WO2009003890A1 - A method and an apparatus for providing information to a user - Google Patents

A method and an apparatus for providing information to a user Download PDF

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Publication number
WO2009003890A1
WO2009003890A1 PCT/EP2008/058076 EP2008058076W WO2009003890A1 WO 2009003890 A1 WO2009003890 A1 WO 2009003890A1 EP 2008058076 W EP2008058076 W EP 2008058076W WO 2009003890 A1 WO2009003890 A1 WO 2009003890A1
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WO
WIPO (PCT)
Prior art keywords
user
information
providing
audible
parameter
Prior art date
Application number
PCT/EP2008/058076
Other languages
French (fr)
Inventor
Samir Lehaff
Original Assignee
Swirlnet A/S
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 Swirlnet A/S filed Critical Swirlnet A/S
Publication of WO2009003890A1 publication Critical patent/WO2009003890A1/en

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Classifications

    • 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
    • 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
    • A63B71/0686Timers, rhythm indicators or pacing apparatus using electric or electronic means
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/003Repetitive work cycles; Sequence of movements
    • G09B19/0038Sports
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B21/00Teaching, or communicating with, the blind, deaf or mute
    • G09B21/001Teaching or communicating with blind persons
    • G09B21/006Teaching or communicating with blind persons using audible presentation of the information
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • G09B5/04Electrically-operated educational appliances with audible presentation of the material to be studied
    • 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
    • A63B2024/0068Comparison to target or threshold, previous performance or not real time comparison to other individuals
    • 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
    • A63B2220/10Positions
    • A63B2220/12Absolute positions, e.g. by using GPS
    • 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
    • A63B2220/10Positions
    • A63B2220/14Geo-tagging, e.g. for correlating route or track location data with specific information related to that specific location
    • 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
    • A63B2220/30Speed
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2230/00Measuring physiological parameters of the user
    • A63B2230/04Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations
    • A63B2230/06Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations heartbeat rate only
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2230/00Measuring physiological parameters of the user
    • A63B2230/04Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations
    • A63B2230/06Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations heartbeat rate only
    • A63B2230/062Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations heartbeat rate only used as a control parameter for the apparatus
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2230/00Measuring physiological parameters of the user
    • A63B2230/40Measuring physiological parameters of the user respiratory characteristics
    • A63B2230/42Measuring physiological parameters of the user respiratory characteristics rate
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2230/00Measuring physiological parameters of the user
    • A63B2230/50Measuring physiological parameters of the user temperature
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2230/00Measuring physiological parameters of the user
    • A63B2230/75Measuring physiological parameters of the user calorie expenditure
    • 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
    • A63B24/0075Means for generating exercise programs or schemes, e.g. computerized virtual trainer, e.g. using expert databases
    • GPHYSICS
    • G01MEASURING; TESTING
    • G01SRADIO DIRECTION-FINDING; RADIO NAVIGATION; DETERMINING DISTANCE OR VELOCITY BY USE OF RADIO WAVES; LOCATING OR PRESENCE-DETECTING BY USE OF THE REFLECTION OR RERADIATION OF RADIO WAVES; ANALOGOUS ARRANGEMENTS USING OTHER WAVES
    • G01S5/00Position-fixing by co-ordinating two or more direction or position line determinations; Position-fixing by co-ordinating two or more distance determinations
    • G01S5/02Position-fixing by co-ordinating two or more direction or position line determinations; Position-fixing by co-ordinating two or more distance determinations using radio waves
    • G01S5/14Determining absolute distances from a plurality of spaced points of known location

Definitions

  • the present invention relates to a method and an apparatus for providing information to a user, such as during an exercise or work-out or during e.g. a visit to a museum.
  • Such players are loaded with a predetermined set of audio tracks, or may receive a feed from e.g. a radio station, and simply provides such tracks to the user.
  • audio CD's or videos/DVD's which together with entertainment provide the user with instructions as to how to perform the workout/exercise.
  • the user may then provide a separate, portable gauge, such as for determining the user's heart rate, position, velocity or the like, and this gauge will provide visible information to the user.
  • More complex equipment which control e.g. a treadmill and provide video information relating to a virtual path or route while adapting the angle of the treadmill to give the impression that the user actually jogs along that route.
  • Information may also be provided to the user while experiencing different events, such as when browsing items in a museum.
  • non-native users may borrow a tape recorder or other player which directs the user to certain artefacts (or senses when the user is there) and then plays an explanation or other information relating to that artefact.
  • the user is not able to select e.g. music played during that visit.
  • Cooking is a good example, where the cook is provided entertainment while receiving instructions either when requiring these or when predetermined points in time are reached where further actions are required.
  • the invention relates to a method of providing information to a user during a work-out or exercise, the method comprising:
  • a workout or exercise may be any type of workout or exercise, such as training with weights (dumb bells or the like which are normally present in fitness centers), running on treadmills, running/walking/hiking in general, mountain climbing, climbing in general, sailing, rowing, swimming, working out on step machines, elliptical trainers, cycling, spinning, dancing, stepping, performing aerobic, playing any type of game with balls (football, soccer, handball, tennis, golf, water polo or the like), playing any other type of game (badminton, curling, shooting (pistol, rifle, bow and arrow)), and irrespective of whether this is indoors such as using fitness equipment or outdoors, such as using no additional equipment.
  • weights dumb bells or the like which are normally present in fitness centers
  • running on treadmills running/walking/hiking in general, mountain climbing, climbing in general, sailing, rowing, swimming, working out on step machines
  • elliptical trainers cycling, spinning, dancing, stepping, performing aerobic, playing any type of game with balls (foot
  • the audible information items may e.g. be entertainment, such as music or a reading of a book or news.
  • entertainment such as music or a reading of a book or news.
  • this information is provided so that the user can hear it, which means that the user's attention need not be taken away from the work-out/exercise performed.
  • the parameter determined or sensed may be any parameter relating to the person.
  • This parameter may relate to the persons body, such as a heart rate, a respiration rate, a temperature or any other physiological parameter interesting before, during, and/or after an exercise.
  • a calorie consumption rate, a velocity, a position, a point in time or a period of time or the like may be interesting as may a parameter related to a piece of equipment used by the user during the work-out/exercise (such as the number of revolutions of a wheel or the pedals of a bicycle).
  • the sensed/determined parameter is compared to predetermined parameter information, whereby the audible information provided to the user may relate to a result of this comparison.
  • a workout may be performed while having the predetermined audible information item provided and while receiving audible information relating to the parameter (comparison).
  • the user then may determine on beforehand one or more desired parameter(s) and may then during the work-out/exercise receive information as to how the obtained parameter relates to the desired one.
  • the predetermined information items and event descriptions are loaded into a portable unit from a central unit which then is able to receive the determined/sensed information and able to perform speech synthesis in order to generate the information to be provided.
  • the central unit may be a server on the WWW or may be a PC controlled by the user.
  • the user may choose between different types of workout/exercise, which may relate to different events, and may select which parameter(s) to obtain information on during the exercise.
  • the user may then determine which information items, or may select a topic, artist, bpm or the like, to have provided during the exercise. This information is downloaded to or streamed to the portable unit.
  • step 1. comprises further providing information relating to one or more events and wherein step 1. comprises determining whether one of the one or more of the events take(s) place or has taken place and subsequently selecting another of the predetermined audible information items and providing it to the user.
  • an event may be any interesting event obtained or experienced during a work-out/exercise, such as a predetermined position, a point in time (absolute point in time or relative from a point in time of beginning the work-out/exercise), a physiological parameter being reached/exceeded or the like.
  • a particularly interesting situation is one wherein the events are predetermined points in time, whereby the period of time during which each of the predetermined information items are provided may be predetermined, and the providing of the information items may be compiled into a single file/track.
  • the method preferably further comprises the step of providing second information on the basis of which the subsequently selected other audible information item is selected.
  • the selection, when an event takes place or has taken place, of a next audible information item may be made by the user.
  • this selection may be made on the basis of the actual event which has taken place or which takes place - such as if a correlation is known as to the event and the next information item to be provided.
  • an identity of a next expected event may be used for selecting the information item, such as if it is known that the next event is a high heart rate, a high beats-per-minute (bpm) song may be provided to "spur" the person to pick up speed.
  • bpm beats-per-minute
  • audible information such as text, lyrics, content, theme, context or the like
  • the user may him/herself program the system by selecting the information items and the events, or the system may do this on the basis of information selected by the user, such as a correlation between events and music, a choice of/taste in music, derived or entered information as to bpm/mood of audible items, or the like.
  • the present events and information items may define a whole work-out or exercise both comprising explaining speech describing to the user what to do or what to do next, as well as entertainment (such as music) to keep the user's spirit up.
  • the information provided relating to the parameter comparison may inform the user of the users shape or how the user is, in real time, during the work-out.
  • the system may, in fact, in the information items, provide information relating to the parameters or parameter (comparison) result from previous work-outs/exercises so that the user may, during working-out, receive information relating to how the user is doing.
  • step 1. comprises determining an input from the user, and wherein step 4. comprises providing audible information describing, to the user, a next exercise to perform.
  • the event is the user inputting information, such as that an exercise is completed, whereby the information item provided may be an explanation of a next exercise to perform.
  • This explanation may be a description of a tool to use, parameters of the tool (weight to put on, seat height or other parameters) as well as advice as to how to perform the exercise (keep arms horizontal, breathe in and out at these points in time, or the like) etc.
  • the information items may comprise entertainment relating to the exercise if desired.
  • the input may indicate that an exercise is finished or skipped, whereby a suitable information item relating to a next exercise may be provided, and the skipped exercise/information item may be chosen at a later stage.
  • step 3. comprises determining or sensing a parameter of the person, such as a heart rate, respiration rate, a position, a velocity, or the like of the person.
  • a parameter of the person such as a heart rate, respiration rate, a position, a velocity, or the like of the person.
  • the parameter information for use in the above-mentined comparison may be desired, optimal, maximum or minimum values, and the comparison may generate information relating to how close the sensed/determined parameter is from a predetermined parameter (which may be derived from the parameter information; which may be interesting for a position or a period of time), or whether such a parameter is exceeded (which may be crucial for e.g. a heart rate), or whether the parameter is too low (which may be relevant for a heart rate or a velocity).
  • step 3. comprises comparing the sensed/determined parameter to predetermined parameter information
  • step 4 comprises providing, as the audible information, informationrelating to the comparison if the comparison results in a difference exceeding a predetermined difference between the predetermined parameter/action and the determined/sensed parameter/action.
  • step 3. may comprise constantly or intermittently determining or sensing the parameter/action, it is not required to inform the user unless deviations occur in that it may be expected that the user knows (if it interests the user at all) what the parameter(s) is/are supposed/desired to be.
  • the user may input a request to obtain information relating to the comparison and thereby trig the providing of information.
  • different parameters and comparisons may be detected/sensed and provided, so different inputs may be made resulting in the providing of different information.
  • Another aspect of the invention relates to an apparatus for providing information to a user, the apparatus comprising :
  • the individual generating, receiving, holding/storing and/or providing means may be any means for generating audible information, such as a processor, an FPGA, or a DSP, for receiving information, such as a wireless connection (WIFI, Bluetooth, Wireless LAN, InfraRed communication, radio waves, optical communication or the like) or a connection via wires (such as Ethernet, FireWire, USB or the like), holding/storing information, such as RAM, ROM, PROM, EPROM, EEPROM, Flash, plate storage, tape, CD-ROM, DVD, and means for providing audio, such as a loudspeaker or other transducer.
  • a processor an FPGA, or a DSP
  • information such as a wireless connection (WIFI, Bluetooth, Wireless LAN, InfraRed communication, radio waves, optical communication or the like) or a connection via wires (such as Ethernet, FireWire, USB or the like)
  • holding/storing information such as RAM, ROM, PROM, EPROM, EEPROM, Flash, plate storage
  • the different information items may be stored/held as a single item/track/file or may be stored as a plurality of items/tracks/files.
  • the determining/sensing means may be adapted to sense or determine one or more of a large plurality of parameters, such as heart rate, respiration rate, temperature, pulse, blood pressure, velocity, acceleration, position, elevation, angle (of movement, e.g.), or the like. All parameters that are interesting in relation to an exercise may be determined/sensed.
  • the apparatus further comprises:
  • second means for generating, receiving, holding/storing and/or providing information relating to one or more events
  • the apparatus further comprises third means for receiving, holding/storing and/or providing second information on the basis of which the first means may select the other audible information item.
  • the determining/sensing means are adapted to receive an input from the user, and wherein the providing means are adapted to provide audible information describing, to the user, a next exercise to perform.
  • This input may be a signal from a push button, a rotatable element, a speech input, or the like.
  • the comparing means may be a processor, an FPGA, or the like. Also, these means may be fixed electronic circuits especially designed for this task. Also, one embodiment further comprises first means for generating, receiving, and/or holding/storing predetermined parameter information and means for comparing the determined parameter/action to the predetermined parameter information, wherein the providing means are adapted to provide the audible information to the user if the result of the comparison results in a difference exceeding a predetermined difference between the predetermined parameter/action and the determined/sensed parameter/action.
  • the determining/sensing means are adapted to constantly or intermittently determine or sense the parameter/action, it is not required to inform the user constantly.
  • the invention relates to a method of providing information to a user, the method comprising :
  • an event may be any type of event, such as events related to a person or the where-abouts of the person, the persons position, proximity to predetermined positions or elements/artefacts/things, the persons velocity, acceleration or the like. Also, an event may be related to a point in time or a period of time, such as from a defined or determined starting point in time, which could be the case where events are relative points in time from a starting point in time.
  • the person is e.g. cooking
  • the events may be points in time or inputs of the person that a given action is finished (chopping vegetables) or started (vegetables immersed in boiling water), whereby other events may be predetermined points in time or time periods thereafter, where other actions are required (such as the separation of boiled vegetables and boiling water) or other inputs from the user indicating that other actions have taken place or are ready.
  • the audible entertainment may be music tracks, reading of books, news or the like.
  • the provided information may be pre-determined and adapted to e.g. an experience which the user wishes to experience, such as a visit to a museum, where the events may be proximity to an artefact or a point in time at which the person, from a point in time of entering the exhibition, is expected to (or instructed to) be at the artefact.
  • the user may be guided around the exhibition by the provided information, which may also provide information to the person when the person is (or is expected to be) in the vicinity of a given artefact.
  • the user is provided the entertainment selected by the user.
  • an event is a point in time and wherein the step of determining whether an event takes place comprises determining whether the point in time of an event has occurred or elapsed.
  • an event is an input from the user (pushing a button, speaking in a microphone or the like), which input may be taken as the user being ready for a given action/experience or the like or having finished a given action, job, or the like.
  • an event is a position and wherein the step of determining whether an event takes place comprises determining whether the user is at or near the position.
  • an event is a physical or physiological parameter of the user and wherein the step of determining whether an event takes place comprises determining/sensing the physical or physiological parameter of the user and e.g. comparing it to a predetermined value.
  • a particularly interesting embodiment is one wherein the step of the user providing the audible entertainment comprises the user providing audible entertainment owned/licensed/leased by the user. This combines the possibility of the user being provided the desired entertainment while solving the inherent problem of the ownership of and license to this entertainment.
  • An alternative would be one wherein the entertainment is owned by an entity owning e.g. a player or a medium holding the provided information, whereby problems may arise when providing this entertainment to the user.
  • the step of the user providing the audible entertainment comprises the user providing one or more of:
  • a data carrier or media player with the entertainment a web address from which the entertainment may be downloaded/streamed, or
  • the invention relates to an apparatus for providing information to a user, the apparatus comprising:
  • the above-mentioned means for providing, holding, receiving etc. audible information may be the same as may the means for determining whether an event takes place or has taken place.
  • an event is a point in time and wherein the means for determining whether an event takes place comprises means for determining whether the point in time of an event has occurred or elapsed. This may be a clock or the like.
  • an event is a position and wherein the means for determining whether an event takes place comprises means for determining whether the user is at or near the position.
  • This may be a GPS or a proximity sensor of any suitable type.
  • an event may be, as is described above, the user inputting information to the system.
  • an event is a physical or physiological parameter of the user and wherein the means for determining whether an event takes place comprises means for determining/sensing the physical or physiological parameter of the user and comparing it to a predetermined value. Means are well known for determining such parameters of a person also during a work-out.
  • a particularly interesting embodiment is one wherein the means for the user to provide the audible entertainment comprises means for allowing the user to provide audible entertainment owned/licensed/leased by the user.
  • Such means may be adapted to have the user actually pay for a license or purchase of the entertainment, or be means adapted to ensure that a license/purchase actually has taken place, such as means for ensuring that a data carrier with the entertainment is an original data carrier with an original version of the entertainment.
  • the means for having the user provide the audible entertainment comprises one or more of:
  • the means may have means for receiving/reading the data carrier or player or for receiving/downloading the entertainment.
  • a training plan consists of one or more workouts. It is typically of a cyclic nature, e.g. a weekly strength training plan or a monthly running training plan.
  • workout A workout is a session in the gym, a cardioid workout, a strength workout etc. It consists of one or more exercises.
  • An exercise is a set of activities. For instance a bike ride, a 20 minutes run on the tread mill, 3 times 10 repetitions with 70-80-90 kilos weight lifting etc.
  • a workout program specifies the content of the workout. For instance it may contain instructions for a 10 minutes warm-up exercise on the thread mill followed by three different strength exercises.
  • workout template A workout template outlines the workout program. Based on a workout template it is normally easy to create a workout program.
  • a workout consists of one or more exercises.
  • a workout template consists of one or more exercise templates. It is possible to combine one or more exercise templates into one workout template. Editing an exercise template is the same as editing a workout template.
  • preprogrammed Qualifying term that precedes other terms to indicate that they are defined before workout. For instance a preprogrammed exercise is defined before workout and does not expect real-time input during workout.
  • Live Coach The virtual Swirlfit Live Coach that guides and assists the user during workout. The user may be able to communicate with the live coach.
  • user content Content contributed by the user, e.g. when creating a workout program the user may mix in music from the his/her own collection.
  • the end user The person (or possibly machine) that uses Swirlfit in his/her fitness experience.
  • the user may mix music or other media into the workout program.
  • offline mode When the user is connected to a network or remote device during workout.
  • online mode When the user is not connected to a network or remote device during workout.
  • program creator The module allowing the user (or machine) to create a workout program by editing a workout template and mixing in user content. After a workout program is created it can still be re-edited in the program creator.
  • mixer A module that allows the user to mix in user content. This module is part of the program creator.
  • template editor A module that allows the user to edit a workout template.
  • the media device The device communicating with the user.
  • media device log A log of the workout created by the media device.
  • a trigger is defined to react to one or more events. When the event occur the trigger will fire leading to 0 or more actions associated with the trigger.
  • An action may be the result of a firing trigger or it may be a preprogrammed action.
  • the producer module is used to create workout templates. Workout Concept
  • the present invention Swirlfit, enhances the user experience and the trainer's experience in relation to fitness workout. It gives both the user and trainer new and enhanced possibilities of planning, defining, performing, monitoring and optimizing the workout.
  • Workout can be split into three stages: Before training, during training and after training. Swirlfit addresses all stages:
  • Illustration 1 provides an overview of the system.
  • the program consists of workout instructions from a Live Coach combined with music, similar to a having a human coach give live instructions while the stereo is playing music.
  • Live Coach is virtual.
  • the Live Coach guides and assists the user through his/her planned workout program with instructions, suggestions, motivational comments, status messages etc. combined with music and/or other media.
  • the Live Coach uses preprogrammed information as well as real-time events and workout statistics from previous training sessions to coach the user.
  • An advanced dynamic Live Coach would e.g. be able to use real-time measurements and historical workout statistics in combination with the planned workout program to coach the user and even control equipment used by the user (such as setting the inclination of the tread mill).
  • a simple static Live Coach would be fully preprogrammed, basically an audio track with music and timed voice instructions. While the simple Live Coach may run on a standard mp3 player, the more advanced Live Coach will demand a customized device depending on the number of features. Any variation of the feature set would fall inside the concept.
  • the workout program is planned based on a workout template ("template" for short) that gives the user any number of adjustable parameters.
  • template may allow the user to input his/her physical parameters such as weight, height and age based on which a cardioid program with a target heart rate is created.
  • the user may set one or more music tracks to be played during the workout as well as linking certain music tracks to certain events, such as a 'power song' to be played during particularly straining parts of the workout.
  • the music may come from a shared source or from the users own collection, thereby avoiding issues with media rights.
  • An advanced program would allow the user to additionally set heart rate levels, time intervals and calorie targets.
  • the number and combination of parameters is only limited by the creativity and wishes of the template designer.
  • Swirlfit makes it possible to collect physical parameters and statistics during the workout that can be transferred after training for performance tracking and usage as input for future workout planning.
  • Illustration 2 shows an example of how Swirlfit can be used.
  • the numbers in parentheses in this section refer to the Illustration.
  • the user Before training (1) the user creates a workout program by editing a workout template and/or mixing in music on a web browser based graphical user interface. When satisfied with the workout program the user makes it available online (2A) or uploads it to the media device (2B).
  • the user wears a stereo bluetooth headset that is wirelessly connected to a system backend (from where the Live Coach runs) on the internet via a bluetooth access point.
  • the headset has microphones and connects to a heart rate monitor.
  • the user may communicate with the live coach using buttons on the headset and by voice recognition.
  • Heart rate measurements are used by the Live Coach to guide and assist the user, and the user may request heart rate read out by synthesized voice at any time. Refer to the section 'Synthesized voice and voice recognition' for details on these topics.
  • the user carries a media device that contains an mp3 player and connects to a heart rate monitor and a GPS device.
  • the workout program is uploaded to the media device wirelessly so the Live Coach runs on the media device.
  • the Live Coach guides and assists the user with prerecorded voice prompts based on GPS data, heart rate measurements and the user's button clicks.
  • the user may at any time request heart rate read outs and distance measurements by clicking the appropriate buttons.
  • the user transfers his/her workout data wirelessly if having used (2B).
  • the workout data is transferred automatically during training.
  • the data is made available to the user as graphs and performance calculations that also include historical workout data on a web browser based graphical interface. Further the data is available for future workout planning.
  • the program creator enables the user to customize his/her workout program.
  • An important aspect of workout program customization is the user's ability to mix in music from his/her own music collection.
  • a workout template is typically created by a fitness trainer, fitness enthusiast or other fitness authority (but anyone with access can do it).
  • the template outlines the workout program, it defines a set of actions that are controlled by timing and/or triggers. Triggers react to input measured during the workout and result in certain actions. Timed actions happen at a predefined time interval after a trigger event, in its simplest form a timed action happens at a time interval after the workout program starts (hence the program start is the trigger).
  • the interaction with the user may be determined based one real-time parameters, e.g. by using synthesized speech the user can receive instructions that are generated at runtime (refer to the section 'Synthesized speech and speech recognition' for additional details).
  • the template makes it possible to create an interactive and dynamic workout program.
  • the person creating the template decides the number of parameters made customizable by the user.
  • Parameters could e.g. be a number indicating the overall difficulty level of the workout, personal physical parameters of the user such as height and weight, the type of equipment in use such as heart rate measurement device and GPS, the duration of the exercise, background music or other media, event related music such as a 'power song', weight on dumbbells, number of repetitions etc.
  • Parameters controlled by the user are denoted user handles.
  • the user handles are typically presented to the user through an easy-to-use graphical user interface specific to the type of workout. Defining the user handles is part of creating the workout template, which is typically done by a trainer in the specific type of workout or another authority in the field. This means that the user can safely and easily customize and plan his/her workout within the frames given by an expert.
  • the template Since the user typically plans his/her workout from his/her account, the template has access to the user's physical and other personal data, including results from previous workout. Thus enabling a high degree of automatized customization and continuous adjustment.
  • One of the most frequently used user handles is the ability to mix in music from the user's own music collection. This makes it possible for the user to personalize the workout experience beyond the physical fitness related parameters, and it makes it possible to use music that otherwise can not be distributed due to media rights limitations.
  • the producer is the trainer's or other fitness authority's tool though anybody can be allowed access to it. With the Producer it is possible to create workout templates. In the 'Details about the program creator' section templates are introduced in general terms.
  • the producer can be fully automatic, partially automatic or manual, combined with optional usage of input data.
  • a fully automatic producer is able to create a template based solely on input data without any human intervention. For instance it may accept heart rate data and GPS data from a bike ride and fully automatically create a bike workout template for that particular route (refer to the section 'Example: Repeated bike ride'). Illustration 3 depicts the process of creating a template.
  • a partially automatic producer assist the human in manually creating the template, e.g. through parsing input and carrying out sub tasks.
  • Producing a template involves creating a number of parallel tracks, each defining actions on an event basis and/or time basis. Triggers are used to detect real-time events, they are the input point for event based tracks. Depending on the complexity of the producer it is possible to have conditional tracks and dependencies between tracks, as well as well as any other feature known from programming languages.
  • the media device is typically a portable or wearable device. It is the interface that the user interact with during training as well as the device that receives internal or external events such as heart rate data and GPS data.
  • the (virtual) Swirlfit Live Coach runs on the media device or the media device is the access point to the Live Coach if it runs remotely.
  • Typical media device implementations are an mp3 player, a bluetooth headset, a PDA like device, a targeted fitness device with memory and interfaces to a heart rate measurement device and a GPS device etc.
  • Advanced media devices may additionally control external equipment such as configuring a tread mill.
  • the media devices depicted in situations (2A) and (2B) in Illustration 2 are both interactive and dynamic, though they also contain preprogrammed information. They are dynamic because they react to real-time input from external devices and the user, and because they are able to generate feedback to the user (and external devices if needed) based on runtime calculations during training.
  • the systems are interactive because they communicate (accept commands and signals/speaks) with the user during training.
  • the preprogrammed part is all time based actions such as background music, the length of the workout and target heart rate. Hence, this part is defined before training.
  • Situation (2B) is self-contained during workout as it downloads the content before training and executes it during training from on-board storage. Executing the content is done by a Swirlfit engine made for the purpose. Downloading content could be done any conventional way including wireless transfer by bluetooth.
  • a standard mp3 player would do for a very simple self-contained media device with only the ability to execute static content defined (before training) as mp3 tracks.
  • a Swirlfit strength workout program would typically be used in a fitness center. The program guides the user through a series of strength exercises that are adjusted to the user's goals and ability.
  • the user logs in to his/her Swirlfit account and customizes his/her program on a web browser based graphical user interface.
  • the training plan may have build-in variations over time - e.g. different workout programs exercise different muscle groups depending on the current weekday - the user does not need to plan each workout program separately.
  • Swirlfit starts by introducing the fitness machine to the user (if it is new to the user), it is explained how to set up the machine; setting the seat, adjusting the weights etc. For instance, by knowing the height of the user and the type of the fitness machine Swirlfit calculates the seat position. As the user commence the workout, Swirlfit's Live Coach assists with coaching advices about breath, positioning of arms, how to pull correctly etc. If the user set up the program to include warm up the Live Coach will start out instructing the user on using e.g. a tread mill or elliptical.
  • Music from a shared source or from the users own collection will accompany the coaching. For instance the user may have a new song starting when the coaching starts just after the initial introduction of the machine.
  • the user interacts with Swirlfit through buttons or other user interface on the media device, and/or through voice recognition.
  • the user navigates through the workout program and reports back his/her performance. For instance the user may report that he/she is able to increase the weight or number of repetitions beyond the instructions in the workout program. This information can be used for adjusting the workout program in the future.
  • Swirlfit can optionally use heart rate measurements combined with the users physical parameters and knowledge about the exercise to calculate the calorie burn.
  • Performance can easily be tracked and the program is automatically and/or manually adjusted. For instance the weight and number of repetitions in certain exercises may be increased, and Swirlfit may suggest other exercises based on the user's input and measured progress.
  • a media device with heart rate measurements and GPS facilities, and optionally a speed measurement device attached to the bike.
  • a speed measurement device attached to the bike.
  • data about heart rate, position, time and speed are collected.
  • all data is uploaded to the users Swirlfit account, where he/she can see it and use it as input for creating a training program for next time he/she does the route.
  • Swirlfit gives the user the ability to design a training program based on data from a previous trip. Swirlfit also assists the user in the workout program design process based on knowledge about training relevant conditions for a bike ride (and other types of workout).
  • Swirlfit can even generate a training program for the specific bike ride (and other types of workout) fully automatic.
  • Swirlfit will identify straining distances (uphill) and easy distances using heart rate, GPS and speed information.
  • Swirlfit will choose or suggest to the user what music is appropriate at given points during the ride.
  • the Live Coach will insert voice prompts at appropriate points informing the user of the current status and preparing the user for the next distance.
  • the Live Coach will warn the user of the upcoming challenge and advise the optimal heart rate and speed.
  • a 'power song' with a high number of beats per minute is played to assist the user up the hill.
  • the Live Coach will advise him/her of his/her performance based on heart rate measurements and speed measurements comparative to previous rides on the same route.
  • Swirlfit An important specific (but optional) feature in Swirlfit is its support for synthesized speech and speech recognition.
  • the user may carry an audio based device such as a wireless stereo bluetooth headset with a microphone.
  • the workout program may take advantage of speech recognition and speech synthesis build into the Swirlfit system enabling the user to communicate with the system using his/her voice.
  • the system may interactively respond with synthesized voice.
  • the user asks for his/her heart rate and the system responds with the current heart rate, or the user reports the weight and repetitions he/she did in a strength workout.
  • the synthesized voice is generated at runtime (during training) based on predefined textual phrases and phrases that are constructed during workout e.g. based on real-time events and calculations.
  • Simple stand-alone media devices will not have the ability to generate the synthesized voice. By combining prerecorded voice messages such devices may provide voice feedback, though with reduced facilities compared to runtime generated synthesized voice.
  • Voice recognition is a runtime feature that advanced stand-alone media devices and connected media devices (with the processing power in a server backend) may provide.
  • the voice recognition typically reacts to context sensitive keywords that are fed into the system as input commands or data. All the usual features of voice recognition systems are possible.
  • the Swirlfit system can be used for other applications than fitness.
  • Templates defining and linking triggers and actions can be created by an authority (or anyone) in the field of application by using the producer. Defining user handles makes it possible to specify what options are made available to the user.
  • a trigger can be programmed to fire on any defined event or combination of events. Events can be anything measurable.
  • a trigger firing may result in controllable action including playing audio prompts, activating actuators, reading sensors, dynamically changing triggers and/or loading another program.
  • a trigger may also result in a series of timed actions.
  • the user can customize the program within the frames of the template using the program creator. In this process the user can add own content such as music without infringing media rights.
  • User content is personal or shared content. It can be any stream-able data, e.g. voice tracks, movies, seismological readings, measurement series and simulated data streams.
  • the User content may consist of multiple pieces of heterogeneous data.
  • the user handles may enable the user to control any variables in the program including intervals, amplitudes, levels, conditions, linking triggers to actions and/or linking actions to user content.
  • the media device can be anything communicating with a user and/or external device. It can be connected to a remote device or network, or be stand-alone. Depending on its hardware specification and the features of the Swirlfit program running on it or remotely, it may offer triggers and perform actions specific to the field of application.
  • the UML class diagram in Illustration 4 shows how the generalized functional components interrelate. Further the UML deployment diagrams in Illustration 5 and Illustration 6 show two possible physical configurations of software and hardware.
  • the Swirlfit innovation is fully or partially relevant for many applications beyond fitness.
  • One such application is in relation to museums/exhibitions.
  • the Swirlfit system could be used for guiding the visitor through the exhibitions.
  • the user could be navigating the exhibition by a user interface on the Swirlfit device or by voice recognition, and/or Swirlfit may guide the user by sensing the location by bluetooth, GPS or other technology.
  • the museum Swirlfit system may be implemented merely as a playlist of mp3 audio tracks on a standard mp3 player that the user selects based on his/her location (mp3 tracks are named according to location or similar).
  • the museum may take advantage of the advanced features of Swirlfit such as voice recognition, speech synthesis, real-time event handling and dynamic interaction with the user and surrounding environment.

Abstract

A method of providing information to a user during a work-out or exercise or during a visit to a museum, the method comprising: providing one of a plurality of predetermined, different audible information items to the user during the work-out or exercise, providing predetermined parameter information, sensing or determining a parameter or action relating to the person during the work-out or exercise, and providing, during the work-out or exercise, audible information to the user relating to the sensed/determined parameter. Thus, the user may have different parameters compared to a desired value and get pertaining information while performing the work-out.

Description

A METHOD AND AN APPARATUS FOR PROVIDING INFORMATION TO A USER
The present invention relates to a method and an apparatus for providing information to a user, such as during an exercise or work-out or during e.g. a visit to a museum.
Numerous apparatus exist of providing information, such as entertainment, to a user under a wide variety of circumstances, such as MP3 players. Such players are loaded with a predetermined set of audio tracks, or may receive a feed from e.g. a radio station, and simply provides such tracks to the user.
Other types of entertainment used by users during workout/exercise are audio CD's or videos/DVD's which together with entertainment provide the user with instructions as to how to perform the workout/exercise. The user may then provide a separate, portable gauge, such as for determining the user's heart rate, position, velocity or the like, and this gauge will provide visible information to the user.
More complex equipment is provided which control e.g. a treadmill and provide video information relating to a virtual path or route while adapting the angle of the treadmill to give the impression that the user actually jogs along that route.
Information may also be provided to the user while experiencing different events, such as when browsing items in a museum. In such situations, non-native users may borrow a tape recorder or other player which directs the user to certain artefacts (or senses when the user is there) and then plays an explanation or other information relating to that artefact. The user, however, is not able to select e.g. music played during that visit.
Numerous other types of situations may be derived for this technology. Cooking is a good example, where the cook is provided entertainment while receiving instructions either when requiring these or when predetermined points in time are reached where further actions are required.
In a first aspect, the invention relates to a method of providing information to a user during a work-out or exercise, the method comprising:
1. providing one of a plurality of predetermined, different audible information items to the user during the work-out or exercise,
2. providing predetermined parameter information, 3. sensing or determining a parameter or action relating to the person during the workout or exercise,
4. providing, during the work-out or exercise, audible information to the user relating to the sensed/determined parameter.
In the present context, a workout or exercise may be any type of workout or exercise, such as training with weights (dumb bells or the like which are normally present in fitness centers), running on treadmills, running/walking/hiking in general, mountain climbing, climbing in general, sailing, rowing, swimming, working out on step machines, elliptical trainers, cycling, spinning, dancing, stepping, performing aerobic, playing any type of game with balls (football, soccer, handball, tennis, golf, water polo or the like), playing any other type of game (badminton, curling, shooting (pistol, rifle, bow and arrow)), and irrespective of whether this is indoors such as using fitness equipment or outdoors, such as using no additional equipment.
In addition, the audible information items may e.g. be entertainment, such as music or a reading of a book or news. When provided to a user, this information is provided so that the user can hear it, which means that the user's attention need not be taken away from the work-out/exercise performed.
The parameter determined or sensed may be any parameter relating to the person. This parameter may relate to the persons body, such as a heart rate, a respiration rate, a temperature or any other physiological parameter interesting before, during, and/or after an exercise. Also a calorie consumption rate, a velocity, a position, a point in time or a period of time or the like may be interesting as may a parameter related to a piece of equipment used by the user during the work-out/exercise (such as the number of revolutions of a wheel or the pedals of a bicycle).
In one embodiment, the sensed/determined parameter is compared to predetermined parameter information, whereby the audible information provided to the user may relate to a result of this comparison.
In general, a workout may be performed while having the predetermined audible information item provided and while receiving audible information relating to the parameter (comparison). The user then may determine on beforehand one or more desired parameter(s) and may then during the work-out/exercise receive information as to how the obtained parameter relates to the desired one.
In one embodiment, the predetermined information items and event descriptions are loaded into a portable unit from a central unit which then is able to receive the determined/sensed information and able to perform speech synthesis in order to generate the information to be provided. The central unit may be a server on the WWW or may be a PC controlled by the user. On this central unit, the user may choose between different types of workout/exercise, which may relate to different events, and may select which parameter(s) to obtain information on during the exercise. The user may then determine which information items, or may select a topic, artist, bpm or the like, to have provided during the exercise. This information is downloaded to or streamed to the portable unit.
Preferably, step 1. comprises further providing information relating to one or more events and wherein step 1. comprises determining whether one of the one or more of the events take(s) place or has taken place and subsequently selecting another of the predetermined audible information items and providing it to the user.
In this context, an event may be any interesting event obtained or experienced during a work-out/exercise, such as a predetermined position, a point in time (absolute point in time or relative from a point in time of beginning the work-out/exercise), a physiological parameter being reached/exceeded or the like. A particularly interesting situation is one wherein the events are predetermined points in time, whereby the period of time during which each of the predetermined information items are provided may be predetermined, and the providing of the information items may be compiled into a single file/track.
In one embodiment, the method preferably further comprises the step of providing second information on the basis of which the subsequently selected other audible information item is selected.
Alternatively, the selection, when an event takes place or has taken place, of a next audible information item may be made by the user.
In general, this selection may be made on the basis of the actual event which has taken place or which takes place - such as if a correlation is known as to the event and the next information item to be provided. Alternatively, an identity of a next expected event may be used for selecting the information item, such as if it is known that the next event is a high heart rate, a high beats-per-minute (bpm) song may be provided to "spur" the person to pick up speed. Also, if it is known that the next event takes place in 31/> minutes, it may be desired to identify a song with approximately that duration. Another example is one where individual information items have audible information (such as text, lyrics, content, theme, context or the like) relating to the event which is taking place or has taken place or the next, expected event.
Thus, the user may him/herself program the system by selecting the information items and the events, or the system may do this on the basis of information selected by the user, such as a correlation between events and music, a choice of/taste in music, derived or entered information as to bpm/mood of audible items, or the like.
In fact, the present events and information items may define a whole work-out or exercise both comprising explaining speech describing to the user what to do or what to do next, as well as entertainment (such as music) to keep the user's spirit up. Then, the information provided relating to the parameter comparison may inform the user of the users shape or how the user is, in real time, during the work-out.
Thus, the system may, in fact, in the information items, provide information relating to the parameters or parameter (comparison) result from previous work-outs/exercises so that the user may, during working-out, receive information relating to how the user is doing.
In one embodiment, step 1. comprises determining an input from the user, and wherein step 4. comprises providing audible information describing, to the user, a next exercise to perform. Thus, in this embodiment, the event is the user inputting information, such as that an exercise is completed, whereby the information item provided may be an explanation of a next exercise to perform. This explanation may be a description of a tool to use, parameters of the tool (weight to put on, seat height or other parameters) as well as advice as to how to perform the exercise (keep arms horizontal, breathe in and out at these points in time, or the like) etc. Again, the information items may comprise entertainment relating to the exercise if desired. Naturally, the input may indicate that an exercise is finished or skipped, whereby a suitable information item relating to a next exercise may be provided, and the skipped exercise/information item may be chosen at a later stage.
In one embodiment, step 3. comprises determining or sensing a parameter of the person, such as a heart rate, respiration rate, a position, a velocity, or the like of the person. Thus, the parameter information for use in the above-mentined comparison may be desired, optimal, maximum or minimum values, and the comparison may generate information relating to how close the sensed/determined parameter is from a predetermined parameter (which may be derived from the parameter information; which may be interesting for a position or a period of time), or whether such a parameter is exceeded (which may be crucial for e.g. a heart rate), or whether the parameter is too low (which may be relevant for a heart rate or a velocity).
In another embodiment, step 3. comprises comparing the sensed/determined parameter to predetermined parameter information, and step 4 comprises providing, as the audible information, informationrelating to the comparison if the comparison results in a difference exceeding a predetermined difference between the predetermined parameter/action and the determined/sensed parameter/action. Thus, even though step 3. may comprise constantly or intermittently determining or sensing the parameter/action, it is not required to inform the user unless deviations occur in that it may be expected that the user knows (if it interests the user at all) what the parameter(s) is/are supposed/desired to be.
Also, the user may input a request to obtain information relating to the comparison and thereby trig the providing of information. Naturally, different parameters and comparisons may be detected/sensed and provided, so different inputs may be made resulting in the providing of different information.
Another aspect of the invention relates to an apparatus for providing information to a user, the apparatus comprising :
means for generating, receiving, holding/storing, and/or providing one of a plurality of predetermined, different audible information items to the user during the work- out or exercise,
means for sensing or determining a parameter or action relating to the person during the work-out or exercise and
means for providing, during the work-out or exercise, audible information to the user relating to the sensed/determined parameter.
Naturally, the individual generating, receiving, holding/storing and/or providing means may be any means for generating audible information, such as a processor, an FPGA, or a DSP, for receiving information, such as a wireless connection (WIFI, Bluetooth, Wireless LAN, InfraRed communication, radio waves, optical communication or the like) or a connection via wires (such as Ethernet, FireWire, USB or the like), holding/storing information, such as RAM, ROM, PROM, EPROM, EEPROM, Flash, plate storage, tape, CD-ROM, DVD, and means for providing audio, such as a loudspeaker or other transducer. Naturally, all audible information may be received/generated/stored in/held by/provided by the same means. The same storing means (if provided) may store both the information items and the audible information to be provided as well as instructions used by a processor for e.g. performing the comparison and determining/sensing the parameter(s).
The different information items may be stored/held as a single item/track/file or may be stored as a plurality of items/tracks/files.
The determining/sensing means may be adapted to sense or determine one or more of a large plurality of parameters, such as heart rate, respiration rate, temperature, pulse, blood pressure, velocity, acceleration, position, elevation, angle (of movement, e.g.), or the like. All parameters that are interesting in relation to an exercise may be determined/sensed.
In one embodiment, the apparatus further comprises:
second means for generating, receiving, holding/storing and/or providing information relating to one or more events and
means for determining whether one of the one or more of the events take(s) place or has taken place and controlling the first means to select another of the predetermined audible information items and provide it to the user.
As mentioned above, the events may be chosen from a large variety of different events, and the selection of the other audible information item may be provided by the user. Alternatively, in one embodiment, the apparatus further comprises third means for receiving, holding/storing and/or providing second information on the basis of which the first means may select the other audible information item.
In another embodiment, the determining/sensing means are adapted to receive an input from the user, and wherein the providing means are adapted to provide audible information describing, to the user, a next exercise to perform. This input may be a signal from a push button, a rotatable element, a speech input, or the like.
Naturally, the comparing means may be a processor, an FPGA, or the like. Also, these means may be fixed electronic circuits especially designed for this task. Also, one embodiment further comprises first means for generating, receiving, and/or holding/storing predetermined parameter information and means for comparing the determined parameter/action to the predetermined parameter information, wherein the providing means are adapted to provide the audible information to the user if the result of the comparison results in a difference exceeding a predetermined difference between the predetermined parameter/action and the determined/sensed parameter/action.. Thus, even if, as is also described above, the determining/sensing means are adapted to constantly or intermittently determine or sense the parameter/action, it is not required to inform the user constantly.
In a third aspect, the invention relates to a method of providing information to a user, the method comprising :
providing information relating to a plurality of events and, for each event, audio information to be provided when the pertaining event takes place,
the user providing or selecting audible entertainment,
- providing the audible entertainment to the user while determining whether one or more of the events takes place and, if so, providing the pertaining audio information.
In this situation, an event may be any type of event, such as events related to a person or the where-abouts of the person, the persons position, proximity to predetermined positions or elements/artefacts/things, the persons velocity, acceleration or the like. Also, an event may be related to a point in time or a period of time, such as from a defined or determined starting point in time, which could be the case where events are relative points in time from a starting point in time.
In another situation, the person is e.g. cooking, and the events may be points in time or inputs of the person that a given action is finished (chopping vegetables) or started (vegetables immersed in boiling water), whereby other events may be predetermined points in time or time periods thereafter, where other actions are required (such as the separation of boiled vegetables and boiling water) or other inputs from the user indicating that other actions have taken place or are ready.
The audible entertainment may be music tracks, reading of books, news or the like.
The provided information may be pre-determined and adapted to e.g. an experience which the user wishes to experience, such as a visit to a museum, where the events may be proximity to an artefact or a point in time at which the person, from a point in time of entering the exhibition, is expected to (or instructed to) be at the artefact. Thus, the user may be guided around the exhibition by the provided information, which may also provide information to the person when the person is (or is expected to be) in the vicinity of a given artefact.
Between browsing artefacts, the user is provided the entertainment selected by the user.
Thus, in one embodiment, an event is a point in time and wherein the step of determining whether an event takes place comprises determining whether the point in time of an event has occurred or elapsed.
In another embodiment, an event is an input from the user (pushing a button, speaking in a microphone or the like), which input may be taken as the user being ready for a given action/experience or the like or having finished a given action, job, or the like.
In another embodiment, an event is a position and wherein the step of determining whether an event takes place comprises determining whether the user is at or near the position.
In a third embodiment, an event is a physical or physiological parameter of the user and wherein the step of determining whether an event takes place comprises determining/sensing the physical or physiological parameter of the user and e.g. comparing it to a predetermined value.
A particularly interesting embodiment is one wherein the step of the user providing the audible entertainment comprises the user providing audible entertainment owned/licensed/leased by the user. This combines the possibility of the user being provided the desired entertainment while solving the inherent problem of the ownership of and license to this entertainment. An alternative would be one wherein the entertainment is owned by an entity owning e.g. a player or a medium holding the provided information, whereby problems may arise when providing this entertainment to the user.
In one embodiment, the step of the user providing the audible entertainment comprises the user providing one or more of:
a data carrier or media player with the entertainment, a web address from which the entertainment may be downloaded/streamed, or
information as to a radio station or other wireless source streaming the entertainment.
Then, naturally, means will be provided for reading or receiving the desired entertainment.
In a fourth and final aspect, the invention relates to an apparatus for providing information to a user, the apparatus comprising:
means for generating, holding/storing, receiving and/or providing information relating to a plurality of events and, for each event, audio information to be provided when the pertaining event takes place,
means for the user to provide or select audible entertainment and for receiving and/or holding/storing the audible entertainment,
means for providing the audible entertainment to the user,
means for determining whether one or more of the events takes place and, if so, provide the pertaining audio information to the user.
Naturally, the above-mentioned means for providing, holding, receiving etc. audible information may be the same as may the means for determining whether an event takes place or has taken place.
In one embodiment, an event is a point in time and wherein the means for determining whether an event takes place comprises means for determining whether the point in time of an event has occurred or elapsed. This may be a clock or the like.
In another embodiment, an event is a position and wherein the means for determining whether an event takes place comprises means for determining whether the user is at or near the position. This may be a GPS or a proximity sensor of any suitable type.
In one embodiment, an event may be, as is described above, the user inputting information to the system. In yet another embodiment, an event is a physical or physiological parameter of the user and wherein the means for determining whether an event takes place comprises means for determining/sensing the physical or physiological parameter of the user and comparing it to a predetermined value. Means are well known for determining such parameters of a person also during a work-out.
As mentioned above, a particularly interesting embodiment is one wherein the means for the user to provide the audible entertainment comprises means for allowing the user to provide audible entertainment owned/licensed/leased by the user. Such means may be adapted to have the user actually pay for a license or purchase of the entertainment, or be means adapted to ensure that a license/purchase actually has taken place, such as means for ensuring that a data carrier with the entertainment is an original data carrier with an original version of the entertainment.
In one embodiment, the means for having the user provide the audible entertainment comprises one or more of:
- means for receiving data from a data carrier or media player with the entertainment,
means for receiving a web address and for downloading/streaming the entertainment therefrom, or
means for receiving information as to a radio station or other wireless source streaming the entertainment.
Then, the means may have means for receiving/reading the data carrier or player or for receiving/downloading the entertainment.
In the following, preferred embodiments of the invention will be described with reference to the enclosed drawings.
Fitness specific implementation
Definitions
training plan : A training plan consists of one or more workouts. It is typically of a cyclic nature, e.g. a weekly strength training plan or a monthly running training plan. workout: A workout is a session in the gym, a cardioid workout, a strength workout etc. It consists of one or more exercises.
exercise: An exercise is a set of activities. For instance a bike ride, a 20 minutes run on the tread mill, 3 times 10 repetitions with 70-80-90 kilos weight lifting etc.
training: The term is used interchangeably with the term workout.
fitness: Is the generic overall term for activities related to physical workout.
workout program: A workout program specifies the content of the workout. For instance it may contain instructions for a 10 minutes warm-up exercise on the thread mill followed by three different strength exercises.
workout template: A workout template outlines the workout program. Based on a workout template it is normally easy to create a workout program.
exercise template: Conceptually a workout consists of one or more exercises. Similarly, a workout template consists of one or more exercise templates. It is possible to combine one or more exercise templates into one workout template. Editing an exercise template is the same as editing a workout template.
before workout/training: Before the user will perform his/her workout.
during workout/training: While the user is performing his/her workout.
after workout/training: After the user has performed his/her workout.
dynamic: Qualifying term that precedes other terms to indicate that they are sensitive to real-time (dynamic) events during workout.
preprogrammed: Qualifying term that precedes other terms to indicate that they are defined before workout. For instance a preprogrammed exercise is defined before workout and does not expect real-time input during workout.
static: Can be used interchangeably with the term preprogrammed but the term preprogrammed is preferred. Live Coach : The virtual Swirlfit Live Coach that guides and assists the user during workout. The user may be able to communicate with the live coach.
user content: Content contributed by the user, e.g. when creating a workout program the user may mix in music from the his/her own collection.
user: The end user. The person (or possibly machine) that uses Swirlfit in his/her fitness experience.
mixing: The user may mix music or other media into the workout program.
offline mode: When the user is connected to a network or remote device during workout.
online mode: When the user is not connected to a network or remote device during workout.
program creator: The module allowing the user (or machine) to create a workout program by editing a workout template and mixing in user content. After a workout program is created it can still be re-edited in the program creator.
mixer: A module that allows the user to mix in user content. This module is part of the program creator.
template editor: A module that allows the user to edit a workout template.
media device: The device communicating with the user. E.g. a swirl, a headset, an mp3 player or a loudspeaker.
media device log: A log of the workout created by the media device.
trigger: A trigger is defined to react to one or more events. When the event occur the trigger will fire leading to 0 or more actions associated with the trigger.
action : An action may be the result of a firing trigger or it may be a preprogrammed action.
producer: The producer module is used to create workout templates. Workout Concept
The present invention, Swirlfit, enhances the user experience and the trainer's experience in relation to fitness workout. It gives both the user and trainer new and enhanced possibilities of planning, defining, performing, monitoring and optimizing the workout.
To the trainer Swirlfit is a unique tool to develop workout programs. To the user Swirlfit offers guidance, assistance and motivation.
Workout can be split into three stages: Before training, during training and after training. Swirlfit addresses all stages:
• Before training: Check physical condition based on previously collected data and plan workout in a rich and user friendly way
• During training: Check real time physical parameters, live workout coaching according to the training plan, collect statistics and performance data from the workout. Combine with music and other entertainment. The virtual Swirlfit Live Coach follows the user through the exercises
• After training: Transfer workout data and track performance
Illustration 1 provides an overview of the system.
In a typical scenario, during training, the user is doing his/her workout according to a workout program. The program consists of workout instructions from a Live Coach combined with music, similar to a having a human coach give live instructions while the stereo is playing music.
Swirlfit's Live Coach is virtual. The Live Coach guides and assists the user through his/her planned workout program with instructions, suggestions, motivational comments, status messages etc. combined with music and/or other media. The Live Coach uses preprogrammed information as well as real-time events and workout statistics from previous training sessions to coach the user.
An advanced dynamic Live Coach would e.g. be able to use real-time measurements and historical workout statistics in combination with the planned workout program to coach the user and even control equipment used by the user (such as setting the inclination of the tread mill). A simple static Live Coach would be fully preprogrammed, basically an audio track with music and timed voice instructions. While the simple Live Coach may run on a standard mp3 player, the more advanced Live Coach will demand a customized device depending on the number of features. Any variation of the feature set would fall inside the concept.
Before training, the user views his/her physical parameters and statistics from previous workout and plans the workout program according to ambition and ability. The workout program is planned based on a workout template ("template" for short) that gives the user any number of adjustable parameters. A simple template may allow the user to input his/her physical parameters such as weight, height and age based on which a cardioid program with a target heart rate is created. Additionally the user may set one or more music tracks to be played during the workout as well as linking certain music tracks to certain events, such as a 'power song' to be played during particularly straining parts of the workout. The music may come from a shared source or from the users own collection, thereby avoiding issues with media rights.
An advanced program would allow the user to additionally set heart rate levels, time intervals and calorie targets. The number and combination of parameters is only limited by the creativity and wishes of the template designer.
Swirlfit makes it possible to collect physical parameters and statistics during the workout that can be transferred after training for performance tracking and usage as input for future workout planning.
Example: System implementation
Illustration 2 shows an example of how Swirlfit can be used. The numbers in parentheses in this section refer to the Illustration.
Before training (1) the user creates a workout program by editing a workout template and/or mixing in music on a web browser based graphical user interface. When satisfied with the workout program the user makes it available online (2A) or uploads it to the media device (2B).
During training two situations are shown. In (2A) the user wears a stereo bluetooth headset that is wirelessly connected to a system backend (from where the Live Coach runs) on the internet via a bluetooth access point. The headset has microphones and connects to a heart rate monitor. The user may communicate with the live coach using buttons on the headset and by voice recognition. Heart rate measurements are used by the Live Coach to guide and assist the user, and the user may request heart rate read out by synthesized voice at any time. Refer to the section 'Synthesized voice and voice recognition' for details on these topics.
In (2B) the user carries a media device that contains an mp3 player and connects to a heart rate monitor and a GPS device. The workout program is uploaded to the media device wirelessly so the Live Coach runs on the media device. The Live Coach guides and assists the user with prerecorded voice prompts based on GPS data, heart rate measurements and the user's button clicks. The user may at any time request heart rate read outs and distance measurements by clicking the appropriate buttons.
After training (3) the user transfers his/her workout data wirelessly if having used (2B). In (2A) the workout data is transferred automatically during training. The data is made available to the user as graphs and performance calculations that also include historical workout data on a web browser based graphical interface. Further the data is available for future workout planning.
Details about the program creator
The program creator enables the user to customize his/her workout program. An important aspect of workout program customization is the user's ability to mix in music from his/her own music collection.
A workout template is typically created by a fitness trainer, fitness enthusiast or other fitness authority (but anyone with access can do it). The template outlines the workout program, it defines a set of actions that are controlled by timing and/or triggers. Triggers react to input measured during the workout and result in certain actions. Timed actions happen at a predefined time interval after a trigger event, in its simplest form a timed action happens at a time interval after the workout program starts (hence the program start is the trigger).
Further, the interaction with the user may be determined based one real-time parameters, e.g. by using synthesized speech the user can receive instructions that are generated at runtime (refer to the section 'Synthesized speech and speech recognition' for additional details). Thus, the template makes it possible to create an interactive and dynamic workout program.
The person creating the template decides the number of parameters made customizable by the user. Parameters could e.g. be a number indicating the overall difficulty level of the workout, personal physical parameters of the user such as height and weight, the type of equipment in use such as heart rate measurement device and GPS, the duration of the exercise, background music or other media, event related music such as a 'power song', weight on dumbbells, number of repetitions etc. Parameters controlled by the user are denoted user handles.
The user handles are typically presented to the user through an easy-to-use graphical user interface specific to the type of workout. Defining the user handles is part of creating the workout template, which is typically done by a trainer in the specific type of workout or another authority in the field. This means that the user can safely and easily customize and plan his/her workout within the frames given by an expert.
Since the user typically plans his/her workout from his/her account, the template has access to the user's physical and other personal data, including results from previous workout. Thus enabling a high degree of automatized customization and continuous adjustment.
One of the most frequently used user handles is the ability to mix in music from the user's own music collection. This makes it possible for the user to personalize the workout experience beyond the physical fitness related parameters, and it makes it possible to use music that otherwise can not be distributed due to media rights limitations.
Existing workout programs can be re-imported into the program creator e.g. when the user wish to update his/her program manually or based on data collected during workout.
Creating workout templates
The producer is the trainer's or other fitness authority's tool though anybody can be allowed access to it. With the Producer it is possible to create workout templates. In the 'Details about the program creator' section templates are introduced in general terms.
The producer (see illustration 3) can be fully automatic, partially automatic or manual, combined with optional usage of input data. A fully automatic producer is able to create a template based solely on input data without any human intervention. For instance it may accept heart rate data and GPS data from a bike ride and fully automatically create a bike workout template for that particular route (refer to the section 'Example: Repeated bike ride'). Illustration 3 depicts the process of creating a template.
A partially automatic producer assist the human in manually creating the template, e.g. through parsing input and carrying out sub tasks. Producing a template involves creating a number of parallel tracks, each defining actions on an event basis and/or time basis. Triggers are used to detect real-time events, they are the input point for event based tracks. Depending on the complexity of the producer it is possible to have conditional tracks and dependencies between tracks, as well as well as any other feature known from programming languages.
Mixing in background music and/or event based music (or other media) is supported within the framework of event based and time based tracks. Often, though, the music mixer is presented as a separate item to the user creating a workout program based on a template.
Details about the media device
The media device is typically a portable or wearable device. It is the interface that the user interact with during training as well as the device that receives internal or external events such as heart rate data and GPS data. The (virtual) Swirlfit Live Coach runs on the media device or the media device is the access point to the Live Coach if it runs remotely. Typical media device implementations are an mp3 player, a bluetooth headset, a PDA like device, a targeted fitness device with memory and interfaces to a heart rate measurement device and a GPS device etc. Advanced media devices may additionally control external equipment such as configuring a tread mill.
The media devices depicted in situations (2A) and (2B) in Illustration 2 are both interactive and dynamic, though they also contain preprogrammed information. They are dynamic because they react to real-time input from external devices and the user, and because they are able to generate feedback to the user (and external devices if needed) based on runtime calculations during training. The systems are interactive because they communicate (accept commands and signals/speaks) with the user during training.
The preprogrammed part is all time based actions such as background music, the length of the workout and target heart rate. Hence, this part is defined before training.
Situation (2B) is self-contained during workout as it downloads the content before training and executes it during training from on-board storage. Executing the content is done by a Swirlfit engine made for the purpose. Downloading content could be done any conventional way including wireless transfer by bluetooth.
Situation (2A) is an online solution where the media device is connected to the internet (or other network) during training. This makes it possible to have a very simple media device that is merely a relay. Such a device could be a standard bluetooth headset with microphone or a bluetooth device with interfaces to e.g. a heart rate measurement device and a GPS. In this situation the Live Coach resides on an Internet connected server which among other reduces the demands for complexity and capabilities in the media device. Communication with the user (speech, button clicks etc.) and measuring/actuating internal/external devices would in this setup use standard bluetooth channels.
A standard mp3 player would do for a very simple self-contained media device with only the ability to execute static content defined (before training) as mp3 tracks.
Example: Strength workout
A Swirlfit strength workout program would typically be used in a fitness center. The program guides the user through a series of strength exercises that are adjusted to the user's goals and ability.
Before training the user logs in to his/her Swirlfit account and customizes his/her program on a web browser based graphical user interface. As the training plan may have build-in variations over time - e.g. different workout programs exercise different muscle groups depending on the current weekday - the user does not need to plan each workout program separately.
During training Swirlfit starts by introducing the fitness machine to the user (if it is new to the user), it is explained how to set up the machine; setting the seat, adjusting the weights etc. For instance, by knowing the height of the user and the type of the fitness machine Swirlfit calculates the seat position. As the user commence the workout, Swirlfit's Live Coach assists with coaching advices about breath, positioning of arms, how to pull correctly etc. If the user set up the program to include warm up the Live Coach will start out instructing the user on using e.g. a tread mill or elliptical.
Music from a shared source or from the users own collection will accompany the coaching. For instance the user may have a new song starting when the coaching starts just after the initial introduction of the machine.
During the exercise the user interacts with Swirlfit through buttons or other user interface on the media device, and/or through voice recognition. By doing this, the user navigates through the workout program and reports back his/her performance. For instance the user may report that he/she is able to increase the weight or number of repetitions beyond the instructions in the workout program. This information can be used for adjusting the workout program in the future. For strength workout Swirlfit can optionally use heart rate measurements combined with the users physical parameters and knowledge about the exercise to calculate the calorie burn.
After training data from the exercise is uploaded to the users account. Performance can easily be tracked and the program is automatically and/or manually adjusted. For instance the weight and number of repetitions in certain exercises may be increased, and Swirlfit may suggest other exercises based on the user's input and measured progress.
Example: Repeated bike ride
On a bike ride the user wears a media device with heart rate measurements and GPS facilities, and optionally a speed measurement device attached to the bike. During his/her ride coupled data about heart rate, position, time and speed (from GPS and/or bike speed measurement device) are collected. After the trip all data is uploaded to the users Swirlfit account, where he/she can see it and use it as input for creating a training program for next time he/she does the route.
Swirlfit gives the user the ability to design a training program based on data from a previous trip. Swirlfit also assists the user in the workout program design process based on knowledge about training relevant conditions for a bike ride (and other types of workout).
Swirlfit can even generate a training program for the specific bike ride (and other types of workout) fully automatic. Among other Swirlfit will identify straining distances (uphill) and easy distances using heart rate, GPS and speed information. By searching the user's music collection for appropriate music (based on mood parameters such as the number of beats per minute in the music or user ratings) Swirlfit will choose or suggest to the user what music is appropriate at given points during the ride. Similarly the Live Coach will insert voice prompts at appropriate points informing the user of the current status and preparing the user for the next distance.
For instance prior to a steep hill the Live Coach will warn the user of the upcoming challenge and advise the optimal heart rate and speed. A 'power song' with a high number of beats per minute is played to assist the user up the hill. As the user climb the hill the Live Coach will advise him/her of his/her performance based on heart rate measurements and speed measurements comparative to previous rides on the same route.
When the user is back from the bike ride all data from the current bike ride is uploaded to his/her Swirlfit account enabling the user to track his/her performance from one ride to another, and possibly let Swirlfit adjust the workout program for next time the user rides the route.
Synthesized speech and speech recognition
An important specific (but optional) feature in Swirlfit is its support for synthesized speech and speech recognition. During training the user may carry an audio based device such as a wireless stereo bluetooth headset with a microphone. The workout program may take advantage of speech recognition and speech synthesis build into the Swirlfit system enabling the user to communicate with the system using his/her voice. The system may interactively respond with synthesized voice. In a simple example the user asks for his/her heart rate and the system responds with the current heart rate, or the user reports the weight and repetitions he/she did in a strength workout.
The synthesized voice is generated at runtime (during training) based on predefined textual phrases and phrases that are constructed during workout e.g. based on real-time events and calculations.
Simple stand-alone media devices will not have the ability to generate the synthesized voice. By combining prerecorded voice messages such devices may provide voice feedback, though with reduced facilities compared to runtime generated synthesized voice.
Voice recognition is a runtime feature that advanced stand-alone media devices and connected media devices (with the processing power in a server backend) may provide. The voice recognition typically reacts to context sensitive keywords that are fed into the system as input commands or data. All the usual features of voice recognition systems are possible.
Generalized concept and alternative use
The Swirlfit system can be used for other applications than fitness. By removing the word 'workout' from Illustration 1 and Illustration 3 they show a general system with the features described in relation to fitness.
Templates defining and linking triggers and actions can be created by an authority (or anyone) in the field of application by using the producer. Defining user handles makes it possible to specify what options are made available to the user. A trigger can be programmed to fire on any defined event or combination of events. Events can be anything measurable. A trigger firing may result in controllable action including playing audio prompts, activating actuators, reading sensors, dynamically changing triggers and/or loading another program. A trigger may also result in a series of timed actions.
The user can customize the program within the frames of the template using the program creator. In this process the user can add own content such as music without infringing media rights. User content is personal or shared content. It can be any stream-able data, e.g. voice tracks, movies, seismological readings, measurement series and simulated data streams. The User content may consist of multiple pieces of heterogeneous data.
The user handles may enable the user to control any variables in the program including intervals, amplitudes, levels, conditions, linking triggers to actions and/or linking actions to user content.
The media device can be anything communicating with a user and/or external device. It can be connected to a remote device or network, or be stand-alone. Depending on its hardware specification and the features of the Swirlfit program running on it or remotely, it may offer triggers and perform actions specific to the field of application.
The UML class diagram in Illustration 4 shows how the generalized functional components interrelate. Further the UML deployment diagrams in Illustration 5 and Illustration 6 show two possible physical configurations of software and hardware.
Example: Alternative usage in a museum
The Swirlfit innovation is fully or partially relevant for many applications beyond fitness. One such application is in relation to museums/exhibitions. The Swirlfit system could be used for guiding the visitor through the exhibitions.
The user could be navigating the exhibition by a user interface on the Swirlfit device or by voice recognition, and/or Swirlfit may guide the user by sensing the location by bluetooth, GPS or other technology.
Swirlfit could tell the user about the exhibited item in front of him/her and play music, audio snippets and other media related to the item. Hence, in its simplest version the museum Swirlfit system may be implemented merely as a playlist of mp3 audio tracks on a standard mp3 player that the user selects based on his/her location (mp3 tracks are named according to location or similar). Or the museum may take advantage of the advanced features of Swirlfit such as voice recognition, speech synthesis, real-time event handling and dynamic interaction with the user and surrounding environment.

Claims

1. A method of providing information to a user during a work-out or exercise, the method comprising :
1. providing one of a plurality of predetermined, different audible information items to the user during the work-out or exercise,
2. providing predetermined parameter information,
3. sensing or determining a parameter or action relating to the person during the workout or exercise,
4. providing, during the work-out or exercise, audible information to the user relating to the sensed/determined parameter.
2. A method according to claim 1, wherein step 1. comprises further providing information relating to one or more events and wherein step 1. comprises determining whether one of the one or more of the events take(s) place or has taken place and subsequently selecting another of the predetermined audible information items and providing it to the user.
3. A method according to claim 2, further comprising providing second information on the basis of which the subsequently selected other audible information item is selected.
4. A method according to any of claims 2-3, wherein step 1 comprises determining an input from the user, and wherein step 4. comprises providing audible information describing, to the user, a next exercise to perform.
5. A method according to any of claims 1-4, wherein step 3 comprises determining or sensing a heart rate, respiration rate, a position, and/or a velocity of the person.
6. A method according to any of the preceding claims, wherein step 3. comprises comparing the sensed/determined parameter to predetermined parameter information, and step 4 comprises providing, as the audible information, informationrelating to the comparison if the comparison results in a difference exceeding a predetermined difference between the predetermined parameter/action and the determined/sensed parameter/action.
7. A method according to any of the preceding claims, wherein step 3. comprises constantly or intermittently determining or sensing the parameter/action.
8. An apparatus for providing information to a user, the apparatus comprising:
means for generating, receiving, holding/storing, and/or providing one of a plurality of predetermined, different audible information items to the user during the workout or exercise,
means for sensing or determining a parameter or action relating to the person during the work-out or exercise and
means for providing, during the work-out or exercise, audible information to the user relating to the sensed/determined parameter.
9. An apparatus according to claim 8, further comprising :
second means for generating, receiving, holding/storing and/or providing information relating to one or more events and
means for determining whether one of the one or more of the events take(s) place or has taken place and controlling the first means to select another of the predetermined audible information items and provide it to the user.
10. An apparatus according to claim 9, further comprising third means for receiving, holding/storing and/or providing second information on the basis of which the first means may select the other audible information item.
11. An apparatus according to any of claims 9-10, wherein the determining/sensing means are adapted to receive an input from the user, and wherein the providing means are adapted to provide audible information describing, to the user, a next exercise to perform.
12. An apparatus according to any of claims 8-11, wherein the sensing/determining means are adapted to determine or sense a heart rate, respiration rate, a position, and/or a velocity of the person.
13. An apparatus according to any of claims 8-12, further comprising first means for generating, receiving, and/or holding/storing predetermined parameter information and means for comparing the determined parameter/action to the predetermined parameter information, wherein the providing means are adapted to provide the audible information to the user if the result of the comparison results in a difference exceeding a predetermined difference between the predetermined parameter/action and the determined/sensed parameter/action.
14. An apparatus according to any of claims 8-13, wherein determining/sensing means are adapted to constantly or intermittently determine or sense the parameter/action.
15. A method of providing information to a user, the method comprising:
providing information relating to a plurality of events and, for each event, audio information to be provided when the pertaining event takes place,
- the user providing or selecting audible entertainment,
providing the audible entertainment to the user while determining whether one or more of the events takes place and, if so, providing the pertaining audio information.
16. A method according to claim 15, wherein an event is a point in time and wherein the step of determining whether an event takes place comprises determining whether the point in time of an event has occurred or elapsed.
17. A method according to claim 15 or 16, wherein an event is a position and wherein the step of determining whether an event takes place comprises determining whether the user is at or near the position.
18. A method according to any of claims 15-17, wherein an event is a physical or physiological parameter of the user and wherein the step of determining whether an event takes place comprises determining/sensing the physical or physiological parameter of the user and comparing it to a predetermined value.
19. A method according to any of claims 15-18, wherein the step of the user providing the audible entertainment comprises the user providing audible entertainment owned/licensed/leased by the user.
20. A method according to any of claims 15-19, wherein the step of the user providing the audible entertainment comprises the user providing one or more of: a data carrier or media player with the entertainment,
a web address from which the entertainment may be downloaded/streamed, or
information as to a radio station or other wireless source streaming the entertainment.
21. An apparatus for providing information to a user, the apparatus comprising :
means for generating, holding/storing, receiving and/or providing information relating to a plurality of events and, for each event, audio information to be provided when the pertaining event takes place,
- means for the user to provide or select audible entertainment and for receiving and/or holding/storing the audible entertainment,
means for providing the audible entertainment to the user,
means for determining whether one or more of the events takes place and, if so, provide the pertaining audio information to the user.
22. An apparatus according to claim 21, wherein an event is a point in time and wherein the means for determining whether an event takes place comprises means for determining whether the point in time of an event has occurred or elapsed.
23. An apparatus according to claim 21 or 22, wherein an event is a position and wherein the means for determining whether an event takes place comprises means for determining whether the user is at or near the position.
24. A method according to any of claims 21-23, wherein an event is a physical or physiological parameter of the user and wherein the means for determining whether an event takes place comprises means for determining/sensing the physical or physiological parameter of the user and comparing it to a predetermined value.
25. An apparatus according to any of claims 21-24, wherein the means for the user to provide the audible entertainment comprises means for allowing the user to provide audible entertainment owned/licensed/leased by the user.
26. An apparatus according to any of claims 21-25, wherein the means for having the user provide the audible entertainment comprises one or more of:
means for receiving data from a data carrier or media player with the entertainment,
means for receiving a web address and for downloading/streaming the entertainment there from, or
means for receiving information as to a radio station or other wireless source streaming the entertainment.
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