environment, e.g. virtual environment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/50Force related parameters
    • A63B2220/51Force
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/803Motion sensors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/83Special sensors, transducers or devices therefor characterised by the position of the sensor
    • A63B2220/833Sensors arranged on the exercise apparatus or sports implement
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/20Miscellaneous features of sport apparatus, devices or equipment with means for remote communication, e.g. internet or the like
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry

Definitions

  • the present invention relates to a game control system that converts the physical efforts of a player into a virtual gaming environment. More specifically, the pedal system includes a pedal integrated with sensors and algorithms to convert user efforts into gameplay inputs, ultimately enhancing interactive gaming experiences during exercise activities.
  • An object of the present invention is to develop a game control system that seamlessly integrates with exercise-based cycles to convert physical efforts into virtual gaming inputs.
  • Another object of the present invention is to design a pedal equipped with sensors and algorithms to accurately detect and interpret user movements for enhanced gameplay interactions.
  • Another object of the present invention is to create a gaming software interface that communicates with the pedal system to adjust gaming inputs based on user profiles and performance metrics.
  • Another object of the present invention is to implement wireless connectivity features to enable seamless communication between the pedal and an external communication device.
  • Another object of the present invention is to provide a customizable gaming experience by incorporating algorithms that adapt gameplay parameters to accommodate users of varying physical abilities and preferences.
  • Another object of the present invention is to enhance user engagement and motivation by incorporating features such as goal setting, progress tracking, and rewards within the gaming software interface.
  • Another object of the present invention is to ensure compatibility with a wide range of exercise-based cycles, including upright bikes, recumbent bikes, spin bikes, dual-action bikes, and air bikes.
  • Yet another object of the present invention is to embed a pattern recognition algorithm within the printed circuit board of the pedal system to analyze user movements and optimize gameplay interactions.
  • the game control system includes a pair of gaming pedals equipped with a plurality of motion sensors.
  • the plurality of motion sensors includes an accelerometer, a gyroscope, and a magnetometer.
  • the plurality of motion sensors is provided with the pedals to detect the physical efforts of a user, excluding force, through the pedal rotation speed and direction.
  • the pedals further include a plurality of force sensors to measure the force exerted by the user across the pedal's 360 degrees of rotation.
  • each of the pedals includes a printed circuit board, which includes a processing unit programmed to synchronize and analyze the data from the motion sensors and the force sensors, translating the physical efforts of the user into game input commands.
  • the game control system includes a communication module that establishes a wireless connectivity between the gaming pedals and an external communication device running a gaming software. The gaming software is configured to receive the game input commands from the gaming pedals and adjust game mechanics based on the effort of the user and gestures detected by the pedals.
  • the processing unit analyzes the data from the motion sensors and the force sensors up to 100 times per second to accurately reflect the physical effort of the user in real time.
  • the physical efforts include but are not limited to force, speed, direction, balance, and tapping gestures.
  • the gaming pedals are equipped with high and low pass filters to isolate meaningful game inputs from noise.
  • the printed circuit board comprises a memory unit to store the input data within a database associated with the system.
  • a plurality of algorithms is integrated into the processing unit to translate the received input from the pedals into the gaming environment.
  • the communication module for wireless connectivity between the pedals and the external communication device includes but is not limited to a Wi-Fi and a Bluetooth.
  • the gaming software analyzes the physical efforts to recognize game input commands.
  • the game input commands include but are not limited to speed, direction, power, jump, brake, skid, and turn.
  • a gaming pedal device for converting physical efforts into a virtual gaming environment.
  • the gaming pedal device includes a frame having a core body that includes a spindle compatible with standard axle threading configured to be detachably attached to an exercise-based cycle.
  • the pedal device further includes a housing attached to the core body.
  • the housing includes a printed circuit board and a power source.
  • the pedal device further includes a plurality of motion sensors and a plurality of force sensors installed in the pedal.
  • the plurality of sensors is electronically linked to the printed circuit board for converting the physical efforts of a user into an input through an algorithm.
  • a pattern recognition algorithm is embedded in the printed circuit board to determine if the user is adjusting speed, direction, leaning, turning, and braking action based on the data from the plurality of motion sensors, the plurality of force sensors, and weight shifting patterns.
  • the housing comprises a charging port designed to be magnetically attached to an external medium for recharging the power source electrically.
  • the exercise-based cycle includes but is not limited to an upright exercise bike, a recumbent exercise bike, a spin bike, a dual-action bike, and an air bike.
  • the printed circuit board includes a processing unit interlinked to the sensors and programmed to process the physical efforts detected by the sensors.
  • the printed circuit board further includes a memory unit to store the input data within a database associated with the device.
  • a method for controlling video game actions through an exercise bike includes detecting, by a plurality of motion sensors and a plurality of force sensors embedded in a pair of pedals, a physical effort of a user based on pedal rotation speed, direction, and applied force.
  • the method step further includes, analyzing, by a processing unit integrated within a printed circuit board provided within the pedals, the motion sensor, and the force sensor data to determine game input commands reflecting the user's physical effort and gestures.
  • the method step further includes, transmitting, via wireless communication, the game input commands from the gaming pedals to an external communication device running a gaming software.
  • the method step further includes, adjusting, by the gaming software, game mechanics based on the received game input commands to provide a responsive gaming experience.
  • the present invention includes, creating the user profile with respect to the age, gender, height and physical ability of the user.
  • the present invention includes, storing the daily goals of the user based on the physical profile of the user within a database linked to the pedals, wherein the user receives a notification on the external communication device regarding the completion and non-completion of daily goals.
  • the present invention includes, adjusting game input sensitivity based on a recorded physical profile of the user to enable competitive play between players of different physical abilities.
  • FIG. 1 A illustrates a perspective view of a pedal device, in accordance with an embodiment of the present invention
  • FIG. 1 B illustrates an exploded view of the pedal device, in accordance with an embodiment of the present invention
  • FIG. 2 A illustrates an exploded view of a housing of the pedal device, in accordance with an embodiment of the present invention
  • FIG. 2 B illustrates an exploded view of the housing and a core body of the pedal device, illustrating the location of the force sensing resistor in the device, in accordance with an embodiment of the present invention
  • FIG. 3 illustrates a used view of a game control system, including the pedal device attached to the exercise-based cycle for converting the physical efforts of a user into a virtual environment, in accordance with an embodiment of the present invention
  • FIG. 4 illustrates another used view of the game control system, including the pedal device attached to a bicycle for converting the physical efforts of a user into a virtual environment, in accordance with another embodiment of the present invention.
  • FIG. 5 illustrates a flowchart depicting a method for controlling video game actions through the exercise-based cycle, in accordance with an embodiment of the present invention.
  • the game control system described is a setup that turns physical actions, like pedaling on an exercise bike, into actions in a video game.
  • the system includes a pair of pedals equipped with sensors to detect how fast and forcefully a user pedals. These pedals connect wirelessly to an external communication device running gaming software.
  • the software adjusts the game based on how the user is pedaling, making the game more exciting and responsive.
  • the pedals have sensors to measure inputs like speed, direction, and force.
  • the sensors send this data to a processing unit of the pedals, which analyzes the data up to 100 times per second.
  • the system can pick up on various movements the user makes while pedaling, like speeding up, slowing down, turning, and even leaning.
  • the gaming software uses the data from the user's pedaling to control the character of the user in the game. For example, if the user pedals faster, the character of the user might move faster in the game.
  • the pedals are designed to be easily attached to different types of exercise bikes. They also have features like vibration filters to make sure only intentional movements count in the game. Additionally, the pedal tracks the user's daily exercise progress and sets daily goals. The system can even adapt the game's difficulty based on the physical abilities, making it fair for everyone to play.
  • FIG. 1 A- 5 Several embodiments of the present invention will now be described in detail with references to FIG. 1 A- 5 .
  • FIG. 1 A illustrates a perspective view of a pedal device 100 (hereinafter also referred to as “the device 100 ”), in accordance with an embodiment of the present invention.
  • FIG. 1 B illustrates an exploded view of the pedal device 100 , in accordance with an embodiment of the present invention.
  • the pedal device 100 includes a frame 102 made of material, including but not limited to steel, magnesium, plastic, aluminum, and composite materials. However, the preferred material for the frame 102 of the pedal device 100 is aluminum due to its durability, light weight, strength, and anti-corrosion properties.
  • the frame 102 includes multiple bodies 103 , which are assembled by using a plurality of nuts 102 B and bolts 102 A to form the frame 102 .
  • the nuts 102 B and bolts 102 A are made with a metallic material, preferably brass, due to its corrosion resistance, malleability, and strength properties.
  • the frame 102 further includes a core body 104 made of fiber, preferably carbon fiber, duc to its strength, durability, and lightweight properties.
  • the core body 104 is provided between the frame 102 to strengthen the frame 102 .
  • the core body 104 includes a spindle 106 that protrudes from the frame 102 in order to attach the pedal device 100 to an exercise-base cycle.
  • the outer end of the spindle 106 is provided with standard axle threading 108 , which allows the device 100 to attach to the exercise-based cycles (shown in FIG. 3 ).
  • the standard axle threading features a universal size, enabling the attachment of the pedal device 100 to any type of exercise-based cycle (shown in FIG. 3 ). Further, the exercise-based cycle (shown in FIG.
  • the device 100 includes a housing 109 , which is detachably attached to the core body 104 .
  • the properties of the material of the housing 109 are also the same as those of the frame 102 and the core body 104 .
  • the material of the housing 109 can be a fiber, a metal, or a plastic.
  • the housing 109 also includes a charging port 116 , which is utilized to transfer electric power from an external source to a power source (shown in FIG. 2 A ), which is provided within the housing 109 .
  • FIG. 2 A illustrates an exploded view 200 A of the housing 109 of the pedal device 100 , in accordance with an embodiment of the present invention.
  • the housing 109 includes a printed circuit board 110 and the power source 111 .
  • the power source 111 is electrically coupled to the printed circuit board 110 .
  • the electrical power source 111 comprises a rectifier and a filter circuit designed to convert AC power received through the data and power transfer port into DC power.
  • the electrical power source 111 may consist of rechargeable batteries intended to be recharged by AC or DC electrical power supplied via the charging port 116 located on the housing 109 . These batteries are engineered to magnetically attach to an external medium for recharging the power source 111 electrically.
  • the rechargeable batteries may include Lithium-ion batteries, Lithium-polymer batteries, and Nickel-Metal-Hydride batteries, among others.
  • the rechargeable batteries can be set up to be charged through a receiver induction coil configured to receive power from a time-varying magnetic field generated by a transmitter induction coil of a wireless charging device or the external medium.
  • the printed circuit board 110 includes a memory unit and a processing unit that incorporates a plurality of algorithms.
  • the printed circuit board 110 is electronically linked to a plurality of motion sensors 112 and a plurality of force sensors 114 provided within the device 100 .
  • the plurality of motion sensors 112 includes an accelerometer, a gyroscope, and a magnetometer.
  • the motion sensors 112 are provided for detecting the physical efforts of a user. In that regard, the physical efforts are the rotation speed of the user's legs, rotation direction of the user's legs, balance, and tapping gestures provided by the user.
  • the accelerometer detects the changes in velocity and direction, including both linear and gravitational acceleration.
  • the accelerometer detects the rhythmic motion of pedaling to measure the pedal revolutions per minute.
  • the accelerometer detects the sudden changes in acceleration.
  • the readings from the accelerometer can be interpreted to determine the inertial forces acting on its sensor and, therefore, the rate of change in degrees.
  • the readings from the accelerometer can be interpreted to determine if the accelerometer is rising or falling (as a + for up and a ⁇ for down) and moving forward or backward (as a + for forward and a ⁇ for backward).
  • the gyroscope measures angular velocity or rotational motion around one or more axes.
  • the gyroscope detects changes in orientation and rotational speed of the pedal device 100 .
  • the magnetometer measures the strength and direction of a magnetic field.
  • the magnetometer detects changes in magnetic orientation and can determine the device's 100 headings relative to the Earth's magnetic field.
  • the magnetometer works in synchronization with the accelerometer and the gyroscope to precisely detect the rate at which pedal device 100 rotates and the orientation of the pedal device 100 .
  • the plurality of force sensors 114 includes a force sensing resistor that detects the downward force applied by the user's legs on the pedal device 100 throughout the 360 degrees of rotation of the device 100 .
  • the printed circuit board 110 powers the force sensors 114 with a constant stable voltage. Initially, under no load, the force sensing resistor resists the voltage and maintains a higher resistance. As load or force is applied on the device 100 , such as when the user pedals, the sensor resistance decreases due to the compression of conductive particles within the force-sensing resistor, allowing voltage to be returned to the printed circuit board 110 . With increasing force, the resistance of the force sensing resistor reduces further, facilitating a greater voltage return. Consequently, the voltage difference between the supplied and returned voltages increases proportionally with the applied force. This voltage difference can be accurately measured and interpreted by the processing unit to determine the magnitude of the force being applied by the user's legs on the pedal device 100 .
  • the pedal device 100 is equipped with a high pass filter and low pass filter to effectively isolate significant game input commands from background noise.
  • their actions may produce vibrations and impact forces detectable by an accelerometer.
  • the plurality of algorithms analyzes the duration and magnitude of these impacts to discern whether they constitute intentional game inputs, such as tapping the pedals to execute actions like jumping within the game environment.
  • the data is continuously scrutinized at a rapid rate, with high and low pass filters employed to compare readings every hundredth of a second. This meticulous process effectively filters out extraneous vibrations and transient anomalies, ensuring that only deliberate player inputs are recognized and incorporated into the gaming experience.
  • the data from the motion sensors 112 and the force sensors 114 is stored in a database associated with the device 100 by using the memory unit.
  • the stored data is then synchronically processed by the processing unit using the algorithms, which are programmed to convert the physical efforts of the user into meaningful game input commands.
  • the processing unit analyzes the data from the motion sensors 112 and the force sensors 114 up to 100 times per second to accurately reflect the physical effort of the user in real time.
  • the game input commands described above include but are not limited to the speed of the cycle within a video game, direction taken by the user in the video game, power given to the cycle, jump taken by the user on the cycle in the game, brake applied, skid, and turn.
  • one of the algorithms from the plurality of algorithms is a pattern recognition algorithm tasked with discerning whether the user is altering speed, direction, leaning, turning, and braking actions. This determination relies on data collected from a range of the motion sensors 112 , the force sensors 114 , and weight shifting patterns. By analyzing the data, the pattern recognition algorithm accurately interprets the user's movements and intentions during interaction.
  • the printed circuit board 110 includes a communication module 118 , which facilitates the wireless connectivity between the gaming pedal device 100 and an external communication device (shown in FIG. 3 ) running a gaming software.
  • the external communication device includes but is not limited to a screen, a mobile phone, and tablets.
  • the communication module 118 includes but is not limited to a Wi-Fi and a Bluetooth at the rate of ten times per second.
  • the gaming software is configured to receive the game input commands from the gaming pedals and adjust game mechanics based on the effort of the user and gestures detected by the pedal device 100 .
  • the gaming software analyzes the physical efforts to recognize game input commands, i.e., what input the user wants to give to the cycle as per the user's interest.
  • FIG. 2 B illustrates an exploded view 200 B of the housing 109 and the core body 104 , illustrating the location of the force-sensing resistor in the device 100 , in accordance with an embodiment of the present invention.
  • One of the force sensors 114 i.e., the force sensing resistor, from the plurality of force sensors 114 is installed in the core body 104 .
  • the force-sensing resistor includes an electronic board with two continuous strands of semi-conductive material, parallel but not connected, overlaid with a conductive filament. The electronic board is electrically connected to power source 111 to receive electric power.
  • the filament When a load or force is applied on the pedal device 100 , the filament is pressed into the electronic board, allowing electrical power from one strand to flow through the filament to the other strand and return to the electronic board. The amount of power returned varies with the applied load, providing a measure of the force.
  • This design of the force-sensing resistor enables rapid sensing and is capable of measuring changes up to 100 times per second.
  • FIG. 3 illustrates a used view of a game control system 300 , including the pedal device 100 attached to an exercise-based cycle 304 for converting the physical efforts of a user 302 into a virtual environment, in accordance with an embodiment of the present invention.
  • the user 302 is sitting on the exercise-based cycle 304 and playing a game on an external communication device 306 .
  • the external communication device 306 is connected to the pedal device 100 through the communication module 118 .
  • the user 302 is applying force on the pedal device 100 with some speed in a forward direction.
  • the applied force and other physical efforts are detected by the force sensors 114 and the motion sensors 112 at a rapid pace. For example, the force sensors 114 and the motion sensors 112 detect the applied force and physical efforts at the rate of 10 times per second.
  • the data detected by the force sensors 114 and the motion sensors 112 is recorded by the memory unit and processed by the processing unit using the algorithms.
  • the algorithms in the game analyze the rotation speed, rotation direction, current force, average force, and tap readings from each pedal device 100 to identify gestures from the user 302 that can be interpreted as game input commands.
  • the processed data converts the physical effort of the user 302 into the virtual gaming environment.
  • the algorithms processed the physical effort of the user 302 based on the game input commands.
  • the processing unit interprets specific physical efforts.
  • data may be sourced from either a single pedal device 100 or both pedal device 100 .
  • the processing unit calculates rotation speed effort using data from a single pedal.
  • commands to move forward or backward trigger rotation direction effort, utilizing data from a single pedal device 100 .
  • the processing unit computes force on the pedal, requiring data from both pedal devices 100 .
  • commands for jumping prompt tap detection effort drawing data from both pedal devices 100 .
  • the processing unit combines rotation speed and force on the pedal, utilizing data from both pedal devices 100 .
  • commands for turning to activate tap detection effort with data sourced from a single pedal device 100 .
  • FIG. 4 illustrates another used view of the game control system 400 , including the device 100 attached to a bicycle 404 for converting the physical efforts of a user 402 into a virtual environment, in accordance with another embodiment of the present invention.
  • the pedal device 100 is attached to the bicycle 404 .
  • the user 402 is shown seated on the bicycle 404 , actively pedaling while immersed in a virtual environment displayed on a display unit 408 attached to the handlebars 406 of the bicycle 404 .
  • the virtual environment likely simulates various cycling scenarios or landscapes, enhancing the user's 402 engagement and providing an immersive experience during their cycling session.
  • the user 402 is provided with a dynamic setup where the user 402 can choose traditional cycling experiences and engage with virtual environments.
  • This setup combines physical activity with virtual reality technology, offering users 402 interactive ways to experience cycling while enjoying the benefits of both physical exercise and virtual immersion.
  • the user's 402 daily goals and workout progress can be tracked by calculating the physical efforts exerted through the pedal device 100 . These tracked parameters are then displayed on the display unit 408 to notify the user 402 of their progress.
  • FIG. 5 illustrates a flowchart 500 depicting a method, including a plurality of steps, for controlling video game actions through the exercise-based cycle 304 , in accordance with an embodiment of the present invention.
  • the first step 502 includes detecting, by the plurality of motion sensors 112 and the plurality of force sensors 114 embedded in the pedal device 100 , the physical effort of the user based on pedal rotation speed, direction, and applied force.
  • the second step 504 includes analyzing the processing unit integrated within the printed circuit board 110 provided within the pedals, the motion sensors 112 , and the force sensors 114 data to determine game input commands reflecting the user's physical effort and gestures.
  • the third step 506 includes, transmitting, via wireless communication, the game input commands from the gaming pedals to the external communication device 306 , running the gaming software.
  • the fourth step 508 includes adjusting, by the gaming software, game mechanics based on the received game input commands to provide a responsive gaming experience.
  • the algorithm creates a user profile with respect to age, gender, height, and the physical ability of the user.
  • the memory unit stores the daily goals of the user based on the physical profile of the user within the database linked to the pedal device 100 . Based on the daily goals and workout, the user receives a notification on the external communication device 306 regarding the completion and non-completion of daily goals. Additionally, the device 100 adjusts the game input sensitivity based on the recorded physical profile of the user to enable competitive play between players of different physical abilities.
  • the pedal device is very simple in design and construction. Further, the pedal device uses commonly available materials. The simplicity in design and construction, and the use of commonly available materials allow the pedal device to be mass-produced with minimal capital expenditure, and to be made available in the market at significantly lower prices. Also, the pedal devices can be reused several times and are, therefore, cost-effective for the end user and minimize waste generation.

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  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Cardiology (AREA)
  • Vascular Medicine (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Embodiments of the present invention provide a game control system for converting physical efforts into a virtual gaming environment. The game control system comprises a pair of gaming pedals equipped with a plurality of motion sensors and a plurality of force sensors. The motion sensors and the force sensors detect the physical efforts of a user. A printed circuit board is provided within the pedals and includes a processing unit programmed to synchronize and analyze the data from the motion sensors and the force sensors, translating the physical efforts of the user into game input commands. A communication module facilitates wireless connectivity between the gaming pedals and an external communication device running a gaming software.

Description

    FIELD OF THE INVENTION
  • The present invention relates to a game control system that converts the physical efforts of a player into a virtual gaming environment. More specifically, the pedal system includes a pedal integrated with sensors and algorithms to convert user efforts into gameplay inputs, ultimately enhancing interactive gaming experiences during exercise activities.
  • BACKGROUND OF THE INVENTION
  • In recent years, there has been a growing trend toward incorporating technology into fitness routines to enhance user engagement and motivation. Traditional exercise equipment often lacks interactive features, resulting in monotonous workouts that fail to sustain long-term interest. To address this challenge, there has been an increasing demand for innovative solutions that seamlessly blend physical activity with immersive gaming experiences.
  • However, existing approaches to merging gaming and exercise have faced limitations, particularly in the realm of pedal-based systems. Conventional pedals lack the ability to translate physical efforts into meaningful gaming interactions, leading to disconnects between user actions and virtual gameplay. Moreover, there is a lack of customization options to accommodate users of varying physical abilities and preferences, hindering the inclusivity and effectiveness of such systems. Additionally, the players have to track their goals manually in their mobile or computing unit. Furthermore, the traditional pedal systems lack the ability to find out the pattern of speeding up the bike or bicycle, as well as the direction, leaning, turning, and braking actions. These shortcomings highlight the need for a gaming pedal system capable of accurately capturing user movements, adapting gameplay to individual profiles, and delivering engaging experiences that motivate sustained participation in fitness activities.
  • Therefore, there is a need in the art to develop a gaming pedal system that does not suffer from the aforementioned deficiencies.
  • OBJECTS OF THE INVENTION
  • Some of the objects of the invention are as follows:
  • An object of the present invention is to develop a game control system that seamlessly integrates with exercise-based cycles to convert physical efforts into virtual gaming inputs.
  • Another object of the present invention is to design a pedal equipped with sensors and algorithms to accurately detect and interpret user movements for enhanced gameplay interactions.
  • Another object of the present invention is to create a gaming software interface that communicates with the pedal system to adjust gaming inputs based on user profiles and performance metrics.
  • Another object of the present invention is to implement wireless connectivity features to enable seamless communication between the pedal and an external communication device.
  • Another object of the present invention is to provide a customizable gaming experience by incorporating algorithms that adapt gameplay parameters to accommodate users of varying physical abilities and preferences.
  • Another object of the present invention is to enhance user engagement and motivation by incorporating features such as goal setting, progress tracking, and rewards within the gaming software interface.
  • Another object of the present invention is to ensure compatibility with a wide range of exercise-based cycles, including upright bikes, recumbent bikes, spin bikes, dual-action bikes, and air bikes.
  • Yet another object of the present invention is to embed a pattern recognition algorithm within the printed circuit board of the pedal system to analyze user movements and optimize gameplay interactions.
  • SUMMARY OF THE INVENTION
  • According to the first aspect of the present invention, there is provided a game control system for converting physical efforts into a virtual gaming environment. The game control system includes a pair of gaming pedals equipped with a plurality of motion sensors. The plurality of motion sensors includes an accelerometer, a gyroscope, and a magnetometer. The plurality of motion sensors is provided with the pedals to detect the physical efforts of a user, excluding force, through the pedal rotation speed and direction. The pedals further include a plurality of force sensors to measure the force exerted by the user across the pedal's 360 degrees of rotation. Further, each of the pedals includes a printed circuit board, which includes a processing unit programmed to synchronize and analyze the data from the motion sensors and the force sensors, translating the physical efforts of the user into game input commands. In addition, the game control system includes a communication module that establishes a wireless connectivity between the gaming pedals and an external communication device running a gaming software. The gaming software is configured to receive the game input commands from the gaming pedals and adjust game mechanics based on the effort of the user and gestures detected by the pedals.
  • In one embodiment of the present invention, the processing unit analyzes the data from the motion sensors and the force sensors up to 100 times per second to accurately reflect the physical effort of the user in real time.
  • In one embodiment of the present invention, the physical efforts include but are not limited to force, speed, direction, balance, and tapping gestures.
  • In one embodiment of the present invention, the gaming pedals are equipped with high and low pass filters to isolate meaningful game inputs from noise.
  • In one embodiment of the present invention, the printed circuit board comprises a memory unit to store the input data within a database associated with the system.
  • In one embodiment of the present invention, a plurality of algorithms is integrated into the processing unit to translate the received input from the pedals into the gaming environment.
  • In one embodiment of the present invention, the communication module for wireless connectivity between the pedals and the external communication device includes but is not limited to a Wi-Fi and a Bluetooth.
  • In one embodiment of the present invention, the gaming software analyzes the physical efforts to recognize game input commands.
  • In one embodiment of the present invention, the game input commands include but are not limited to speed, direction, power, jump, brake, skid, and turn.
  • According to the second aspect of the present invention, there is provided a gaming pedal device for converting physical efforts into a virtual gaming environment. The gaming pedal device includes a frame having a core body that includes a spindle compatible with standard axle threading configured to be detachably attached to an exercise-based cycle. The pedal device further includes a housing attached to the core body. The housing includes a printed circuit board and a power source. The pedal device further includes a plurality of motion sensors and a plurality of force sensors installed in the pedal. The plurality of sensors is electronically linked to the printed circuit board for converting the physical efforts of a user into an input through an algorithm. Moreover, a pattern recognition algorithm is embedded in the printed circuit board to determine if the user is adjusting speed, direction, leaning, turning, and braking action based on the data from the plurality of motion sensors, the plurality of force sensors, and weight shifting patterns.
  • In one embodiment of the present invention, the housing comprises a charging port designed to be magnetically attached to an external medium for recharging the power source electrically.
  • In one embodiment of the present invention, the exercise-based cycle includes but is not limited to an upright exercise bike, a recumbent exercise bike, a spin bike, a dual-action bike, and an air bike.
  • In one embodiment of the present invention, the printed circuit board includes a processing unit interlinked to the sensors and programmed to process the physical efforts detected by the sensors.
  • In one embodiment of the present invention, the printed circuit board further includes a memory unit to store the input data within a database associated with the device.
  • In one embodiment of the present invention, further includes a vibration and impact filters to distinguish intentional gestures from incidental movements.
  • According to the another aspect of the present invention, there is provided a method for controlling video game actions through an exercise bike, the method steps includes detecting, by a plurality of motion sensors and a plurality of force sensors embedded in a pair of pedals, a physical effort of a user based on pedal rotation speed, direction, and applied force. The method step further includes, analyzing, by a processing unit integrated within a printed circuit board provided within the pedals, the motion sensor, and the force sensor data to determine game input commands reflecting the user's physical effort and gestures. The method step further includes, transmitting, via wireless communication, the game input commands from the gaming pedals to an external communication device running a gaming software. The method step further includes, adjusting, by the gaming software, game mechanics based on the received game input commands to provide a responsive gaming experience.
  • In one embodiment of the present invention, includes, creating the user profile with respect to the age, gender, height and physical ability of the user.
  • In one embodiment of the present invention, includes, storing the daily goals of the user based on the physical profile of the user within a database linked to the pedals, wherein the user receives a notification on the external communication device regarding the completion and non-completion of daily goals.
  • In one embodiment of the present invention, includes, adjusting game input sensitivity based on a recorded physical profile of the user to enable competitive play between players of different physical abilities.
  • BRIEF DESCRIPTION OF DRAWINGS
  • The accompanying drawings illustrate the best mode for carrying out the invention as presently contemplated and set forth hereinafter. The present invention may be more clearly understood from a consideration of the following detailed description of the preferred embodiments taken in conjunction with the accompanying drawings wherein like reference letters and numerals indicate the corresponding parts in various figures in the accompanying drawings, and in which:
  • FIG. 1A illustrates a perspective view of a pedal device, in accordance with an embodiment of the present invention;
  • FIG. 1B illustrates an exploded view of the pedal device, in accordance with an embodiment of the present invention;
  • FIG. 2A illustrates an exploded view of a housing of the pedal device, in accordance with an embodiment of the present invention;
  • FIG. 2B illustrates an exploded view of the housing and a core body of the pedal device, illustrating the location of the force sensing resistor in the device, in accordance with an embodiment of the present invention;
  • FIG. 3 illustrates a used view of a game control system, including the pedal device attached to the exercise-based cycle for converting the physical efforts of a user into a virtual environment, in accordance with an embodiment of the present invention;
  • FIG. 4 illustrates another used view of the game control system, including the pedal device attached to a bicycle for converting the physical efforts of a user into a virtual environment, in accordance with another embodiment of the present invention; and
  • FIG. 5 illustrates a flowchart depicting a method for controlling video game actions through the exercise-based cycle, in accordance with an embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE INVENTION
  • Embodiments of the present invention disclosure will be described more fully hereinafter with reference to the accompanying drawings in which like numerals represent like elements throughout the figures, and in which example embodiments are shown.
  • The detailed description and the accompanying drawings illustrate the specific exemplary embodiments by which the disclosure may be practiced. These embodiments are described in detail to enable those skilled in the art to practice the invention illustrated in the disclosure. It is to be understood that other embodiments may be utilized, and other changes may be made, without departing from the spirit or scope of the present disclosure. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention disclosure is defined by the appended claims. Embodiments of the claims may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein.
  • The game control system described is a setup that turns physical actions, like pedaling on an exercise bike, into actions in a video game. The system includes a pair of pedals equipped with sensors to detect how fast and forcefully a user pedals. These pedals connect wirelessly to an external communication device running gaming software. The software adjusts the game based on how the user is pedaling, making the game more exciting and responsive. The pedals have sensors to measure inputs like speed, direction, and force. The sensors send this data to a processing unit of the pedals, which analyzes the data up to 100 times per second. The system can pick up on various movements the user makes while pedaling, like speeding up, slowing down, turning, and even leaning. This system isn't just for individual gaming sessions but can also connect to online gaming servers, allowing multiplayer gaming with friends or strangers. The gaming software uses the data from the user's pedaling to control the character of the user in the game. For example, if the user pedals faster, the character of the user might move faster in the game. The pedals are designed to be easily attached to different types of exercise bikes. They also have features like vibration filters to make sure only intentional movements count in the game. Additionally, the pedal tracks the user's daily exercise progress and sets daily goals. The system can even adapt the game's difficulty based on the physical abilities, making it fair for everyone to play.
  • Several embodiments of the present invention will now be described in detail with references to FIG. 1A-5 .
  • FIG. 1A illustrates a perspective view of a pedal device 100 (hereinafter also referred to as “the device 100”), in accordance with an embodiment of the present invention. FIG. 1B illustrates an exploded view of the pedal device 100, in accordance with an embodiment of the present invention. The pedal device 100 includes a frame 102 made of material, including but not limited to steel, magnesium, plastic, aluminum, and composite materials. However, the preferred material for the frame 102 of the pedal device 100 is aluminum due to its durability, light weight, strength, and anti-corrosion properties. The frame 102 includes multiple bodies 103, which are assembled by using a plurality of nuts 102B and bolts 102A to form the frame 102. The nuts 102B and bolts 102A are made with a metallic material, preferably brass, due to its corrosion resistance, malleability, and strength properties.
  • The frame 102 further includes a core body 104 made of fiber, preferably carbon fiber, duc to its strength, durability, and lightweight properties. The core body 104 is provided between the frame 102 to strengthen the frame 102. In addition, the core body 104 includes a spindle 106 that protrudes from the frame 102 in order to attach the pedal device 100 to an exercise-base cycle. The outer end of the spindle 106 is provided with standard axle threading 108, which allows the device 100 to attach to the exercise-based cycles (shown in FIG. 3 ). The standard axle threading features a universal size, enabling the attachment of the pedal device 100 to any type of exercise-based cycle (shown in FIG. 3 ). Further, the exercise-based cycle (shown in FIG. 3 ) can be selected from the group of an upright exercise bike, a recumbent exercise bike, a spin bike, a dual-action bike, and an air bike. However, a person skilled in the art can understand that the exercise-based cycle (shown in FIG. 3 ) can include more cycles to which the pedal device 100 can be attached. Further, the device 100 includes a housing 109, which is detachably attached to the core body 104. The properties of the material of the housing 109 are also the same as those of the frame 102 and the core body 104. The material of the housing 109 can be a fiber, a metal, or a plastic. Moreover, the housing 109 also includes a charging port 116, which is utilized to transfer electric power from an external source to a power source (shown in FIG. 2A), which is provided within the housing 109.
  • FIG. 2A illustrates an exploded view 200A of the housing 109 of the pedal device 100, in accordance with an embodiment of the present invention. The housing 109 includes a printed circuit board 110 and the power source 111. The power source 111 is electrically coupled to the printed circuit board 110. In several embodiments of the invention, the electrical power source 111 comprises a rectifier and a filter circuit designed to convert AC power received through the data and power transfer port into DC power. In alternative embodiments, the electrical power source 111 may consist of rechargeable batteries intended to be recharged by AC or DC electrical power supplied via the charging port 116 located on the housing 109. These batteries are engineered to magnetically attach to an external medium for recharging the power source 111 electrically. Additionally, the rechargeable batteries may include Lithium-ion batteries, Lithium-polymer batteries, and Nickel-Metal-Hydride batteries, among others. Alternatively, the rechargeable batteries can be set up to be charged through a receiver induction coil configured to receive power from a time-varying magnetic field generated by a transmitter induction coil of a wireless charging device or the external medium.
  • Further, the printed circuit board 110 includes a memory unit and a processing unit that incorporates a plurality of algorithms. In addition, the printed circuit board 110 is electronically linked to a plurality of motion sensors 112 and a plurality of force sensors 114 provided within the device 100. The plurality of motion sensors 112 includes an accelerometer, a gyroscope, and a magnetometer. The motion sensors 112 are provided for detecting the physical efforts of a user. In that regard, the physical efforts are the rotation speed of the user's legs, rotation direction of the user's legs, balance, and tapping gestures provided by the user.
  • In several embodiments of the present invention, the accelerometer detects the changes in velocity and direction, including both linear and gravitational acceleration. In addition, the accelerometer detects the rhythmic motion of pedaling to measure the pedal revolutions per minute. Additionally, the accelerometer detects the sudden changes in acceleration. The readings from the accelerometer can be interpreted to determine the inertial forces acting on its sensor and, therefore, the rate of change in degrees. Moreover, the readings from the accelerometer can be interpreted to determine if the accelerometer is rising or falling (as a + for up and a − for down) and moving forward or backward (as a + for forward and a − for backward).
  • In several embodiments of the present invention, the gyroscope measures angular velocity or rotational motion around one or more axes. The gyroscope detects changes in orientation and rotational speed of the pedal device 100. In several embodiments of the present invention, the magnetometer measures the strength and direction of a magnetic field. The magnetometer detects changes in magnetic orientation and can determine the device's 100 headings relative to the Earth's magnetic field. The magnetometer works in synchronization with the accelerometer and the gyroscope to precisely detect the rate at which pedal device 100 rotates and the orientation of the pedal device 100.
  • Further, the plurality of force sensors 114 includes a force sensing resistor that detects the downward force applied by the user's legs on the pedal device 100 throughout the 360 degrees of rotation of the device 100. The printed circuit board 110 powers the force sensors 114 with a constant stable voltage. Initially, under no load, the force sensing resistor resists the voltage and maintains a higher resistance. As load or force is applied on the device 100, such as when the user pedals, the sensor resistance decreases due to the compression of conductive particles within the force-sensing resistor, allowing voltage to be returned to the printed circuit board 110. With increasing force, the resistance of the force sensing resistor reduces further, facilitating a greater voltage return. Consequently, the voltage difference between the supplied and returned voltages increases proportionally with the applied force. This voltage difference can be accurately measured and interpreted by the processing unit to determine the magnitude of the force being applied by the user's legs on the pedal device 100.
  • In several embodiments of the present invention, the pedal device 100 is equipped with a high pass filter and low pass filter to effectively isolate significant game input commands from background noise. As the user engages with the pedal device 100, their actions may produce vibrations and impact forces detectable by an accelerometer. The plurality of algorithms analyzes the duration and magnitude of these impacts to discern whether they constitute intentional game inputs, such as tapping the pedals to execute actions like jumping within the game environment. To ensure accuracy, the data is continuously scrutinized at a rapid rate, with high and low pass filters employed to compare readings every hundredth of a second. This meticulous process effectively filters out extraneous vibrations and transient anomalies, ensuring that only deliberate player inputs are recognized and incorporated into the gaming experience.
  • In several embodiments of the present invention, the data from the motion sensors 112 and the force sensors 114 is stored in a database associated with the device 100 by using the memory unit. The stored data is then synchronically processed by the processing unit using the algorithms, which are programmed to convert the physical efforts of the user into meaningful game input commands. The processing unit analyzes the data from the motion sensors 112 and the force sensors 114 up to 100 times per second to accurately reflect the physical effort of the user in real time. Further, the game input commands described above include but are not limited to the speed of the cycle within a video game, direction taken by the user in the video game, power given to the cycle, jump taken by the user on the cycle in the game, brake applied, skid, and turn.
  • Moreover, one of the algorithms from the plurality of algorithms is a pattern recognition algorithm tasked with discerning whether the user is altering speed, direction, leaning, turning, and braking actions. This determination relies on data collected from a range of the motion sensors 112, the force sensors 114, and weight shifting patterns. By analyzing the data, the pattern recognition algorithm accurately interprets the user's movements and intentions during interaction.
  • Further, the printed circuit board 110 includes a communication module 118, which facilitates the wireless connectivity between the gaming pedal device 100 and an external communication device (shown in FIG. 3 ) running a gaming software. The external communication device (shown in FIG. 3 ) includes but is not limited to a screen, a mobile phone, and tablets. The communication module 118 includes but is not limited to a Wi-Fi and a Bluetooth at the rate of ten times per second.
  • Further, the gaming software is configured to receive the game input commands from the gaming pedals and adjust game mechanics based on the effort of the user and gestures detected by the pedal device 100. The gaming software analyzes the physical efforts to recognize game input commands, i.e., what input the user wants to give to the cycle as per the user's interest.
  • FIG. 2B illustrates an exploded view 200B of the housing 109 and the core body 104, illustrating the location of the force-sensing resistor in the device 100, in accordance with an embodiment of the present invention. One of the force sensors 114, i.e., the force sensing resistor, from the plurality of force sensors 114 is installed in the core body 104. The force-sensing resistor includes an electronic board with two continuous strands of semi-conductive material, parallel but not connected, overlaid with a conductive filament. The electronic board is electrically connected to power source 111 to receive electric power. When a load or force is applied on the pedal device 100, the filament is pressed into the electronic board, allowing electrical power from one strand to flow through the filament to the other strand and return to the electronic board. The amount of power returned varies with the applied load, providing a measure of the force. This design of the force-sensing resistor enables rapid sensing and is capable of measuring changes up to 100 times per second.
  • FIG. 3 illustrates a used view of a game control system 300, including the pedal device 100 attached to an exercise-based cycle 304 for converting the physical efforts of a user 302 into a virtual environment, in accordance with an embodiment of the present invention. The user 302 is sitting on the exercise-based cycle 304 and playing a game on an external communication device 306. The external communication device 306 is connected to the pedal device 100 through the communication module 118. The user 302 is applying force on the pedal device 100 with some speed in a forward direction. The applied force and other physical efforts are detected by the force sensors 114 and the motion sensors 112 at a rapid pace. For example, the force sensors 114 and the motion sensors 112 detect the applied force and physical efforts at the rate of 10 times per second. Further, the data detected by the force sensors 114 and the motion sensors 112 is recorded by the memory unit and processed by the processing unit using the algorithms. The algorithms in the game analyze the rotation speed, rotation direction, current force, average force, and tap readings from each pedal device 100 to identify gestures from the user 302 that can be interpreted as game input commands. The processed data converts the physical effort of the user 302 into the virtual gaming environment.
  • In several embodiments of the present invention, the algorithms processed the physical effort of the user 302 based on the game input commands. To facilitate game input commands, the processing unit interprets specific physical efforts. Depending on the user's 302 command, data may be sourced from either a single pedal device 100 or both pedal device 100. For instance, if the user 302 commands for increased speed, the processing unit calculates rotation speed effort using data from a single pedal. Similarly, commands to move forward or backward trigger rotation direction effort, utilizing data from a single pedal device 100. When the user 302 commands power, the processing unit computes force on the pedal, requiring data from both pedal devices 100. Likewise, commands for jumping prompt tap detection effort, drawing data from both pedal devices 100. In scenarios like braking or skidding, where nuanced physical efforts are needed, the processing unit combines rotation speed and force on the pedal, utilizing data from both pedal devices 100. Lastly, commands for turning to activate tap detection effort, with data sourced from a single pedal device 100.
  • FIG. 4 illustrates another used view of the game control system 400, including the device 100 attached to a bicycle 404 for converting the physical efforts of a user 402 into a virtual environment, in accordance with another embodiment of the present invention. In another embodiment of the present invention, the pedal device 100 is attached to the bicycle 404. The user 402 is shown seated on the bicycle 404, actively pedaling while immersed in a virtual environment displayed on a display unit 408 attached to the handlebars 406 of the bicycle 404. The virtual environment likely simulates various cycling scenarios or landscapes, enhancing the user's 402 engagement and providing an immersive experience during their cycling session. The user 402 is provided with a dynamic setup where the user 402 can choose traditional cycling experiences and engage with virtual environments. This setup combines physical activity with virtual reality technology, offering users 402 interactive ways to experience cycling while enjoying the benefits of both physical exercise and virtual immersion. The user's 402 daily goals and workout progress can be tracked by calculating the physical efforts exerted through the pedal device 100. These tracked parameters are then displayed on the display unit 408 to notify the user 402 of their progress.
  • FIG. 5 illustrates a flowchart 500 depicting a method, including a plurality of steps, for controlling video game actions through the exercise-based cycle 304, in accordance with an embodiment of the present invention. The first step 502 includes detecting, by the plurality of motion sensors 112 and the plurality of force sensors 114 embedded in the pedal device 100, the physical effort of the user based on pedal rotation speed, direction, and applied force. The second step 504 includes analyzing the processing unit integrated within the printed circuit board 110 provided within the pedals, the motion sensors 112, and the force sensors 114 data to determine game input commands reflecting the user's physical effort and gestures. The third step 506 includes, transmitting, via wireless communication, the game input commands from the gaming pedals to the external communication device 306, running the gaming software. The fourth step 508, includes adjusting, by the gaming software, game mechanics based on the received game input commands to provide a responsive gaming experience. Based on the user's performance, the algorithm creates a user profile with respect to age, gender, height, and the physical ability of the user. In addition, the memory unit stores the daily goals of the user based on the physical profile of the user within the database linked to the pedal device 100. Based on the daily goals and workout, the user receives a notification on the external communication device 306 regarding the completion and non-completion of daily goals. Additionally, the device 100 adjusts the game input sensitivity based on the recorded physical profile of the user to enable competitive play between players of different physical abilities.
  • The invention, as described above, offers several advantages. For instance, the pedal device is very simple in design and construction. Further, the pedal device uses commonly available materials. The simplicity in design and construction, and the use of commonly available materials allow the pedal device to be mass-produced with minimal capital expenditure, and to be made available in the market at significantly lower prices. Also, the pedal devices can be reused several times and are, therefore, cost-effective for the end user and minimize waste generation.
  • Various modifications to these embodiments are apparent to those skilled in the art, from the description and the accompanying drawings. The principles associated with the various embodiments described herein may be applied to other embodiments. Therefore, the description is not intended to be limited to the embodiments shown along with the accompanying drawings but is to provide the broadest scope consistent with the principles and the novel and inventive features disclosed or suggested herein. Accordingly, the invention is anticipated to hold on to all other such alternatives, modifications, and variations that fall within the scope of the present invention and appended claims.

Claims (18)

1. A game control system for converting physical efforts into a virtual gaming environment, the game control system comprises:
a pair of gaming pedals equipped with a plurality of motion sensors, including an accelerometer, a gyroscope, and a magnetometer, configured to detect the physical efforts of a user, excluding force, through the pedal rotation speed and direction;
a plurality of force sensors integrated within each of said pedals to measure at least one physical effort, including force exerted by the user across the pedal's 360 degrees of rotation;
a printed circuit board provided within said pedals, the printed circuit board includes a processing unit programmed to synchronize and analyze the data from the motion sensors and the force sensors, translating the physical efforts of the user into game input commands; and,
a communication module facilitating wireless connectivity between the gaming pedals and an external communication device running a gaming software;
wherein the gaming software is configured to receive the game input commands from the gaming pedals and adjust game mechanics based on the effort of the user and gestures detected by the pedals.
2. The game control system claimed in claim 1, wherein the processing unit analyzes the data from the motion sensors and the force sensors up to 100 times per second to accurately reflect the physical effort of the user in real time.
3. The game control system claimed in claim 1, wherein the physical efforts include but are not limited to force, speed, direction, balance, and tapping gestures.
4. The game control system claimed in claim 1, wherein the gaming pedals are equipped with a high pass filter and a low pass filter to isolate meaningful game inputs from noise.
5. The game control system claimed in claim 1, wherein the printed circuit board comprises a memory unit to store the input data within a database associated with said system.
6. The game control system claimed in claim 1, wherein a plurality of algorithms is integrated into said processing unit to translate the received input from the pedals into the gaming environment.
7. The game control system claimed in claim 1, wherein the communication module for wireless connectivity between the pedals and the external communication device includes but is not limited to a Wi-Fi and a Bluetooth.
8. The game control system claimed in claim 1, wherein the gaming software analyzes the physical efforts to recognize game input commands.
9. The game control system claimed in claim 1, wherein the game input commands include but are not limited to speed, direction, power, jump, brake, skid, and turn.
10. A gaming pedal device for converting physical effort into a virtual gaming environment, the gaming pedal device comprises:
a frame having a core body that includes a spindle compatible with standard axle threading configured to be detachably attached to an exercise-based cycle;
a housing attached to the core body, the housing comprises a printed circuit board and a power source; and
a plurality of motion sensors and a plurality of force sensors installed in said pedal for detecting the physical efforts, the plurality of sensors electronically linked to the printed circuit board for converting the physical efforts of a user into an input through an algorithm,
wherein a pattern recognition algorithm is embedded in the printed circuit board to determine if the user is adjusting speed, direction, leaning, turning, and braking action based on the data from the plurality of motion sensors, the plurality of force sensors, and weight shifting patterns.
11. The pedal device claimed in claim 10, wherein the housing comprises a charging port designed to be magnetically attached to an external medium for recharging the power source electrically.
12. The pedal device claimed in claim 10, wherein the exercise-based cycle includes but is not limited to an upright exercise bike, a recumbent exercise bike, a spin bike, a dual-action bike, and an air bike.
13. The pedal device claimed in claim 10, wherein the printed circuit board comprises:
a processing unit interlinked to said sensors and programmed to process the physical efforts detected by said sensors; and
a memory unit to store the input data within a database associated with said device.
14. The pedal device claimed in claim 10, further comprises a vibration filter and impact filter to distinguish intentional gestures from incidental movements.
15. A method for controlling video game actions through an exercise-based cycle, the method steps comprising:
a) detecting, by a plurality of motion sensors and a plurality of force sensors embedded in a pair of pedals, a physical effort of a user based on pedal rotation speed, direction, and applied force;
b) analyzing, by a processing unit integrated within a printed circuit board provided within the pedals, the motion sensor, and the force sensor data to determine game input commands reflecting the user's physical effort and gestures;
c) transmitting, via wireless communication, the game input commands from the gaming pedals to an external communication device running a gaming software; and
d) adjusting, by the gaming software, game mechanics based on the received game input commands to provide a responsive gaming experience.
16. The method claimed in claim 15, creating the user profile with respect to age, gender, height, and the physical ability of the user.
17. The method claimed in claim 15, storing the daily goals of the user based on the physical profile of the user within a database linked to the pedals, wherein said user receives a notification on the external communication device regarding completion and non-completion of daily goals.
18. The method claimed in claim 15, adjusting game input sensitivity based on a recorded physical profile of the user to enable competitive play between players of different physical abilities.
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